The Wesker Question Thread

Learn to wave dash basically. Press 2 attack buttons to dash then immediately cancel with d+2 attacks into wave dash and when u get close enough press df+H for low sam edge and then gogogo.

About how many dashes does it take to put yourself in comfortable range?

Only 2 dashes total. Wesker’s dash covers a lot of range quickly so once u cancel into the wave dash just let the dash move over to the opponent then do low sam edge when he eventually glides close enough. You can cancel into an attack during any point of his dash any way.

Not that single dashing doesn’t work. If you wanted to do it in one dash, you can. You just have to wait to make sure you cover as much ground as possible. That said, everything DevilJin 01 said was absolutely correct as well though.

A single dash won’t work on all characters. Sentinel, for example, gets knocked too far back.

Whatever I’m doing it’s wrong then. I do 2 dashes and I come up shorter than if I did one. Maybe I’m pressing down by accident making the second dash short… I’ll keep working on it.

After the Cobra Strike, this is what you want to input:

:atk::atk:, :d:, :atk::atk:, :df::h:

I just do it as fast as I can, and it covers a lot of ground.

The Gun OTG should never miss. Almost everyone in the game can be hit within a single normal dash range, some of the few exceptions being Sentinel who requires a double wave dash into DF+H or Iron Man which must be picked up off the floor with a cr.L, cr.M after the DF+H. What character are you having problems picking up off the floor?

What’s the best way for Wesker to punish assists? Phantom Dance seems to get stopped if the opponent so much as blows on him.

im fine with the dashes/otg after cobra strike, but is it just me or is connecting something after the otg online a complete bitch?

should i just be starting a combo with L to get it out fast enough? offline it’s fine to start with cr.M or M but online the tiniest bit of lag seems to stop that connecting. just wondering what you guys do?

I was trying to wave dash last night and still having a bit of trouble. I either get a crouching H instead of a 2nd dash or if my two dashes come out, I’m too late on the gun. More practice…

fighting keep away?

how do u fight keep away with wesker?

the other day i lost a ranked match because the other player stayed on the other side of the screen with task shot arrows, used doctor doom hidden missles assist and when i teleport in he used a hyper that always seemed to connect. now i dont know if that last part was just error on my part but it seemed like he always connected with the hyper

any thoughts on general strat. on fight keep away

oh and by the way my team is wesk.(low shot) dante(Rock out. or whatever its called) magneto(disruptor)

but i dont only want u to help me i would also like to discuss the topic in general

Honestly I have this exact same problem. Was thinking about several ways to get around this. One was to superjump up and use the light teleport. Hidden missiles has trouble hitting a character if he’s moving horizontally too much. Another was if you’re in a block string and you know the hidden missiles are going to come down, call an assist and light teleport again to the other side. This should not only cross him up, but also (theoretically) avoid the missiles as well. Using the projectile counter could work too. Made a thread myself about this problem and you pretty much want to get rid of Doom assist asap. Snap him in and get rid of him first or use Magneto to interrupt Doom.

Haven’t actually tried these yet but I found my newly established team of Wesker (shot)/Storm (whirlwind)/Iron Man (unibeam) to work much better than my previous team (I have also found a new joy in playing wesker c: ) in this matchup.

More specifcally, I was told that:

If you’re interested, here’s the thread I made:
http://shoryuken.com/f322/mvc3s-zoning-you-read-me-267651/

Hm I didn’t consider using a snapback good advice and also thats0nks for the other info to

Unfortunately for Wesker, he doesn’t have a good long range hyper to punish those types of assists like Doom missiles from afar, so your only option is to get in. Wait for an opportunity and superjump over the projectiles and use the gun/teleports in the air to approach.

Also, that Taskmaster hyper is a counter hyper so don’t try to hit him. Just throw him out of it.

You have to have a good assist to help with getting in with wesker

Believe me, my friend plays a keep away game that is annoying as hell. However, I have had a lot of time to figure out how to get past this.

Rule 1:
BE PATIENT!!! This was my first problem, I was so concerned with all the chip damage I was getting, I was being reckless and impatient on trying to get in. Remeber, if you can get in, you can inflict a lot of damage very easy. Don’t let the time freak you out, block solid. and figure out the pattern he is using, which takes me to my next point.

Rule 2:
Use your movement to figure out his pattern. Lets say you block a move that pushes you back. Jump to him! Don’t press any buttons just jump. See what move he does to push you back. Dash to him, be ready to block. See what moves he uses (or what type of movement or assist he uses). This will give you information about his pattern. Don’t commit too much until you have figured out Where the slight gaps are at.

