Wesker mixup/reset setups

Thanks for this Viscant, Nissan, and everyone else who has contributed to this thread. Most certainly going to implement this in my game. Also, where I agree with everyone that people are concentrating on combos to much I also believe we shouldn’t just drop learning combos for more damage.

Aside from that, thanks again, and ggs online Viscant. You kick my ass along with my friend’s too.

Off topic: Viscant, are you going to make one of these threads for Phoenix? Just curious.

Wow, I’ve been using Wesker since day 1 but I have no idea why I’ve never stumbled upon this thread til just now.

This is definitely something I needed to implement into my game because as of now it’s just been do combos til they die kind of thing (which works sometimes), but this is some really solid stuff.

Thanks a lot to Viscant for starting it and everyone else who’s contributed.

I gotta make sure I really utilize this stuff. Surprisingly there aren’t many Weskers in our area but being in the same area as the best one and not using these strats makes me look like a scrub, haha.

Plz correct me if I’m wrong - so what you’re saying is in the corner after samurai edge, if you dash really late and the opponent neutral techs you can still air throw them? In my head that doesn’t make sense but I’ll have to try it.

word… gotta support my favorite VG character ever somehow

Been working on sort of a gimmicky mix up. Basically when you launch them you do :m::m::h::df:+:h:(gun shot) then you press :h: to teleport to the ground and wait a split second then teleport :h: and you will meet them as they are coming down and you will get an air throw reset.

However, like I stated, it is very gimmicky and you are basically guessing that they are air teching backwards after the gunshot. Also with character with better air mobility options like dashing it makes it harder as they will have plenty of time to dash, fly, or whatever after they tech.

It is more of a stylish reset than practical I would say. It is definitely something that they would not expect because they are thinking you are going to smash them down after the MMH series with S and land and do a OTG gunshot for the mix up opportunity.

It isn’t something you will be doing a lot, in fact, probably something you should rarely do. But it is sort of fun and stylish and different if you are getting bored of the same ol things time in and time out.

I will try and upload a video later this week if my description is a little unclear.

Yeah, you kinda have to come from underneath them and throw as soon as you leave the ground. It covers the neutral and back air techs 100% of the time, but if there’s a lot of hitstun decay it won’t hit a forward air tech because they’ll just slip over your head.

Hey. After the Air loop I always seem to have problems relaunching them back up. Do they have to be a certain height from the ground in order to get the relaunch? I can do two reps, but then whenever I try to land a st.L or a st.M they just air recover out of it.
Any suggestions?

Hit the last jump S(launcher) as late as you can to connect the loop into a launcher

I’ve been having a lot of success with the air tech state mixup, especially when I KO or snap a character in.

However, a lot of players have caught on to the danger of the “jump A or air throw” mixup, and immediately double jump when their new character comes in. This causes me to whiff something below them and puts me at a disadvantage.

To counter this, I’ve been doing super jump air grab on players that I KNOW are planning this escape, but if I guess wrong I am again whiffing moves without being adjacent to their body and I lose my pressure.

Am I simply timing jump A wrong (should I always be able to tag them after the new character in before they can double jump?) or is there another option I can use to make this mixup effective again?

Lately I’ve been working on corner mixups using lockdown assists with OTG samurai edge after a long combo.

I’ve been using Amaterasu Cold Star and I found some pretty interesting things. After a combo, I’ve been doing :a2: :df: :h:~:l: or :h: teleport. If you teleport off the gunshot, you end up in front of them but if you raw teleport after the gunshot, you cross them up in corner.

If people stop falling for it or start ground tech rolling (the only way out, pushblocking doesn’t work) I just start doubling up my teleports.

So I’ll end up doing BnB combo :a2: :df: :h:~:l: (you’re in front) then :l: teleport (the cross up). If you take a guess and sniff out a forward tech roll, you can still use :m: teleport after the gunshot teleport or use any of the ground tech roll mixups Viscant listed in the first post. You’ll end up in a good position to put them back in the corner provided they don’t punish the :m: teleport which I have found most people don’t as they’re far too afraid to start pressing buttons. If they tech roll backwards, Cold Star lasts long enough to still hit them a couple of times after they recover

New to wesker (and mvc in general). wanna start out right. 2 quick questions: what’s empty/kara-ing mustang kicks?

kara refers to canceling a normal move with forward movement/momentum into another move

Could you give a short example with inputting of the movements and buttons?

Kara cancelling refers to cancelling a move into a different move during the startup frames, before it becomes active. This has multiple uses, depending on the situation. In the case of kara grabs, like with Wesker’s Mustang Kick, you use a move like his c.M or s.H in order to move him forward a bit before cancelling into Mustang Kick in order to extend the range. The input would be something like: :h: ~ :hcb:+:atk:.

Ya I just labbed it and it’s pretty nifty. Btw, I was practicing air throws in the corner against AI in arcade, but I couldn’t land any cuz they were able to get a quick jab in before i ever grabbed. I tried jumping as soon as possible after the samurai edge, and i still couldn’t reach them in time to grab them fast enuf, or is my grab just not fast enuf? Just curious if anybody else has this specific problem and that it’s just a work-on-the-timing thing.

usually mashing jab is a good way to get out of air throw setups, so your answer to that should be the ACS ACS loop. not sure, but I think wesker has frame advantage vs a lot of the characters so you can counter hit when they’re mashing jab.

OH I SEE so the air throw reset works on people who try to just guard, and if you know they’ll try to mash grab after spooking them a bit, you ACS ACS or ACS BCS BCS loop them?

even if they guard your initial ACS/BCS loop, you can do an instant command grab when you land. Check the first post for a ton of really good mixup options

Some reason I can’t view the videos on the front page, is their a YT link somewhere? Excellent stuff from everyone here just soaking up all this technology!

most of the videos on here are on NissanZaxima’s YT page: youtube.com/NissanZaxima