Wesker mixup/reset setups

Thanks! Some reason they just shop up as blank on my webpage, weird stuff
. Back to the lab!

Leaving this here-

[media=youtube]24lJv_naBC4[/media]

Whoa, cool. gonna have to try this out

At first I was about to say “this isn’t the combo thread”.

Then I saw the sick instant overhead.

I need the link to that vid man, I can’t view it! Arrrgh

www.youtube.com/watch?v=24lJv_naBC4

Does that instant overhead work vs crouching opponents? Seems like it hits a little high in the vids

That’s how fuzzy guard works. I’m actually crouch blocking the second j.s but my hitbox is still as though I were standing. So I get hit.

Most of the time I imagine people will rely on left/right and cmdgrab mixup, but this is useful too. I can see it being thrown out at the end of a blocked air loop for example.

A lot of other chars can do this as well, but I can’t say how useful it’d be for them.

So after so long playing with Wesker, I’m curious about where you guys think is the optimal place for Wesker to stand prior to forcing an air tech in the corner. I’ve been using Wesker/Doom/Haggar, and for corner mix ups, I pretty much always, always stand right on top of the opponent before using OTG gun shot.

Oh and also, which jump do you guys think is best to use for corner mix ups. For me, I’ve found most of my success using neutral jump in the corner to cut off forward air techs, at the cost of being unable to threaten backwards air techs with a throw. Or at least, that’s what it feels like, I do usually try to take like half a step forward before the neutral jump, but it never seems to work out that well. Though, this might be one of those awesome online issues.

Generally I like to stand about 1 step away from them if I’m going for standard air tech stuff without any assists. It builds in some redundancy vs. neutral tech/forward tech while still being close enough to catch back tech with full air loop.

Since you have Haggar on your team there are a lot of assist specific things that you can do with Haggar. I’ll try to put a list of some assist specific stuff up tomorrow. The more I play with it, the more Wesker/Haggar is turning into a new set of best friends. Some of the stuff you can do to them with Haggar is ridiculously hard to get out of cleanly.

–Jay Snyder
Viscant@aol.com

Oh haha, yeah no doubt. Haggar can give you some very dirty command grab set ups in the corner; plus he pairs up extremely well with Doom. I’d love to see if there’s anything else with Haggar beyond what I could think of/experimented with. At the moment, this is what I try to force with Haggar using the corner (most of this is set up off of OTG gunshot):

Ground Teleport + Haggar
The day 1 stuff. I’m sure all of else know how effective this is. IMO, this is usually best thrown into the mix after you’ve successfully air thrown the opponent a few times.

Air Throw + Haggar

The standard goodness.I believe throwing into Haggar assist will help you tack on a bit of extra damage (not much) and will still leave you enough hitstun to perform the usual cr. LMHS, sj.MMHS back into the corner.

“Haggar negation”: this usually starts to come into effect if you play the opponent for more than a few games. I think we’ve all experienced the annoyance that is the Wolverine dive-kick/throw tech mash. This is pretty much the reason why I started using Haggar for mix ups. Granted, against someone experienced with Wesker mix ups, you’re usually not looking at a mashed out tech. But, I find that it helps you keep things in control after you land to help continue pressure.

Air Chain Hit (j. LHS) + Haggar
This one’s a bit tricky for me. From my experience, your best bet to avoid hitstun issues is to hit-confirm the j.LH and hold off on the j.S (which I suck at). Usually this causes lariat to only hit twice, which seems to cause less hitstun for the OTG gun shot section back into cr. LMHS sj. MMHS. Though, I believe that if you do a very quick j. LHS into Lariat followed by a quick OTG shot, you’ll have no problems doing the cr. LMHS sj. MMHS. This is probably the best option if you’re seeking max damage potential.

Air Chain Blocked + Haggar

OH MY DAMN. I love this set up. This set up is so very, very cheap. Even more so if you’ve got great reactions (which I don’t). This one kinda divides itself into 2 sections, push block and non push block.
[LIST]
[*]Push Block
[/LIST]
[INDENT=1]Generally, I think the strongest mix up in forcing push block is when you force the opponent to push block while they’re still high up in the air. It gets a little harder if your opponent is smart at push blocking, but in my experiments, anything more than one consecutive push block is a good thing for you. Forcing push block during your air chain is useful as the immobility lets you land well before they do; while keeping them up in the air long enough for you to regain space and even pull off an air throw. I really need a live partner to test this out on some more as I want to test out if push blocking during lariat hits will give enough time for air throws.[/INDENT]

[INDENT=1]Regardless, even if my experiments come out wrong on the air throw bits, forcing push block w/ Haggar out will give you a nice little window to give yourself some time to evaluate the positions and will give time to throw in another teleport mix up (without the added benefit of assists). Personally, I think the best teleport in this case is probably :h:.Heck, even empty jump into command grab will probably do some work for you here.[/INDENT]

[LIST]
[*]No Push Block
[/LIST]
[INDENT=1]This is probably the greatest scenario you will ever, ever get to see in a match (for you). If you were to put this thing in terms of SF4 matchups, I’d say it’s 9-1 in your favor at this point. Like…it’s so ridiculous what you can do after this. Anyway, this is my most preferred setup and basically what happens from what I can tell. The combination of j. LHS and Lariat gives Wesker a butt load of time to land before the opponent with the Lariat holding your opponent just a bit above the ground. After Wesker lands, he has enough time to use one full ground dash at which point the opponent will have just landed and you will have an armful of command grab waiting for them. This grab set up is just so blazing fast, that even if the opponent knows it’s coming, I still don’t think they’re getting away more than 15% of the time (yep, I made that up). Essentially forcing the “delete” of the blockstun off of landing from a jumping state pretty much means you don’t need to time the command grab at all (unlike with say, a blocked Unibeam on the ground). Seriously, play around with this set up in training mode. It is so damn fast. I love it.[/INDENT]

Granted though they’re listed seperately, the two situations shouldn’t be considered two separate entities. If you’ve got good reactions, it’s all really the same thing. It then just becomes a matter of watching for when the opponent does or doesn’t push block you and adjusting.

