Umvc3 wesker changed?

He’s just as stupid regardless of the spot you pick for him.

This character makes me pretty mad, so I’ll just leave this here.

I think Wesker is the only character you can effectively play in this game that does not require the knowledge of knowing how to do any quarter-circle/srk motion moves… You can get by just fine on spamming gun shot to teleport for easy mix-ups and doing a team hyper combo after his amazingly effective ABCSBBCS combos.

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Great job balancing the game, capcom you dumb fucks. Clearly someone had a boner for wesker seeing as everyone got hit by the nerfbat except this asshole.

People that use gunshot-teleport to get around are the easiest Weskers to predict and punish, especially if you’ve played Wesker yourself and know the distances on his teleports. The gun telegraphs that you’re teleporting, and there are really only two significant spots he can go to to come at you, so just be ready to punish those two spots, or avoid those two spots. If you’re not SRKing that teleport you’re losing almost all of what makes Wesker tough to block.

Also, I think Wesker has actually been nerfed overall, mostly due to the gun combos and rhino charge. Dammit, my beautiful rhino charge, what have they done to you? It’s useless now, and it was seriously one of Wesker’s best defensive options. I’ve lot several matches already due to that super getting butt fucked.

Your teleports should always be covered by an assist, thus making them safe, gun-shot combos are also still possible with an assist as well, and his hyper does tons more damage now. His lvl 1 hyper was probably his only downside in vanallia and now they basically doubled its damage and is probably one of the best hypers in the game and it also gives Wesker free devil-trigger/xfac1 buff after using it… So retarded

His counter super is not useless now, I was using it to counter a J.S spamming ghost rider all day and it was working just fine

Try countering a bionic arm from less than half screen on reaction now though. You get hit straight out of it. Yeah, you can cover a gunshot teleport with an assist, but it’s still more predictable and easier to defend against and reposition even if you don’t punish it straight away. There’s a place for gunshot teleports sure, but if you aren’t doing any raw teleports at all I think Wesker gets a little more predictable.

People keep saying predictable. I seriously need to know because wesker owns me hard. How exactly is he predictable? He can teleport 3 different spots, how do you know which one it is especially if he has assists backing it up? Quite frankly I feel you need to be psychic.

Nobody good at the game is getting hit by gun shot to teleport anymore. Esepcially since it doesn’t even convert to damage anymore. That is just a typical highly punishable online tactic now. Slow ass recovery on his ports extended by more slow start up on his gun that most of the rushdown cast can duck or wave dash under. Best thing to do with Wesker’s ports as always…call assist first…then port and see if you win. There’s no mix up when you’re doing something that has 15 frames of start up, 20 or more frames of recovery and you can’t block during the whole thing.

If you try and deal with it like a SFIV mix up and just sit there and block…yeah probably something’s gonna happen. If your opponent knows to press buttons or air throw, Wesker is getting blown up.

I mained Wesker from when the game came out early and Buktooth was using him (back when barely anyone played Wesker and thought Sent was a god). Essentially Wesker is O.Sent that doesn’t actually suck. Overhyped…but unlike O.Sent he’s actually a strong character with real mix up.

He can’t really teleport in 3 different spots. Yeah he has 3 teleports but only 2 of them move him in a forward direction. The M teleport on the ground is just a runaway teleport (teleports backwards nearly full screen) and can’t actually mix you up.

Yeah sure…call assist L or H ground port with Wesker is a legit mix up…but so it is also for like half the damn cast that can call assist then port or command dash. Half the cast is wearing a trenchcoat and glasses if you’re gonna bring that up. Welcome to the way Wesker is played by people who actually know what they are doing with him (or how half the other cast is played…everybody has trenchcoat and glasses, global saturation blah blah). There’s a reason i made a thread on the main Ultimate page discussing how half the cast does the call assist then port crap. Wesker just moves forward farther when he ports than some other characters but it’s the same BS…different character. He’s just another user of this hit box in the middle when you move through the screen mix up. Which Wesker needs an assist to do. They made it so Dorm can do this mix up without an assist now and it causes wall bounce on hit. LOL.

