I have said this before, but Dark Wesker really isnât frightening. Your only problem here is air grabs and command grabs, so try to stay off the ground and keep distance. Teleport mixups are easy as hell.
The first and second part of this post are really funny put together⌠Seeing how the characters have really similar toolkits other than one being faster, more damaging, and with easy unblockables and the other having better runaway.
Though I canât see how you can say Wesker is on the same level as Mags.
I was bitching about specifics last night, so Iâm gonna do this right, this is just the Felicia/Wolverine comparison.
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[]Air Delta Kick is a huge buff to her and is really good, but itsâ not as good as Wolvies dive kick imo. Worse angle, and slower input
[]Helper is slightly better than zerker charge when out, but doesnât have the amazingly stupid startup utility, which to me is the main important part of install hypers.
[]Her other hypers are also worse than his (excepting the occasional reversal âplease help me!â)
[]Even nerfed, I think zerker slash is a better mixup tool than cat spike.
[*]Her combos have a way worse difficulty-damage ratio.
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On the other hand, she has much more useful assists, and better OTG/projectile choices.
edit:
weskerâs fullscreen poke and teleport options matter a lot, especially the former. Between the OTG and normal shot Iâd argue that damn pistol is what really makes him special.
Well the whole point of bringing up the dive kick in general was the fact that Capcom felt that she needed that shit. Itâs obvious they wouldnât give her a dive kick as good as Wolvieâs or theyâd have no play style difference between each other.
The best time to use kitty helper is after you already killed someone and then the next one is coming in from the corner. At that point it acts like a super assist that canât be hit and locks them down for free. Once you lock someone down with the super itâs worse than B Charge as far as how easily you will get hit and what little you can do to escape.
She doesnât really need to use M Cat Spike to mix upâŚitâs just nice to have as ANOTHER left/right tool on top of everything. H delta kick + assist is her version of B Slash basically. Thatâs considering youâre going to get set up for a command grab if you somehow block that.
Her combos arenât that much harder than Wolvieâs. Especially now that they basically lowered her execution barrier by giving her ground bouncing dive kick to just throw in during every combo like Wolvie. If youâve played fighting games before youâll figure out her execution. Yeah Wolvie has Sesame Street new game execution but whatever.
Heh, one of my pet peeves on here is that people underestimate the importance of difficulty in these considerations, to me higher difficulty always means a higher chance of a drop.
And maybe I'm just being a marn here (but what a sexy thing to be!). I love Felicia, I played her from day one, I just don't see her being *quite* that good.
I guess the main thing to take from what I said is that her Delta Kick isnât nearly as horrifying as Wolverineâs - itâs a combination of the fact that Wolverineâs has rediculous properties on characters on the ground as well as airborne, e.g. stagger counter, as well as the angle, the ground bounce and the easy combo afterwards.
Yeah Wolverine will always be good for a dive kick you can use from the ground or air that causes ground bounce. Which means even if it trades youâre still in a favorable situation. The best part about the dive kick overall is that it crosses upâŚyou just have to be patient about it in the neutral since Wolvie is a character thatâs still mainly effective at the close range. Sword type characters really dont give a shit about his dive shit, Viper can just EX seismo etc.
If you really hate the dive that much as long as he didnât call an assist you can always XF guard cancel it on block also. Probably better to do if heâs in the second spot and you already killed the first character but itâs there.
Wesker has one great thing I think is what will keep him in S and that is the OTG assist. He adds something to every team just as does Doom and Hawkeye and Dante and Strider.
I see no reason to blame the character for playersâ shortcomings. If I drop a combo, thatâs on me, itâs not a reflection on the characterâs potential, only on my level of execution.
One of my pet peeves is when people talk about something being difficult enough to be problematic to use in a tournament when it takes less than 5 minutes in training mode to maximize that combo and weâre talking about players who come from a background of games like GG and MvC2.
Yeah thereâs no combos in this game that are too hard to do consistently for a tournament. If this game was in arcades in Japan people would have the stuff we consider right now to be too hard down consistently and regularly. Execution is the easiestâŚyou just practice till you stop screwing up. This game has less character specific combo differences than the older games.
The only real legitimate issue about execution Iâve heard is that the characters with easy combos can still get high damage off those easy combos. Which as far as tournaments concerned makes it less âimportantâ to pick higher execution characters. Otherwise you just gotta practice if you donât have ABCS, BBCS character.
If Skullgirls is anything like Guilty Gear/Melty Blood etc the game will most likely require at least solid execution among all the characters (then ones with really hard stuff) like the old games.
I was mainly looking to make a comparison between Feliciaâs Delta Kick and Wolverineâs Dive Kick - Quite exaggerated to be fair but I firmly believe Wolverineâs Dive Kick is the better of the two.
And yet, excellent players still drop combos in tournament settings, and a factor of skill is knowing just how much you have to push to get the result you want. Itâs not the primary factor in tiering by any means, but people are way too eager to write it off.
I honestly donât feel that way - anyone can kill in XF Level 3 and itâs simply a matter of how to make the best of the situation. In vanilla, there was always talks of ways to avoid Dark Phoenix, and people found some very effective yet simple tactics for it. Now in Ultimate, we have Dark Wesker who has much less capability than Vanilla Dark Phoenix to go ballistic on the other team, and quite frankly to win Dark Wesker needs a grab or mixup of some sort. The mixups that Dark Wesker has are very few - teleport, overhead, or low. Then thereâs air grabs and command grabs which are a lot harder to deal with and result in touch of deaths, which are the main problem. The best way to stop Dark Wesker, in my experience, is to avoid the grabs and block the mixups.