So I’ve been practicing and playing wesker now for 2 weeks (hes become my best). And I’m wondering how can I further my OTG combos? I’m only getting around 480-600k damage, my team is Wesker/Doom/Hagger, but I was actually thinking about dropping doom since even when using rocks to continue a otg combo you get more damage from Haggers lariat because of the scaling. Any suggestions towards how to increase my damage if possible (mind you im not using meter or x-factor, I can clear 1.3mil at the highest.) or any teammates that could fit my 2nd character role better then doom?
does anybody have a way to extend combos after lvl 3 hyper? i can get the gun otg after it but i’m not sure if anything can be done after that.
[media=youtube]QxaxldK3Ays[/media]
Feeling like a super noob, but I’m having trouble linking anything after :df::h: other then some assists. I’m assuming the timing is just strict, but anyone have any tips?
the way i practice link timing in games w/o plinks is i do the first move in this case :df::h: then hold up. When the character jumps is when you can follow it up with something provided its fast enough to hit. a visual clue is waiting for the gun to go all the way back into his jacket.
I just picked up wesker a few days ago to replace dormammu. My team is weaker/doom/haggar.
Only thing I’ve figured with this team so far is doom assist teleport mixup. And otg with gun into lariat in corner. What do u use after lariat aside from level 3? I’ve tried launcher but the subsequent air combo is inconsistent because of hit stun. Interested in seeing what u have come up with
I’ve been able to get another combo out actually Ken, theres a weird timing to it but you can launch after the lariat and still nail a j.M j.M j.H j.S. It also requires a super jump. Other then that I’m still working on timing qcf.M to see if I can get it to connect.
Edit: No idea why i put double jump the first time.
BEFORE I START
I am hammering this point home because I really don’t think Wesker players have got this concept yet. Setting up Phantom Dance Mid screen seems to be 20x more important than fancy long combos. I have found that many of the combos posted in this thread can be outdone by simpler combos that leave Wesker’s foe mid screen prior to activating Phantom Dance. The only other combos that this doesn’t apply to are combos that end with lvl3
Here is a combo I have been working on with my team (Wesker,Akuma, Taskmaster) this uses all of my assists, but the damage output is enough to kill much of the cast or come very close to it without burning X-Factor or a lot of meter. I can only imagine you can do a similar combo with other assists
Level 1 super finish version Single Assist. 640k-710k on Avg (Character size dependent)
:d::l:, :d:, :d::h:, :s:, j.,j.,j.:h:,j.:s:, Akuma B,:df::h:, :qcf: , :l: (Teleport), :s:, j:h:, :qcf::atk::atk:
Basic level 1 that puts your target mid screen where Phantom Dance does the most. My BnB for most situations.
Meterless Double Assist into reset version. 550k Dmg
:d::l:, :d:, :h:, :s:, j.,j.,j.:h:,j.:s:, Task Assist A,:df::h:, :s:, j.,j.,j.:h:,j.:s:, Akuma Assist B, :df::h:, :qcf: :l:, (Mix up of choice)
Double Assist Level 1 super finish version. 670k-720k on Avg (Character size dependent)
:d::l:, :d:, :d::h:, :s:, j.,j.,j.:h:,j.:s:, Task Assist A,:df::h:, :s:, j.,j.,j.:h:,j.:s:, Akuma Assist B, :df::h:, :qcf: , :l: (Teleport), :qcf::atk::atk:
This set up places the target dead center of the screen if done correctly which means Phantom Dance does maximal damage. It is in a sense a loop using the assists, but so far it is the most damage I have found. I know you might be thinking “Why not start the chain with :d::l:, :d:, :d::h:, :qcf: :l:, OTG?” Because the stun decay makes it near impossible to work with. I am messing around with some alternatives however. You add in an a good DHC and you can practically kill anyone you want with this. The meter required for the damage gained can be amazing.
You can get it up to 750k easily with a jump in and a few slight tweeks. Not bad for a single bar right?
Double Assist Level 3 super finish version. 1,010,600 Dmg
:d::l:, :d:, :h:, :s:, j.,j.,j.:h:,j.:s:, Task Assist A,:df::h:, :s:, j.,j.,j.:h:,j.:s:, Akuma Assist B, :df::h:, :qcf: , :dp::atk::atk:
Same idea, but with the lvl 3 as the final super. Kills most of the cast and leaves the rest (even Sent) with almost no life left. The timing and set up for all of these change depending on if you are in the corner or not, but it is possible to do outside of a corner. Like I stated before I bet you can do the same thing with other assists.
The base of this combo builds about 2 meters on its own so most of the time you will have a level 3 available if you wish to use it. Using X-Factor in any of these combos will turn them into 100% combos for all characters.
I will post some no assist mid screen combos once I have mastered them in training.
Also of note is that you can cancel OTG shot with :a1:+:a2: THC. If you have only one bar or are the only character left, this means you can combo off of OTG shot into Max Wesker without the use of an assist, or you can do a 2 bar double THC with a beam super for about 200K extra damage. For 3 bars you’re usually best of going with lv 3 though.
@loyal Sol
Nice post: you inadvertently answered a question I had about landing level 3 hyper with akuma assist and gave me some new stuff to try. I agree with your point about landing maximum wesker midscreen for maximum damage. If I get an opponent in the corner I will typically try to get them out via wall bounce by doing combo string xx qcf M, st. H, st. S j. M, M, xx maximum wesker.