Now we’ve devolved Wesker’s ground teleport down to 2 teleports. One that runs along the ground and shoots him forward and one where he appears above your head (considering he was close enough when he started the port). Now the thing to note about Wesker’s L and H ground ports is that…THEY BOTH GO THE SAME SET DISTANCE FORWARD. They don’t even track (which is in some ways the best or not so best thing about them). Whether you do the L or H port Wesker goes a set distance forward across the screen. It’s a very far distance but it’s the same distance. Unlike Dante/Strider command dashes he does not track the opponents movement so if you’re too far away or too far forward when you port the opponent will know where you’re going to be when you port if you do either one.

Which essentially means he only really has one port. Both L and H ports move the exact same distance forward. It’s just one can set up a high/low also but is easy to be air thrown even with an assist call in the middle so you’re better off just running the L one a lot of the time. H one gets more effectiveness in XF but that’s XF**. Just like most of the other cast anything Wesker does in XF gets a bit more effective (but then you lose your best mix up which is assist in the middle then port). Which is why XF2 Wesker is arguably scarier than XF3 Wesker. I’ve seen XF2 Wesker do more damage than XF3 Wesker at times. **XF3 Wesker is easy to push block down or lame out with any character that can sit at the top of the screen and shoot shit at him and press buttons. Trish, Morrigan, Spider Man and Firebrand could all be considered anti XF3 Wesker characters. He has a much better shot in XF2 vs. those characters than XF3.

Once you go in training mode for a few minutes and see how far his ground L and H teleports move him forward (both the same distance) you’re good to go as far as knowing where he will most likely be when he ports. Anytime Wesker ports on the ground you should at least have a good idea where he’s going to be afterwards if you block the assist correctly. With assist in the middle you’ll still probably get hit unless you pre emptively figure he’s going to port. Yet…half the cast has the exact same mix up off the exact same types of ports that move a set distance or auto track to the opponent’s distance.

Any semi-decent to bad Wesker player still knows that they need to call an assist to cover/convert off of a the teleport

That’s why I say that the gun nerf doesn’t hurt him that much because Wesker’s ports SHOULD be always covered by an assist to make it a safe mix-up and to convert into a full combo. He’s just as brain-dead as he was in vanilla, if not more since his lvl 1 does great damage now and also gives him a free lvl 1 x-factor buff

I just don’t like what Wesker does for UMVC3’s character variety, there are speed characters with teleports and there are hard hitting characters, but Wesker is a hard hitting fast character with a respectable amount of health, there is really no down-side to having him on a team. Why pick anyone else over him when he can be a great point character and anchor(yes, I know you still need to pick 2 more characters to make a team)

Mainly because there’s still plenty of characters (not even top tier ones) that clear counter him. There’s other top tiers that are arguably better than him. He’s just the new easiest to use top tier. Hardly number 1 character in the game though and there’s other top tiers with less bad matchups.

The reason people put Wesker on this high pedestal is because they don’t study the game enough…not because of how good he actually is.

If you don’t like what Wesker does to the game…then you’re also saying you don’t like what Zero, Dante, Viper, Nova, Vergil, Dorm, Phoenix and Doom do to the game. For some of them even more upsides than Wesker. Can’t give Wesker crap and then act like those cheap fuckers don’t exist.

its kind of like sheik in melee, simple inputs that lead to high damaging combos

Wait, I’m pretty sure L teleport goes further than H teleport? And his Air H/L teleports in the corner are worth mentioning. Wesker literally DOMINATES everything on the ground in this game. His only glaring weakness is controlling the SuperJump airspace with anything that isn’t a back throw.

I felt this was true in vanilla, but in ultimate it’s borderline retarded. Almost 1mil 100k off a cr.L? Though people think Wesker’s hit his plateau, I still think there’s tools that the even the top players didn’t utilise. Something like assists with air ports is underrated and I’ve never seen anyone use assists with tk ports. I’ve had it done to me and it’s one of the greatest mindfucks ever.

