Wesker Combo Thread

As posted in another thread, this is currently your best BnB glasses on doing over 787k for 1 meter and no assists.

cr.:m:, cr.:h: Cobra Strike, (Phantom Move :l: depending on spacing), Samurai Edge (lower shot), cr.:m:, s.:h:, Ghost Butterfly, Delayed Phantom Move :h:, air Samurai Edge, Jaguar Dash+Kick, (Dash underneath), cr.:h:, :s:, j.:h:, Phantom Dance

EDIT: For a glasses off variant to this combo, you can do the exact same combo but add an extra Jaguar Dash + Kick after the first one for just over 888k, or you can do an extra cr.:m:, cr.:h:, Samurai Edge (lower shot) after the first Samurai Edge (lower shot) for 867k.

Also, here’s a combo off a command grab. Corner only and glasses off but does just under 690k for 1 meter and no assists.

Mustang Kick :l:, cr.:h:, Samurai Edge (lower shot), cr.:m:, cr.:h:. Samurai Edge (lower shot), cr.:m:, s.:h:, Ghost Butterfly, Delayed Phantom Move :h:, Jaguar Dash+Kick, (Dash underneath), cr.:h:, :s:, j.:h:, Phantom Dance

Also note for this and the post above, the Jaguar Dash+Kick is 2 hits only. One dash hit to allow the cancel into Jaguar Kick, and the Jaguar Kick itself. This also means the combo is scaled less.

So this isn’t anything really new, I just thought it was fucking hilarious.
[media=youtube]RgE9POdJazM[/media]

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It’d be a lot better if you put these in the video thread unless you decide to put notations up.

Can you elaborate a bit on the timing after delayed phantom move falling samurai edge into the 2 hit jaguar kick? After I get the samurai edge, jaguar dash just clips the bottom of their body and continues dashing under them before the kick comes out. Can I just mash H after the jaguar dash or does it need to be timed? If timed, is there any sort of visual/audio cue?

This happens if your glasses are off, make sure they’re on.

No that’s not it. If you look above, the combos I put up are both glasses on and glasses off.

It does need to be timed. I wouldn’t say there is much of a cue, the only sort of cue I use is to see when I get 1 hit off the Jaguar Dash and then immediately cancel. Occasionally you can get away with mashing it lightly but timing it is a lot more effective.

Also, it looks like you’re doing the Samurai Edge too early and the opponent is too high up. You need to delay the Phantom Move H so that the Samurai Edge works, and you need to time it so it hits them slightly before they fall to the ground. Then you can do the Jaguar Dash.

I’m having some trouble landing the Jaguar Dash + Jaguar Kick after the gunshot coming from the Phantom Move followup from Ghost Butterfly. Are there any tips to help land this combo?

Also, what would be a perfect substitute for Nemesis’s Launcher Slam assist, I’m thinking Nova Centurion Rush :m: would do the trick since it helps with the ground bounce, though a dash is necessary to continue the combo.

You’re probably doing the gunshot too early. You need to time it so the gunshot hits just before you land, then you can immediately cancel into Jaguar Dash once you land.

I’ve tested Centurion Rush and it does work but depending on the combo you’re doing the timing can be different. Are you doing a specific combo?

This is the combo I’m currently doing:

cr.:m:, cr.:h: Cobra Strike, (Phantom Move :l: depending on spacing), Samurai Edge (lower shot), cr.:m:, s.:h:, Ghost Butterfly, Delayed Phantom Move :h:, air Samurai Edge, Cobra Strike (Phantom Move :l:), :a1: (Nova Centurion Rush), Samurai Edge (lower shot), dash (if not near corner), Cobra Strike (Phantom Move :l: if necessary), Samurai Edge (lower shot), Phantom Dance

Perhaps there’s more stuff I can tack onto this combo before ending it. All I can think of currently is adding the Jaguar Dash + Kick after the assist, then do the Cobra Strike.

This may be kind of a silly question but, what combo in general should I be doing after an air grab? There seem to be several ways to go, so at this point in time was wondering what is best or at least most common. For reference, in case the assists make a difference, the team would be Wesker Magneto Vergil. Thanks!

The most common combo (without assists) would generally be: Samurai Edge (Low Shot), cr. :m:, st. :h:, Ghost Butterfly (delay :h: teleport), air Samurai Edge, land, st. :s:, j. :m:, j. :m:, j. :h:, j. :s:, Samurai Edge (Low Shot)

You can either THC after the second Samurai Edge, or call and assist (like Nemesis B, Magneto B, Nova B, Most Beam/Projectile Assists) and do a Cobra Strike ( :qcf: :l: ) and then do another Samurai Edge for another situation of a THC, or just go for a reset.

Ok thanks, so just the basic stuff. I just wanted to make sure there wasn’t some clever new thing goin around I should know. Thought I have to say… magneto B?? Ewwww LOL

You technically can get fancier when Wesker has no shades, but I can’t get the timing on some of his combos, like the new BnB CKeegan posted.

I found it too finicky when I tried it out, and most of it I had already been doing (literally all of it except the Jaguar Kick for that matter) =/

Though I really lacked the motivation to keep bothering since I don’t “need” to know it. Seemed to me you needed to time the teleport just right, time the gunshot just right, perform the jaguar kick at just the right moment, and the enemy needed to be just the right height. Seemed like alot of near-perfect timing variables for not a whole lot more benefit to me.

With that said, it might be worth revisiting. I get 825k with glasses on for 1 meter with my current BnB at the moment (770k without my assist). If it were made less finicky (or I was being less lazy about it), I imagine I’d get up to 850k at least.

Could you let me know what your using as your BnB (without assist)?

It’s the same combo without the Jaguar Kick. Literally.

Although I consider my BnBs as starting with j. S since that’s my go-to startup, so the damage will probably be around 750-755k or so without it. And of course the damage varies a bit depending on how many hits you get out of Phantom Dance.

[media=youtube]IzGnOSQ3zUI[/media]
semi optimal wesker combo dont mind the end but anyway you think i could incorporate missiles into this?

When wesker connects air to air, for example the opponent gets tagged by drones at max normal jump height, how can he confirm and continue into a ground combo? I tried jH d+H, the “gunshot loop,” but it doesn’t work. I thought maybe jMHS, but can’t find a way to flow it into a resulting ground series. Any advice?

Been playin the ol’ drones- wesker and opening fools up like mad, but when they jump and get hit, I’ve been having to “let them go,” which blows since I’m earning that combo! Lol. Thanks in adv!