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<div style="display: flex;flex-direction: column;flex:5;min-width:300px;padding: 10px;"> | <div style="display: flex;flex-direction: column;flex:5;min-width:300px;padding: 10px;"> | ||
{{Character Subnav UMVC3|name=Wesker}} | {{Character Subnav UMVC3|name=Wesker}} | ||
= Tactics = | = Tactics = | ||
<h2><p style="text-indent: 10px;">Neutral</p></h2> | <h2><p style="text-indent: 10px;">Neutral</p></h2> | ||
'''Wesker''' is a fast character who darts around the screen with a fantastic ground dash and unique mobility options. His ability to teleport, and his ability to cancel several of his attacks into various teleports, give him unique ways to remain evasive. He can use these to augment a harassing, keepaway style with his Samurai Edge gunshot command normals, or an aggressive, rushdown style with fast normal attacks and a strong command grab special. | |||
<h3><p style="text-indent: 15px;">Tools</p></h3> | |||
* '''Standing Heavy ({{Clr|3|5H}})''' - A long range multi-hitting attack that can be used to fish for combos. | |||
<h2><p style="text-indent: 10px;">Offense</p></h2> | <h2><p style="text-indent: 10px;">Offense</p></h2> | ||
Brief Description about '''Wesker''''s Offense. | |||
<h3><p style="text-indent: 15px;">Mixups</p></h3> | |||
* '''Mustang Kick ({{Clr|1|63214L}})''' - A good against opponents who are conditioned to block. Often leads to a full combo in the corner with a follow-up 2M. | |||
<h2><p style="text-indent: 10px;">Defense</p></h2> | <h2><p style="text-indent: 10px;">Defense</p></h2> | ||
Brief Description about '''Wesker''''s defense. | |||
<h3><p style="text-indent: 15px;">Counter Specials</p></h3> | |||
* '''Tiger Uppercut (421X)''' - This move is very difficult to use effectively, but can catch opponents off guard if used sparingly. The L version counters any physical attack. The M version counters any low physical attack. The H version counters any non-hyper projectile and can be used to punish projectile assist calls. | |||
<hr> | <hr> | ||
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<h2><p style="text-indent: 10px;">Position</p></h2> | <h2><p style="text-indent: 10px;">Position</p></h2> | ||
<h3><p style="text-indent: 15px;">Point</p></h3> | <h3><p style="text-indent: 15px;">Point</p></h3> | ||
Wesker is primarily used as a point character, where his relatively simple gameplan can be supported by multiple assists. Wesker's assists are not particularly strong in neutral, but his Samural Edge assist is a very fast OTG hit, which is useful for some characters. | |||
{| class="wikitable" | |||
|+ Wesker Point Team Examples | |||
|- | |||
! # !! Point !! Middle !! Anchor | |||
|- | |||
| 1 || '''Wesker''' || [[UMVC3/Sentinel|Sentinel]] || [[UMVC3/Dante|Dante]] | |||
|- | |||
| 2 || '''Wesker''' || [[UMVC3/Vergil|Vergil]] || [[UMVC3/Doctor_Strange|Doctor Strange]] | |||
|- | |||
| 3 || '''Wesker''' || [[UMVC3/Nemesis|Nemesis]] || [[UMVC3/Chris|Chris]] | |||
|} | |||
<h3><p style="text-indent: 15px;">Middle</p></h3> | <h3><p style="text-indent: 15px;">Middle</p></h3> | ||
Wesker's Samurai Edge assist serves as a fast OTG option that offers high effectiveness for specific point characters. A prominent player, Unknown, strategically places Wesker in the middle position in order to enhance the effectiveness of his C. Viper point by leveraging the OTG properties of the Samurai Edge assist. | |||
<h4><p style="text-indent: 20px;">Middle Examples</p></h4> | <h4><p style="text-indent: 20px;">Middle Examples</p></h4> | ||
<h3><p style="text-indent: 15px;">Anchor</p></h3> | <h3><p style="text-indent: 15px;">Anchor</p></h3> | ||
In the very early days of UMvC3, Wesker gained infamy as an easy-to-use anchor character. The buffs from his sunglasses mechanic stack with X-Factor, including level 3 X-Factor, to get some incredibly strong boosts to speed and damage. Known as "Level 4 Wesker", his high speed was extremely difficult for players at time to defend against, and his high damage boost allowed even Day 1 combos to shred a lifebar in seconds. | |||
<h4><p style="text-indent: 20px;">Anchor Examples</p></h4> | <h4><p style="text-indent: 20px;">Anchor Examples</p></h4> | ||
== Notable Synergies == | == Notable Synergies == | ||
<h3><p style="text-indent: 20px;">[[UMVC3/Nemesis| | <h3><p style="text-indent: 20px;">[[UMVC3/Nemesis|Dante]]</p></h3> | ||
Wesker | Dante offers a plethora of benefits to Wesker. Dante's Jam Session assist helps Wesker in neutral against opponents who like to reach Superjump height. Dante's Jam Session in Combos works as a fantastic combo extender and also allows Wesker to confirm into his Hyper combos where he'd otherwise struggle. Dante's Level 1 Hyper can also often DHC after Wesker's Level 1 in order to rack up damage. | ||
* | * Dante's Jam Session assist helps cover Wesker's weakness in Neutral. | ||
* Dante's Jam Session assist is great for combo extensions. | |||
* Dante's Jam Session assist has high blockstun which Wesker can utilize for mixups. | |||
* Dante's Million Dollar Hyper Combo is great for DHCs. | |||
<h3><p style="text-indent: 20px;">[[UMVC3/Sentinel|Sentinel]]</p></h3> | <h3><p style="text-indent: 20px;">[[UMVC3/Sentinel|Sentinel]]</p></h3> | ||
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* Provides DHC options. | * Provides DHC options. | ||
* Vergil benefits from Samurai Edge OTG | * Vergil benefits from Samurai Edge OTG | ||
= Counterstrategy = | |||
== Fighting Wesker == | |||
==== Round Start ==== | |||
=== Neutral === | |||
Wesker struggles against opponents at Superjump height due to his lack of effective moves for dealing with them. | |||
=== Offense === | |||
=== Defense === | |||
Be weary of command grab attempts in the corner. |
Latest revision as of 22:37, 26 June 2024
Tactics
Neutral
Wesker is a fast character who darts around the screen with a fantastic ground dash and unique mobility options. His ability to teleport, and his ability to cancel several of his attacks into various teleports, give him unique ways to remain evasive. He can use these to augment a harassing, keepaway style with his Samurai Edge gunshot command normals, or an aggressive, rushdown style with fast normal attacks and a strong command grab special.