I’d like to see Wesker dominate Zero or Dante on the ground? Oh wait…unless he’s right next to them that doesn’t seem to actually happen. Wesker still has to be shit scared of any high tier with sword normals cutting his shit up from the mid range. You can’t tell me that Wesker dominates everything on the ground when he flat out loses on the ground to anyone with swords and stil loses to Wolverine on the ground who most likely won’t even be top tier anymore. If Wolverine were to SOMEHOW end up being top tier again…EVEN MORE of a problem.

Not being able to control that space is a big weakness that other characters top tier and lower tier alike share. He will need specific anti air assists just like most of the other cast to cover that weakness.

Most of the cast of this game doesn’t even have 1.1million health so if he does 1.1 million oh well…you don’t even need to do that much damage to kill most of the people that are actually good in this game.

Point still stands that he has clear matchup issues and got nothing but damage buffs in return. When you’re having matchup issues you want BUFFED TOOLS. Not buffed damage. Whatever Wesker’s plateau is it will never reach the level of strength of other top tiers in the game. Sure he’s the best character that you can face roll on now but that doesn’t make you the best.

Wesker’s hyper being mashable matters a lot in terms of damage he gets for one bar and you can totally set up left/right crossups by switching between light and heavy ground teleports if your spacing is good. You can also change the timing on the teleport itself to cross up or not. You can also use his air teleports to create mixups.

The fact that his teleports don’t track the opponent make it easy to set up ambiguous teleports. Dante will always be behind you after he teleports.

Wesker has good anti-air between an air throw he can combo from himself, light tiger uppercut, raw launcher, s.l, cr.m, and the jump loop.

The speed buff for losing glasses matters a lot and if you don’t understand why I really don’t think it’s worth explaining to you.

Characters with swords besides Zero and Strider have slow, unsafe on whiff attacks. Wesker’s normals are fast and safer.

Wesker’s assist is still one of the best in the game.

Wesker has a 1 frame command grab he can combo from and the ability to kill half the cast meterless. Dante, Vergil, and Zero don’t have that.

The problem is you’re not explaining anything that makes Wesker better than any other top tier in the game.

The fact that his teleports don’t track don’t really do much more for mix up that you can’t already do with another character. The fact that his teleport doesn’t track the opponent means there’s one spot on the screen where you can really make that much of an ambiguous mix up out of the teleport. It’s pretty much within the mid screen which is a sub optimal range for Wesker to be in any way. If you’re playing a character whose mix up and pressure excels in the close range any way (even more so with the nerfs he got) then what’s the point in trying to sit in one spot so your teleport can ambiguously cross or not cross? If the teleport fails to cross or they generally block the assist correctly sure you get in but now you’ve pretty much used up any ambiguity the teleport could create that Dante or anybody with a tracking teleport or standard command dash can’t already do. There’s only one random spot in the mid range where the teleport not tracking really matters. Otherwise you get the same mix up while ensuring you stay near the opponent with a tracking port + assist.

A lot of other characters have good anti airs and can self combo off their air throw. If not…you’re most likely one of those characters that needs to press an assist button first.

The speed buff for losing glasses is nice but it doesn’t do anything that suddenly makes him better than everybody in the game. Wolverine still wasn’t better than everybody in the game just because he went into retard rage/berserker charge mode either. This is considering you have to get put in a combo that doesn’t kill you or have to land a combo on one of the higher tiers of the game first for this to happen. Those characters will make sure you die if they hit you before that can even happen. If not reset into kill surely will any way.

Dante’s standing normals have a bit of recovery but it’s completely mitigated by just cancelling into other safe specials on block or using bold cancel blocking. BC blocking allows Dante to block even though he whiffed a grounded normal. Allowing Dante to whiff normals and then with the correct timing still block attacks and supers. Something about 99 percent of the other cast can’t do. Other characters can cancel into safer specials or supers on whiff but Dante can full on just go back to blocking. Just like any other character you can still easy mode call assist and then cancel into teleport or devil trigger on whiff. Which ones you go into Devil Trigger Wesker pretty much has no reason being near you until its over.