Rule 3:
You are going to need a good assist. Unfortunately, Wesker has a hard time getting in. It just isnt that easy. Having a good assist will help. And if you play characters that don’t have the type of assist you need (something like a beam assist works great to help you get in on Keep away characters), you might want to consider changing your character. Remember, marvel is all about the TEAM. I know that sounds like kind of a cop out, but you will have a hardtime getting in if your Assists don’t compliment well.

Rule 4: Super Jump Teleports
You are going to have to use Super jump teleports, especially your f,d,df + H teleport. Use this with your beam assist to get you in.

Rule 5: Once you are in, consider a snapback combo or make sure you hit a big combo. This is where you earn your pay. All that time you spent waiting

Rule 6: Don’t forget about your projectile counter! I know it is tough to use sometimes, but if you can figure out the timing on it, it can help you close the gap a little bit, and even punish some hits if you are close enough. Just something to think about. Go in the Lab and get use to the timing.

Let me give you an example that I had to figure out.

when fighting against deadpool. You want to call your assist (in my case doom, beam assist) immediately after he finishes shooting his guns. Deadpool will shoot his guns, then do his “pineapple surprise” typically to control ground.

Your 1 shot f + H isn’t enough to disrupt all of his 10 shots, and it comes out to slow.

So you need to wait, beam, teleport, dash dash. and then you are in.

Practice your Assist to Super Jump. That will you enough time to move in a little bit. Also prevents them from moving around too much while you are in the air. Keep an eye on their number while you are up in the air. If you see it right below your character, immediately f,d,df + H. From here you can either block, dash, immediately jump and d + h xx teleport. or low string combo.

Just really really try to be patient and block well while you figure out what you need to do.

don’t waste your hyper hoping it will randomly hit. Because 90% of the time, you will get hit out of it and waste a meter. Save it for the snapback, or once you have secured them in a combo.

Against lesser skilled players, you can sometimes get away with d,df,f + h to close distance. Don’t use it too much though, it can be punished easy against people who are expecting it, or see it coming. It works sometimes though.

I hope some of this stuff helps.

It’s not easy, but it is doable.

So what are the best options against Zero? I always seem to lose Wesker to Zero. I try to push block Zero when he’s attacking but his attacks seem to move him closer before I can do anything. Seems every time I try to jump in on Zero his attacks beat anything I throw out. Maybe I just need to familiarize myself with Zero’s attacks…

Believe it or not Wesker can zone pretty decently. His forward Samurai Edge is one of the best projectiles in the game (based solely on start-up, not damage, number of hits, or anything else). I think the only faster one would be a L EM Disruptor. With both players starting a projectile, Samurai Edge almost always cleanly beats out anything. Do this a bit to control the field, mix in some Air shots with Super Jump. And another thing you can do to catch them off guard would be (from full screen) dash forward, forward Samurai Edge, teleport cancel with L and in 1 second you went from full screen to right behind your opponent. Tie in a forward moving projectile assist (I use Taskie’s H arrows) and that’ll mix em up for sure.

You need to know that you can zone back, especially if you pick the right assist. Wesker players need to know Wesker, especially if he’s your point.

Hey guys first time poster long time reader here,

I use wesker(B) / Wolvie(Y) / Sent(A) and I cannot get anywhere close to my friends magneto(A) / Dante(A) / Sent(A).

I get zoned out all day by disruptor/shockwave combined with drone assist. having a limited range on weskers projectile counter makes it so that I cannot counter full screen disruptors and shockwave keeps me out of the air
Anyone else having this problem / have any tips against this?

Some ideas, depends on how you play though…I’m used to Doom Hidden Missile zoning…

It’s hard to realistically use Wesker’s projectile counter for the casual player (me)…and any teleport cross-up attempt ends up with Wesker eating Sentinel drone assist, right?

You could Super Jump back, and after dropping from the apex of your jump, shoot Wesker’s gun, then teleport back (it will usually chip or hit). If Magneto continues to spam, repeat with Super Jump/Gun annoyance. If he pursues, problem solved :stuck_out_tongue:

Alternatively, you could try to Super Jump in, teleport down in front of Magneto, and see how he reacts, to figure out how aggressive your opponent is to teleports…and respond appropriately.

Also…air block a lot as you go move in, and wait for an opening.

Or you could just spam Wesker’s :f::h: at Magneto, and see who wins :confused: (watch out for HC tho’)

Wesker would love a beam assist for getting it, but I’m too stubborn to change my Wesker/Akuma/Morrigan team. I’ve yet to find an excellent Wesker player on any streamed tournaments to copy their strategies, so I’m really just trying to experiment and discover stuff on my own :stuck_out_tongue: