Wesker mixup/reset setups

God that fuzzy guard mixup after the corner combo is fucking DIRTY. STRAIGHT FUCKING DIRTY. I’m definitely practicing that.

The fuzzy guard would be good after a blocked air loop with no pushblock, or even just a blocked crossup S. It would be hard to land without a setup considering how much people like to stay in the air in marvel.

I dunno if and how often Jay visits this thread, but Viscant, if you have the time/inclination/desire, you should definitely do this! I haven’t even been all that into Lariat assist lately, and I’d still love to read something like this. But then again, Viscant could do a write up on Mudman from World Heroes 2 and I’d still hang on every word. lol

wesker/akuma might honestly be one of the best pairs only behind wolvie/akuma oh well. how to decide…oh rite! run em both XD

Yeah, w/ wesker/haggar, your options become a little different in a very good way.

Usually the air chain is preferable to the throw, as you get more overall damage, but the air throw attempt+haggar is 3 mixups in one, really.

  1. First they have to tech your grab, if they don’t tech, it’s throw into haggar’s arms, OTG gunshot full combo.

  2. If they mash too hard trying to tech, they get hit by haggar after the tech animation, OTG gunshot full combo (i swear this is unblockable sometimes).

  3. If they tech, THEN block, then they have a low/command throw mixup to deal with on the ground.

This sequence is usually much more preferable then doing air chain (which if they block they can pushblock you out), or any teleport mixups that’ll leave you cornered without an assist if unsuccessful.

On anything less than really good players, you can do this sequence over and over again and watch their characters die. The character entrance mixup is a bit trickier though.

But by god, my haggar is awful. I’m 5 times better with Tron.

So, we all know how filthy Wesker Spencer-B mixups are, right? just don’t use them against hulk/sentinel, you’ll just get thrown or armored.

Has anyone tried web-ball assist from spider-man? That seems rather useful as it prevents forward or back teching, they just fall down.

Tenderizer from Skrull and obviously Cold Star From Ammy have some nasty setups too.

The problem with a lot of these mixup assists is they don’t help Wesker get in (like a doom or a iron man) or they don’t help his defense (like Tron, Haggar, or Hsien Ko)

ps, if you can power her up, wesker/hsien ko is really dirty. Obviously the pendulum is awesome sauce, but The gong is surprisingly good as well, but you have to be pretty close to initiate crossup teleports with it.

i dont know if anyone saw this or mentioned this yet, works really well as it crosses up and still keeps you on the same side.

so yeah, how are these resets working out with the new umvc3 changes?

They still work. Mostly in the corner.

are there any assist specific setups with drones assist and spencer diagonal wire grapple? and is there any way to catch people double jumping or air dashing away from these resets?

A mixup I’ve been doing off of blocked ground chains lately is Cobra Strike -> L teleport. If they are close to the corner, you can instantly command grab them. If you have a good assist that can lock them into place (I personally use Bolts of Balthakk,) that’s a free command grab basically anywhere. You can’t teleport if they pushblock you, though. However, you will be safe.

Here’s a little video I made using Nemesis Beta Assist.

[media=youtube]zHjlw0IINis[/media]

Quick question guys. I just picked up marvel with UMvC3 today and after reading jays post i decided to play wesker. I’ve been practicing the near air loop on sentinel and can get the full 3 reps. Then i realized i didn’t have the dummy set to air tech. I can’t get more than 2 hits with LHS or MHS with air tech set. I’ve tried to adjust timiing/spacing to make it work but to no avail so far.

I was wondering if you any of you guys may have had a similar problem when learning the loop and have any advice to send my way?

I knew Nemmy’s size would come in handy, he basically acts as a wall to stop you from getting out of the corner. It sucks that he’s gonna be such a free character on point.

GDLK reset though.

loltentacles… Nemesis on point is a ragequit machine!

Looks like im joining the army :lol:

do you mean 2 loops? If so, then that’s about as much as you can get due to hit stun deterioration.

Does anyone else here run Wesker/Doom/Phoenix? I’ve been running this team since vanilla and was happy to see that the evo champ is now also running this team. I was wondering what resets people do after starting a combo off of beam doom/teleport mixup. I often mix people up with this, but the problem is because doom’s beam has so many hits:

  1. the damage of the combo is scaled pretty hard (maxes out at like 270k with no supers due to phoenix)
  2. the increased hit stun in ultimate makes the old combo I did in vanilla not work anymore, so my combo/mixups are gone

Currently I’m just doing beam/teleport standing H into M ghost butterfly (wall bounce) dash in MH launcher -> air series then OTG gunshot into mixups. Before I would be able to call phoenix assist and get another launch and air series for more damage, but it doesn’t work anymore. If anyone has any cool tech they use it would be appreciated.

[media=youtube]KtNLOnmL9S0[/media]

Just some team synergy in case anyone plays this team.

I posted this in the combo thread, but it has a lot to do with the way I reset with Wesker.

I think I left my video camera back at my apartment so I’ll record it later:

Wesker(low shot)/Captain America(Charging Star)/Spencer(Slant Shot)

Teleport H, jS, 2H xx Cobra Strike xx Teleport L(if you crossed up with jS), Low Shot, 2H xx Low Shot, 2HS, jH, jS, A2, Low Shot, Ghost Butterfly, dash back, 2HS, jHS, A1, Low Shot, S, jS, Air Teleport H, Low Shot

~800,000 damage, builds just around 2 bars of meter

To set it up:
on incoming characters, do a jump loop/air throw/crossup, then combo them back into the corner
reset with slant shot, hit them with stand H once they’re grounded but before the combo ends then cancel into Teleport H
if they block, the jS, 2H xx Cobra Strike xx Teleport L makes it safe, no need to hit confirm

Notes:
Doesn’t work on lighter characters(can’t get the 2nd 2H after low shot early on) without slight modifications
This combo can be modified for any standard Wesker team and to work universally
is itself a modification of the standard hard knockdown, wallbounce BNB everyone knows, so execution shouldn’t be an issue
Wesker should never have to use bar once he’s in glasses-off mode unless you can’t afford one reset
Only combo I could find with higher meterless damage used 2D1C liberation assist in lieu of Charging Star and a couple extra Ghost Butterflies for good measure
I didn’t bother testing how much this combo would do if I THC canceled the last low shot, since there’s no point. No character will survive even the most basic reset into this combo.

I think Spencer slant shot is one of, if not the best Wesker reset assist. Perfect opportunity to command grab, crossup, whatever because it can’t be teched.

Strider assist is working out to be the new bff assist for Wesker