Vergil has his issues with normals but they are mitigated with good use of assists and round trip. Going into Devil Trigger allows Vergil to cancel his normals on whiff into specials and super as normal also and gets safer block strings without assists. Plus Wesker completely loses to anchor Vergil with meters. There’s no way Wesker is going to land a clean hit on metered Vergil without guessing. Just not gonna happen.

Wesker’s assist is one of the best secondary assists in the game for extending combos and mix up. It’s not anybody’s go to assist for anything that allows you to actually get in and win matches like an Akuma tatsu, Doom beam, Iron Fist dragon kick, Strider vajra, Haggar lariat etc.

Throws are really good in this game already being 1 frame start up and most of the cast with meters is going to kill you off a throw as it is any way. The ones that can’t have plenty of other ways to open you up where having a 1 frame command grab isn’t necessary.

The only thing unique to Wesker that really matters is damage/speed buff which he already had in Vanilla by just throwing himself in the back as an anchor. He’s still going to lose complete matchups in this game that other characters will do much better in without Strider assist or other AA assist. The fact that he will need one of those assists just to fight certain characters does not bode well for him being best in the game.

The game is changing away from ground rushing characters being top spot in the game and it’s only a matter of time before this presents itself and Wesker needs really specific assists just to amount anything on some of the characters. Get yourself ready now. Sure…Wesker has a nice trenchcoat on and beats up on the little kids at school.

The issue is when the new big boys come to town that he can’t even land a solid hit on without specific assists come to town…you’ll hear Viscant say something and it will most likely be about how Wesker needed this and that assist just to fight this and that character and how the damage and speed buffs even in XF won’t do anything to help him fight those characters. It’s going to happen it’s just a matter of when. Maybe some Wesker players wanna feel good about Wesker being a possible top 3. I dunno what all of this sudden jump towards Wesker is over buffs that still make him not as good as he was in Vanilla is, but whatever it is people will see that he will have his issues just like any other higher tier.

Seriously, I think a lot of these players that think Wesker is the new-old-hotness just haven’t had a match against runaway Trish. Any Wesker player that has to play that match up for the first time (without the proper assist, a.k.a. Strider), will have their eyes opened to the exact weaknesses in Wesker’s game.

Yes, Wesker is at his absolute worst vs hardcore lame strategies.

Wesker does dominate the ground, and that’s why a Zero player will always stay at above jump height using command dashes and lightning dash/buster to get in. Besides, there are very few characters that can actually control that space effectivley. They need a move that brings both them and the opponent to the ground or a horizontal projectile.

I agree with Wesker being in second spot on a team because it does 2 things.
1: It allows you to utilize his assist to extend/set up unblockables.
2: After your point character dies, you have access to Wesker with an assist

And as an added bonus if your point character didn’t die and was able to build one meter:
Congratulations, you now have Wesker-boros, who has a DEVIL TRIGGER with NO TIMER and can BUILD EVEN MORE METER than he could before. Until he either dies, gets tagged out then raw tagged in again or… taunts.

By the end of Vanilla, I didn’t see many Wekser players dropping him. In fact he was getting a lot more popular with people like Justin picking him up. If you can say Dante’s S tier in this game, with all the considerable nerfs he got then there’s something wrong. I’d say he was a stronger character than Wesker in vanilla just because he could get considerable abouts of damage off a solid hit confirm. Now he can’t even do that. Yeah, he can control the space at the top of the screen but when you’re only getting 400k for it, is it really worth it? Damage, or rather the ability to not have to rely on resets to kill a character should be an important factor when tiering a character.

Wesker can literally do the same thing. Trish can’t shoot forward, so why bother approaching her? That’s the only way Wesker can neutralise his bad matchups to about 45/55.