Air Chain Blocked + Haggar + Teleport

It’s pretty much the same idea as the above, but listed separately just to keep things from getting crowded. I’ve yet to nail this down, but I feel like you’ve got to sort of stagger the assist call to get it right. The idea is simply to force a block with an air chain and teleport to the other side when Haggar is out on the ground. Same idea as berserker slash + tatsu, but with (maybe?) tighter timing. Continue into basic cr. LMHS sj. MMHS is possible.

So, those are my thoughts and results so far. Would love to see another variation I could throw into the Haggar set ups. Hope this is useful for somebody, somewhere.

its my first post on srk and it had to be on this thread, in just a week my wesker turned from call assist light tele over and over again with pokes and aiming for lvl3 kill to a complete monster. iv got just about all the resets down at about 50/50 reliability. just cant get that loop too much. then again i havnt actually gotten a chance to lay much last few days. when i get home im gonna get some more training in. i have to say. this is probably the best thread on srk for mvc3. and iv read just about all of them…literally…lol i love running wesker, dante, akuma or wesker, wolvie, akuma. your evo win mae me finaly commit to wesker. thanks so much viscant! game just got way more fun! tho i cant find a good challenge in miami. :xeye: all my friends either suck and focus on combos or dont like the game and just no life cs2 instead. the haggar set-ups are also crawling in the depth of desperate gameplay. lolz

Been experimenting with Akuma’s Tatsu assist and incorporating Justin Wong’s “unblockable” mixup into Wesker’s corner game.

post corner combo, backdash (to catch forward air tech), :df::h: then just as they recover, :a2: (Akuma’s Tatsu), then :h: teleport immediately after. If timed correctly, you’ll cross them up in the corner then you’ll appear in front of them, so they’ll have to block your initial cross up then correctly block the other way all while Akuma’s tatsu is hitting them.

I’ve seen Justin do a variation on incoming characters with :a2:, j.:m: j.:h: j:s: :h: teleport and that shit is impossible to block.

I’ve actually been running that for a while. No one blocks it~

I’m a little confused… on the first mixup, are you saying after knockdown, backdash before the gunshot, then gunshot+tatsu at the same time, cancel gunshot into H teleport? No jumping attack or anything? Just want to make sure I have the order and timing right.

I gunshot then call tatsu as soon as I see them recover, then I teleport immediately after

You can incorporate it into the near air loop, which I sometimes do. You can call Akuma’s tatsu before you attempt the first rep of the near air loop. You can do the near air loop and hit(or block)confirm off that, negating the need to call Akuma and save his assist for later int he combo. Usually if they block, I’ll call akuma and :l: teleport in the air before landing

And then on the 2nd one, is it all in that order? Call tatsu then do the jMHS? Doesnt seem to be time… unless are we calling tatsu during that air sequence? Sorry to be a pain, its just such a sick mixup I want to practice the right thing.

Wesker’s j.S causes so much block and hit stun you can jump up and get a j.L + assist to j.S on a standing opponent.
This set up is also very good because it uses the fuzzy guard technique with the j.S to j.L, because there is so much block stun, j.L can connect on certain characters from a blocked j.S when your opponent tries to block low.

In this video I show the full set up getting blocked, the set up using fuzzy guard and then the setup all combo’n then finally one of my own set ups to do this in match.

Its also a very strong set up as it gains you near enough exactly three bars!

If positioned well it will work anywhere on screen and on all air tech flips( you will just need to change the j.LHS series in air after the OTG to fit for each flip)

This set up works on most if not all of the larger character and some of the medium ones as well.

check out http://www.versus-scotland.co.uk/

also check out magus7 as this is where my more polished set up idea came from http://www.youtube.com/watch?v=24lJv_naBC4

When I do this, and then his H or S on the way down (tried both), I find that sometimes Im able to go right into normal combo, and sometimes they get popped into the air and recover before I can do anything. Any idea what’s going on there so I can just combo?

Also in the 2nd setup you mentioned, on welcome when they come in, at what point are you calling tatsu? If you call it before jumping up, there’s no time to do 3 air hits, land, and H teleport. I’ll experiment, but curious when specifically you do it. Thanks!

I find it easier to not attack with anything on the way down after the teleport because as you mentioned, it’ll sometimes mess up the combo depending on when the tatsu assist hits them.

When they’re coming in, if I hit confirm, I just continue the near air loop into full combo. If they block the near air loop (j.:l: or j.:m:, j:h:, j:s:), I call Akuma’s tatsu immediately after j.:s: then :l: teleport.

EDIT: I forgot to mention that even if they block the near air loop with akuma tatsu teleport mixup, that puts you in a perfect spot for a low/command grab mixup