Wesker Combo Thread

Random note, with the basic combo I do to lvl3 and probably with others Ive found that get siginificantly more damage if Instead of stopping the combo early to get lvl3, I instead do full combo to OTG shot xx team hyper combo. My team is Wesker, Thor, Dormammu but it may work with your team as well.

and in the same vein. If you are like me you hate that wekser catching an assist + point really sucks cause you can’t do otg combos. But I have found that if you do OTG shot usually hits the assist character and if you cancel that to team super you can kill most assists off one lvl 2 team super, depending on your order. You can of course also just go straight into a launch into air combo while the point character has to roll around on the ground, but this doesn’t guarantee a kill.

Although it’s already been stated I just want to point out that any combo linking c.M after Wesker’s OTG does NOT work on either Iron Man or Jill yet works against anybody else. Though you can call out an assist or link c.L afterwards.

do you guys know whats the best combo to do after DHCing into wesker using the dhc trick?

i use dante as starter so I kinda use the wallbounce during his combo before wesker. any ideas?

You could try reading the last page where I posted a combo involving two level three’s, or you could think for a brief second and try canceling the OTG samurai edge into THC. Due to hitstun scaling I HIGHLY doubt it would be possible to continue the combo after the otg with anything other than an immediate super unless you landed the level three very early in the combo, such as in the one I posted.

Or you could call assist -> OTG shot -> level three, and do even more damage. I believe I’ve seen people use Dorm’s dark hole assist for that, but I wouldn’t really know.

You could try the exact setup that Trag used, or what I personally prefer, is to use my third assist to set up a maximum wesker after the second post-dhc glitch otg samurai edge, letting you dhc back to dante afterwards (assuming the combo was started with about 2 bars). For only requiring 2 bars at the start, the combo was doing somewhere over 1,200,000.

idk if you guys know this

but if you use wesker’s gun (forward heavy) as an anti air you can get a free combo once u use light teleport to get to your juggled opponent.

lvl3 does not do more damage. I tested it…

How much damage are you getting out of what exact combo? None of my teams have good THC potential, so I never bother with it, but I would love to hear some numbers from your teams.

how should i time c. M after the otg shot? i cant seem to get it to link.

this is mvc3 lol creativity is rewarded minimally

What is everyone elses’ opinion on using two meters at the start for ~810k – worth it, or should I be saving it? Wesker is a mean battery, but with my Wesker/Dorm/Doom setup, I inadvertantly figured out a pretty disgusting 80% - 90% combo that can be had at the start of the match by using two meters (you get about a meter and a half off of the startup)…and both methods are easy as hell. I’ll post it if you want, but it’s really basic stuff.

How do you IAD in MvC3? is it like BB? Tap upforward, and then tap forward?

Thanks in advanced!

So my B&B contains OTG, assist call, to wallbounce, to lvl 3 super. Works anywhere on the stage.
C.:m: standing:h: standing:s: air:m: air:m: air:h: air:s: OTG-shot to Haggar lariat assist (I’m sure beams and other assists will works too so long as they hold them in the air) to butterfly wallbounce, then lvl 3 super or launch them back up for another air combo.

The best combo I can find with Wesker after Magneto’s Tempest DHC Rhino Charge in the corner is OTG gunshot cr.:m: s.:h: qcf.:m: cr.:m: s.:h: :s: j.:m: j.:m: j.:h: j.:s: dash OTG gunshot into whatever for meterless, throw maximum wesker or level 3 in when needed, anyone else find something better?

After the :qcf::m: you should do :d::m:,:d::h:,:s:, [magic series blah blah] instead of using a standing :h:. :d::h: scales much better and also keeps the other character lower to the ground, making it nearly impossible to accidentally pass underneath them after the super jump. Other than that there isn’t much else I think is possible before the :s: -> air combo due to hitstun deterioration.

Having trouble making the c.M connect after my OTG gunshots…

Advice?

thanks

What would you guys call “normal damage” for Wesker
I can get 45% w\o meter in a braindead manner but what would you guys think, should I be getting more damage than that and by how much more should I be getting

“normal” w/ no meter/assist would be 500-550 depending on starter

w/ assists+1 meter you can get 700+

tyvm

I just found a first round kill combo with my team wesker/amaterasu/chun-li.
:d::m:,:h:(2hits),:qcf::l:,dash,:df::h:, :d::m:,:h:(2hits),:qcf::m:,dash,:d::m:+amaterasu, :d::h:, :s:, :qcf::uf::l:, :h:(2hits),:s:,:u::m::m::h::s:,land, dash, chun-li, :df::h:,:s::qcf::uf::l::dp::atk::atk:

The combo just like that fills 2 bars and just a really really small tip, so well… u can do a lvl 3 even from full screen with wesker starting in the corner.

I find much easyer to do the lvl 3 after the :s::qcf::uf::l: then like… s.:h:… its weird… and S fills more bar so it just fits right.

It does about 1,005,000-1,008,000.

and for the middle of the match, starting the combo without a bar u can go like

:d::m:,:d::h:,:qcf::l:,dash,:df::h:, :d::m:,:h:(2hits),:qcf::m:,dash,:d::m:, :d::h:, :s:, :u::m::m::h::s:,land, :l:teleport :df::h:, :a1::a2:.

it does “ok” damage, 850k consistently I think… enough to kill zero and all, but not dante or sentinel and the combo fills like… 1,8x bars so yeah… u need like a 20% bar at start… I actually didnt’t try to do a different combo using both assists and without a starting bar… oh well… thats all I could get from a 1,5 hour of trianing mode… I wish I had a ps3/xbox360 =/… oh well… hope it helps to get a little life back to this thread.

PS: at the second combo, I am a bit confused about the bar, not sure if it fills that much anymore… mmmm

I don’t have a copy on hand anymore, but I’d like to incorporate Mustang Kick into my punishing game (specifically, perhaps against Phoenix). I’ve seen 3 Good combos out of Mustang Kick in this thread, but I’m curious if anyone has any that they particularly like.