That being said, I think a lot of Wesker players (myself included) like to use him as a battery so getting those extra hits help out in that regard. I wonder how much extra meter you build if you start your meterless combo with the usual L, M, H, qcf + L dash, OTG gunshot, c. M, s. H, qcf + M, dash, s. H s. S --> etc etc. An extra 6 hits compared to the standard combo string might be half - 3/4 a meter (just a guess I have no idea about the meter building mechanics)
Unless I’m mistaken, in the first combo you posted you forgot the OTG samurai edge before Akuma B assist. I didn’t know that you can land qcf + M xx L --> launch after hitting with Akuma B and I also didn’t know that you can cancel qcf + M into level 3 hyper after OTG samurai edge and akuma B. I can’t wait to try this stuff tonight TY sir :tup:
Probably well known but since I didn’t see it here, thought I’d share since I discovered it by accident while messing up a basic version of a Mustang Kick combo:
:hcb::l:, :f::h:, Phatom Move :l:, :d:, :h: (2 Hits), :qcf::l:, Dash, :df::h:, :d:, :h: + Chun-Li Assist, :qcf::l:, :dp:+:atk::atk:
That’s the basic idea. I assume you can slightly modify the “Razor’s Edge” combo in the op to link Wesker’s Level 3 at the end. Basically hit Heavy + Assist at the same time right before you end the combo with Cobra Strike xx Phantom Dance and you’ll be able to substitute Phantom Dance with Lost in Nightmares instead. With this method, you can easily score 750~850k damage off of a throw, which is pretty damn impressive in my book.
Sorry if it was already known but I didn’t see it anywhere.
Wesker + Akuma B assist
I figured out some interesting stuff with Akuma’s B assist:
I was messing around with something LoyalSol had posted earlier which was basicly an aerial rave ending in S followed by Akuma B assist, OTG gunshot, then qcf: xx L teleport --> s. S or level 3 hypercombo. I just wanted to point out that the timing is a little tricky: You have to call assist as early as possible, then dash, then OTG gunshot in order to connect the the qcf: Unfortunately if you dash and call akuma B at the same time the assist knocks the opponent too far away to land qcf: but it is much easier to land. HOWEVER what I figured out that does work and is much easier to land is
aerial rave ending in S, dash + akuma B, OTG gunshot xx L teleport --> (s. S j.MM x maximum wesker / whatever) or (level 3 hyper combo)
This lands a lot more consistently and looks pretty awesome too. The teleport puts you in the perfect spot to relaunch the enemy.
I plink the Akuma Assist into OTG. The Tatsu assist is fast enough. Mid screen you might have to add into a teleport to keep up with it. Here is an example video of the Lvl 1 set up.
[media=youtube]EQri4ThVy1s[/media]
The combo works from anywhere on the screen, but you have to adjust the timing and possibly teleport depending on where you are at. The corner is obviously the easiest spot.
I guess this should go here, although I think there should be a “General Tips” thread with every character, but for anyone having trouble timing the follow up to his L mustang kick you can do the following and you’ll get the follow up every time. As soon as you enter the throw command just tap H H H L L and you’ll get the gunshot and follow up every single time with perfect timing.
…Call it “strategic mashing” if you will shrug.
I figured out this really impractical combo out in training mode last night; I don’t think this has been posted yet. Also, forgive me for not having exact values for damage or other things.
j.:s:,:d::l:,:d:,:h:(2 hits),:dp::atk::atk:,:df::h:,:d::l:,:d:,:h:(2 hits),:qcf::l:, Wavedash,:df::h:+ Akuma Assist B,~:l: Followup to Samurai Edge OR Wavedash,:s:,j.,j.,j.:h:,j.:s:, Dash + Dante Assist A,:df::h:,:dp::atk::atk:,:df::h:
Damage was about 1,231,000ish, sadly not enough to kill a particular robot. The combo requires about 4 and 2/3s bars of meter in order to regain enough meter for the second level three. I only tested this on Sentinel, it works anywhere on the screen (obviously the dashing/teleporting isn’t necessary in the corner). I tried to stick in as many light attacks to make hit confirming into the first level three easier and making the link after the initial OTG easier, as they didn’t seem to effect the damage much.
Anyone think they can get more damage out of this? I would really like to be able to 100% Sentinel without needing x-factor…
Edit: NotExactly posted one of the setups I was using for connecting :s: off of Akuma’s B assist 13 minutes before I did, as I was typing it in
Also, I don’t have access to my xbox at the moment, but could someone check the damage for doing a combo similar to what I posted except using a Phantom Dance setup at the end instead of another level three? The damage might be pretty ridiculous for a combo that only requires starting it with 3 bars of meter.
Wesker BNB
:l:, , :h:, :qcf::l:, :f::f: :df::h:, :d: > etc
Drops on Jill at the :d:. You need to put in a :d::l: after your OTG for it to combo properly.
I found a way to effectively kill off every character in the game (as far as I know) using a LV1 XFC and no meter, off any jump in or a 2A (or most hits really…)
[media=youtube]SMgVdxPZ8lY&feature=channel_video_title[/media]
The cool thing about this is that it builds over 2 bars, so it’s pretty easy to end up having a lv3 stocked after killing a character, meaning if you touch the next character, you can kill that one off pretty easily too.
I mean no offense when I say this…
OH GOD NOT ANOTHER 100% X-FACTOR COMBO!
I’ve seen about a dozen 100% X-Factor combos. They are too easy to make.
That’s cool, this ones meterless, works on everyone anywhere on the screen off most moves, and leaves you with nearly 3 bars (meaning you can 100% the next character if you land a hit)
You don’t have to think it’s useful, I do, and I figured I’d share it for that reason.
I’ve seen meterless. It isn’t hard to make an x-factor combo kill. Here is the boiler plate for an X-factor combo
- Short hit confirm
- Cancel move with X-factor
- Finish combo
It really is nothing special. People on these boards spend way too much time working on X-Factor combos that you might use once in a match. I wish people would spend less time with x-factor and more time with regular combos