can’t you press H when you start and kara_cancel to hyper-counter/low-counter? that’ll beat every option they can do,(if they’re not thor or jump).
That works as well, I think if someone is walking towards you in the beginning you should be fishing for an easy counter period.
Different options for different circumstances. First off, I always walk up to them as well to see what they do next.
If they keep walking, I’ll either try to tech grab them, or if I have I feeling they’ll back off then I’ll do a jump Samurai Edge teleport with Doom’s Plasma Beam assist. It’s a great way to start off.
If right before it starts they walk up, but then back away, I’ll do Wesker’s L teleport with Plasma Beam assist for the tricky set-up.
Wh do you guys feel are bad matchups for Wesker (asumming point vs point)
Right now im having trouble with good Magneto players. That triangle jump can really lock him down and prevent him from doing a lot of shennanigans (for me at least)
Thus far I haven’t seen any opponent that gives Wesker a hard time if Wesker has the proper assists. His pistol is fast enough that you can give slow ranged characters trouble.
I have had success using the projectile counter against Mag if he gets too predictable. Takes some practice to use though.
I remember Marn saying during Wed Night Fights that Dante is able to handle Wesker pretty well and I pretty much have to agree. It’s not like Wesker can’t fight Dante but Dante’s ranged sword really limits the ranges Wesker can teleport from and pretty much forces him to have a beam assist backing him up to get in at all other than praying gun shot hits him while he’s airborne. The fact that Wesker’s teleports basically mirrors his current location on the other side of the screen means that its easy to scout Wesker’s teleports by just throwing sword around in areas where he may possibly teleport into. Which a landed sword can lead to big damage and this on top of how Dante has a teleport himself that lands him instantly up and above Wesker which he doesn’t really have an answer to other than praying he had an assist out at that time or guess block/tiger uppercut/rhino charge.
magneto is sorta hard. well any character that can rushdown and have faster normals makes it hard for wesker. on the bright side, wesker has good stamina and damage output with basic combos compared to other rushdown characters.
you can pretty much put magneto out of commission if you can land his counter super. at the very least, i’ll keep him honest with the triangle jumps.
haha I’m using Wesker/Akuma at the moment. Have yet to find a good connection between the two.
Akuma’s tatsu is a good pressure assist.
As for DHC, wesker could switch out and akuma fire off his air fireball super which should put out any wimpy-in comparison- magneto beam et cetera. I have no idea about demon having fireball invincibility, but close enough a dhc to x factor demon should really put hurt on em.
Wesker has an otg assist, which isn’t quite as handy with akuma since akuma can otg by himself, but it could be useful after a knockdown combo high in the air so you can start a relaunch, possibly.
For spammers: Throw bigger crap at em. airdash. Combo. KO. If you can airdash you can get around projectiles. OR better yet, maximum wesker them when they aren’t looking. Bear in mind that projectile supers beat the crap out of any standard projectile- so far as I know. Basically it’s like dealing with zoning in st, only it’s ok to jump and you have a lot more tools. Play around in training if you have to, there’s a record mode more than likely. I just play the game from time to time, some with a siiiick dante player, some with a spammer, and some- though it really isn’t playing- with a noob. And I’m a guy who uses Chun Ryu ammy so yeah, my zoning is sad. Ryu and chun could benefit from better fireballs. Ryu is slow, per usual.
I’m sure it’s in here somewhere but how the hell do I get a cr.m after df.h? It seems like they recover before I do.
First make sure you don’t land too many hits prior to the OTG. More hits makes it harder. Second, practice.
Try doing a simple combo (Hell just :qcf: :l: then OTG) then once you get that working start adding more hits.
Wesker reset and assist to land level 3 hyper after BnB questions
So Wesker has been my main since the game came out and my game plan (and I think the general Wesker game plan) focuses on crossing up with assists (usually sent drones for me) and teleport / samurai edge xx teleport with the hope of landing BnB which is basicly combo string -> qcf + lp, dash, OTG samurai edge, cr. m, st. H, special -->magic series ending in S, dash, OTG samurai edge + assist (for me it’s usually Dante jam session or Akuma hurricaine kick)
Question 1: After the BnB, does anybody have some interesting resets to re-land the BnB? Usually I try to teleport with H to land a high hit but I think this has become too predictable. Another option is to run up and do a low hitting combo string while calling assist and if its blocked cancel to teleport and try again. Another interesting one I just thought of may be to super jump right after the final assist hits and then teleport straight down after a few seconds and try to catch them off guard.
Question 2: I love using Dante’s jam session assist for the BnB because you can land the level 3 hyper combo insanely easy for massive damage. Unfortunately my Dante needs a lot of work, so I ask: is anybody aware of any other assist that combos in this way? So far I’ve tried all of akuma’s assists, iron man beam, sent rocket punch.
I have this same problem. One tip against Ammy is to land an advancing guard as late as possible during the stupid Ammy block string. My roommate does the cr. medium then mashes F +st. Fierce which hits 4 times. After the last hit if I can get a late advancing guard i can dash in and hit him with a low hitting combo string into BnB. If I miss he jumps, airdashes, calls assist and does the same thing until I get hit. Anybody else got tips on Wesker vs Ammy?
Edit: one more tip: Do not advancing guard and try to call out an assist because generally you are both going to end up eating a really big combo. My instincts always told me after advancing guard to call out my screen covering assist (usually sent drones) and jump but this never ended well for me.
If you have an assist that holds them in place, you can hit them with another :qcf::l: after the assist and OTG gun and go for an airthrow reset.
I see what ur saying about extending the combo after aerial rave --> OTG assist -->qcf::l: --> OTG but I’m not sure what u mean by airthrow reset. Does that mean after the OTG gun at the end u jump in anticipation of them jumping? Sorry for being a scrub, I’m unaware of wesker’s airthrow resets.
How the **** do you combo cr.M off Samurai Edge? I have tried it in every situation possible and can never land it. Throws, qcf+L, whatever. The only thing I can land after the OTG are L attacks. I’ve tried mashing it and everything, but it never comes out fast enough. If I mash and/or time a L attack, I get it almost every time. Wtfffuuuuuuu
IMO the reason a lot of people miss is because they over estimate the recovery time of samurai edge. I try to time the input of Cr. M with the sound of the gunshot (maybe a hair later).
Remember the general rule with learning a link.
The move doesn’t come out you are hitting it too early.
The move does come out and doesn’t combo you are hitting it too late.
best assist for wesker?
Wesker is a good enough point character there are tons of good assists. Akuma, Sent, Task, Doom, etc. all are good assists for him. You basically need an assist that goes well with Wesker’s mix ups.