Tools
- Standing Heavy (5H) - A long range multi-hitting attack that can be used to fish for combos.
Offense
Brief Description about Wesker's Offense.
Mixups
- Mustang Kick (63214L) - A good against opponents who are conditioned to block. Often leads to a full combo in the corner with a follow-up 2M.
Defense
Brief Description about Wesker's defense.
Counter Specials
- Tiger Uppercut (421X) - This move is very difficult to use effectively, but can catch opponents off guard if used sparingly. The L version counters any physical attack. The M version counters any low physical attack. The H version counters any non-hyper projectile and can be used to punish projectile assist calls.
Team Building
Position
Point
Wesker is primarily used as a point character, where his relatively simple gameplan can be supported by multiple assists. Wesker's assists are not particularly strong in neutral, but his Samural Edge assist is a very fast OTG hit, which is useful for some characters.
# | Point | Middle | Anchor |
---|---|---|---|
1 | Wesker | Sentinel | Dante |
2 | Wesker | Vergil | Doctor Strange |
3 | Wesker | Nemesis | Chris |
Middle
Wesker's Samurai Edge assist serves as a fast OTG option that offers high effectiveness for specific point characters. A prominent player, Unknown, strategically places Wesker in the middle position in order to enhance the effectiveness of his C. Viper point by leveraging the OTG properties of the Samurai Edge assist.
Middle Examples
Anchor
In the very early days of UMvC3, Wesker gained infamy as an easy-to-use anchor character. The buffs from his sunglasses mechanic stack with X-Factor, including level 3 X-Factor, to get some incredibly strong boosts to speed and damage. Known as "Level 4 Wesker", his high speed was extremely difficult for players at time to defend against, and his high damage boost allowed even Day 1 combos to shred a lifebar in seconds.
Anchor Examples
Notable Synergies
Dante offers a plethora of benefits to Wesker. Dante's Jam Session assist helps Wesker in neutral against opponents who like to reach Superjump height. Dante's Jam Session in Combos works as a fantastic combo extender and also allows Wesker to confirm into his Hyper combos where he'd otherwise struggle. Dante's Level 1 Hyper can also often DHC after Wesker's Level 1 in order to rack up damage.
- Dante's Jam Session assist helps cover Wesker's weakness in Neutral.
- Dante's Jam Session assist is great for combo extensions.
- Dante's Jam Session assist has high blockstun which Wesker can utilize for mixups.
- Dante's Million Dollar Hyper Combo is great for DHCs.
Wesker, like many point characters, enjoys having access to horizontal long range assists to keep a grounded opponent locked down. Sentinel Force (Charge) assist has a particularly long total duration and a high amount of total durability. Because drone assist consists of three discrete hits that do not form a true blockstring, Wesker can use them to set up teleport or command grab-based mixups. In the other direction, Wesker's OTG gunshot assist can be used to work around Sentinel's slow solo OTG attack, leading to an easy relaunch and significantly increased damage.
- Sentinel Force (Charge) assist.
- Sentinel benefits from Samurai Edge OTG.
Rapid Slash assist knocks opponents higher and typically causes more hitstun than assists covering similar space like Doom's Plasma Beam. For Wesker, this means easier OTG pickups, especially late in a combo when hitstun deterioration is high. Wesker also struggles to efficiently DHC out of his level 1 hyper, because it leaves both the opponent and himself at an inconsistent spacing that is difficult to gauge. Vergil's Spiral Swords is one of the easiest hypers to use for this purpose, as it is fairly easy to position Vergil underneath the opponent in time, and start a standard swords combo. Finally, like the other characters on this list, Vergil's options following his own OTG attack are limited, and Wesker's gunshot assist can enable significant extra damage after an early knockdown.
- Rapid Slash assist.
- Provides DHC options.
- Vergil benefits from Samurai Edge OTG
Counterstrategy
Fighting Wesker
Round Start
Neutral
Wesker struggles against opponents at Superjump height due to his lack of effective moves for dealing with them.
Offense
Defense
Be weary of command grab attempts in the corner.