Wesker Combo Thread

Guys, I’m having problems with this combo: Loyal Souls lvl 1 finish (bottom of the first page)
I have everything down up to the assist part, I’m fairly new to this game and would like to main wesker for the time being.

The rest of the characters I pick are usually females, because I like playing them more in a fighting game.

So, Wesker is mandatory, but I don’t know who to choose out of these: Phoenix (female), Tron, Trish, X-23, Dante, and C. Viper.

I don’t know if any of these characters can apply to Wesker’s lvl 1 assist, need help please.

>females
>Dante

lol

http://www.youtube.com/watch?v=3LlQUk0rTTg

As in description - few simple combos utilizing Strider’s Vajra assist mid-combo.

Notation:
1: 2L > 2M (A1) 2H > S > (A1 Hit) 2M > 2H > S > jump > MMHS > (A2) 3C
2: 2L > 2M > 2H > 236L > L > 3H > 2M (A1) 2H > (A1 Hit) 2M > S > jump > MMHS > (A2) 3C > 236AA
3: 2L > 2M (A1) 2H > S > (A1 hit) 2M > 5H > 236M > S > jump > MMHS > (A2) 3C > 236AA
4: 2L > 2M > 2H > 236L > L > 3C > 2M (A1) 2H > S (A1 hit) > 236M > L/Dash/623L > S > jump > MMHS > (A2) 3C > 236AA

GK, what other assist can I use for you first combo? I’m new to UMVC3, so I’m trying to learn. Also, if you can give me the notations that would be extremely helpful. I’m wondering what assist I can do if I had ammy, viper, x-23, or storm?

I’ll update with combo notation in a jiffy.

As for other assists - most work well with old BnBs. That is - you do LMHS, jump, MMHS, land, call assist, 3H (down - forward gun shot) S, jump, MMHS, second gunshot into resets or hyper. With Ammy - go Cold Star. With Strom - whrilwind, Viper - Anything (though I’d take Seismic hammer). As For X-23 you might go with Ankle Slice and omit Wesker gun shot, just call assist and continue combo.

I don’t know how to do the first one, I do LMHS, j.MMHS, and when I call Viper’s seismic assist, she comes late. Is there some sort of timing I’m supposed to do?

And trust me, it isn’t your combo, I have trouble with any combo with an assist =\

The biggest issue is usually the timing. Can’t really check this combo with Viper atm, so I’ll advise you to experiment with timing. The reason I’ve written assist calls in parenthesis is because of that. You can try pressing A1 along with any of the buttons, or try to fit it inbetween them. With Strider, it works best just a frame or so after M, but with others it will surely vary. If you can’t get it to work, drop me a msg and I’ll help you out tomorrow.

There is a combo thread for wesker? ahaha, much lulz. as if mashing tp into abc abc abc abc abc for a brisk 700k isnt enough for you mouthbreathers.

is 700k a lot?

Most characters have to work for 700K+, Wesker gets it in two magic series into super.

what character other than felicia actually has to work for 700k?

hello peoples, I don’t play Wesker, but felt like contributing. Without glasses and without an assist Wesker can relaunch fairly easily for big damage.(with the glasses off for the speed boost)

heres my little clip, might help teams who dont have assists that let wesker extend combos from his gunshot(samurai edge?).

[media=youtube]7-gQ0lThTeU[/media]

PS: one may also Hit-confirm with ch.L before launch, but the timing off the gunshot otg becomes tighter.

notations -> J.S, S, j.H, j.S, Samurai edge, ch.M, s.H, Ghost butterfly, dash, ch.H, S, j.M, j.M, j.H, j.S, land, dash, Samurai edge, cancel into team hyper if you so desire.

Wow, I didn’t know he could relaunch after an air series. Just imagine if you added an assist, after samurai edge, did the qcf L palm move, into L teleport, samurai edge then did Maximum Wesker so the enemy is perfeclty in the middle of the screen. I gotta try this out tonight but I could see that doing close to 1 mil.

you mad bro?

heres what i was able to crank out with 1 assist, it might be possible to get a second assist in there for a bit more damage, im not sure though.

again, no glasses for this to work.

[media=youtube]afCYXBMGW54[/media]

my solo glasses ON combo: cr.L, cr.M, cr.H, qcf+L xx L teleport, gunshot, cr.M, st.H, qcf+M xx L teleport, S, j.M, j.H, super.
Does around 650-750kish depending on if S crosses up after the second L teleport (if it crosses up it leaves the opponent about perfectly midscreen).

solo glasses OFF combo: cr.L, cr.M, cr.H, qcf+L xx L teleport, gunshot, cr.M, qcf+L xx L teleport, gunshot, cr.M, S, j.M, j.H, super.
Does 800k+ dmg (usually around 830k) almost everytime and for one meter 800k+ dmg means I usually don’t even go for resets and just kill off the character with a DHC if I have the meter. A bonus is that the combo actually looks pretty cool incorporating two teleports, however the meter gain is about even after the super, so obviously the combo doesn’t gain a whole lot of meter.
You can add a few hits to the combo for more meter but I choose to leave them out because my combo leaves the opponent about perfectly midscreen in the air, allowing for the super to do max dmg (the reason why my combo is so damaging). Sometimes I even leave out the j.M at the end for slightly better positioning but the dmg seems to average out to about the same so I usually just keep it in for the little extra meter gain.

Hmmm, might try those combos when I decide not to do a reset into a mix-up.

You can tweak the glasses off if you use cr.H after gunshot (link is bit harder tho)

So, I figured out some great Wesker tech (well, it may have been figured out already, I don’t follow the forums too much.)

I worked out a great air-to-air loop that leads to some terrifying damage. Great thing to hit your opponent with as they come in, after a snapback, or after a ground gunshot for a mixup. Works anywhere on the screen, with or without glasses. Of course, timing is more strict with glasses on.

j.:h: x :df::h:, land, j.:h: x :df::h:, land, j.:h: x :df::h:, land, j.:h: x :df::h:, land, :s:, j.:m::m::h::s:, :dp::l:, :df::h: xx :a1::a2:

Damage with glasses ON: 854,700
Damage with glasses OFF: 868,500

And that’s just with Wesker alone, no X-Factor. Hyper mashed. You can do a 5th rep of the loop for extra damage, but your opponent has to be floating at a very specific height, or they will drop out of the combo before you can launch them. With the 5th rep added, it does 904,000. But I wouldn’t say it’s reliable enough.

With a team backing:

Damage with 2 meters + Vergil: 1,020,900
Damage with 3 meters + Vergil + Doctor Strange: 1,139,600

And here is my personal meterless version:

j.:h: x :df::h:, land, j.:h: x :df::h:, land, j.:h: x :df::h:, land, j.:h: x :df::h:, land, :s:, j.:m::m::h::s:, call Doctor Strange assist, :df::h:, :s:, j.:h: :s:, :df::h:

Damage: 701,000

Video:

[media=youtube]aECv28cMUbQ[/media]

Wesker is fucking stupid.

Ooh, I love that, I’m gonna have to hit the lab and work that into my game, I wonder how easy it is. A lot of people online fall for the dash jumping H when they’re coming in if you start far enough away, and it’s decent for getting a mini jump loop into launch, but this sounds so much sicker and damaging. How’s the HSD at the end after doing the air series, instead of super would you be able to use an assist like Spencer’s to relaunch rather than doing the super?

Any chance we could get a video?