Marvel vs Capcom 3/Wesker: Difference between revisions

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== Wesker ==
== Wesker ==
{{MvC3HyperGuideCharacterBox | weskerface.jpg }}
{{MvC3HyperGuideCharacterBox | weskerface.jpg }}
Albert Wesker was a high-ranking executive of the Umbrella Corporation.  In order to test the capabilities of the company's T-virus, which turned whoever it infected into undead zombies, Wesker went undercover as a mole for S.T.A.R.S' Alpha Team, along with Chris Redfield and Jill Valentine.  When he was discovered to be a double agent, Wesker escaped and left Chris and Jill to die.  His plans were seemingly foiled, but unbeknownst to anyone he had injected himself with an experimental virus which greatly enhanced his physical capabilities, and allowed himself to regenerate damage at an incredibly fast rate.  He now plans to release the fruits of all of Umbrella's endeavors, the Uroboros virus, into the Earth's atmosphere, infecting all of humanity and allowing himself to rule over the world's populace as a god.
{{Nutshell|
{{Nutshell|
Wesker is a powerful and fast character that focuses on his gun and his ability to teleport to confuse his opponent.  Getting the hang of his movement can take some time, as his teleports move him a set distance instead of to a screen location or a location based on his opponent's position.  He also has a super that can punish virtually any mistake from any angle, making him quite the force to be reckoned with.
Wesker is a powerful and fast character that focuses on his gun and his ability to teleport to confuse his opponent.  Getting the hang of his movement can take some time, as his teleports move him a set distance instead of to a screen location or a location based on his opponent's position.  He also has a super that can punish virtually any mistake from any angle, making him quite the force to be reckoned with.
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{{MvC3CharacterAssists
{{MvC3CharacterAssists
   | Ghost Butterfly | direct front | 120,000 | wallbounce
   | Ghost Butterfly | {{direct}} {{front}} | 120,000 | wallbounce
   | Samurai Edge | shot downward | 80,000  | low otg
   | Samurai Edge | {{shot}} {{downward}} | 80,000  | {{low}} otg
   | Jaguar Kick | direct front | 116,400 | softknockdown
   | Jaguar Kick | {{direct}} {{front}} | 116,400 | softknockdown
   | AlphaSuper=Phantom Dance | BetaSuper=Phantom Dance | GammaSuper=Phantom Dance
   | AlphaSuper=Phantom Dance | BetaSuper=Phantom Dance | GammaSuper=Phantom Dance
}}
}}
=== Normal Moves ===


=== Normal Moves ===
=== Normal Moves ===


{{MvC3MoveListHeader}}
{{MvC3MoveListHeader}}
{{MoveListRow | Standing Light | l | 55,000 | }}
{{MoveListRow | Standing Light | {{l}} | 55,000 | }}
{{MoveListRow | Crouching Light |  d + l | 53,000 | low }}
{{MoveListRow | Crouching Light |  {{d}} + {{l}} | 53,000 | {{low}} }}
{{MoveListRow | Standing Medium |  m | 73,000 | }}
{{MoveListRow | Standing Medium |  {{m}} | 73,000 | }}
{{MoveListRow | Crouching Medium |  d + m | 75,000 | low }}
{{MoveListRow | Crouching Medium |  {{d}} + {{m}} | 75,000 | {{low}} }}
{{MoveListRow | Standing Heavy |  h | 50,000 + 50,000 | }}
{{MoveListRow | Standing Heavy |  {{h}} | 50,000 + 50,000 | }}
{{MoveListRow | Crouching Heavy | d + h | 80,000 | low}}
{{MoveListRow | Crouching Heavy | {{d}} + {{h}} | 80,000 | low}}
{{MoveListRow | Samurai Edge | f + h | 80,000 | nocancel chipdamage <br> Followup with atk to teleport }}
{{MoveListRow | Samurai Edge | {{f}} + {{h}} | 80,000 | {{nocancel}} {{chipdamage}} <br> Followup with {{atk}} to teleport <br> Can {{cancel}} into THC }}
{{MoveListRow | Samurai Edge Low | df + h | 80,000 | nocancel otg chipdamage <br> Followup with atk to teleport }}
{{MoveListRow | Samurai Edge Low | {{df}} + {{h}} | 80,000 | {{nocancel}} {{otg}} {{chipdamage}} <br> Followup with {{atk}} to teleport <br> Can {{cancel}} into THC }}
{{MoveListRow | Standing Special |  s | 100,000 | launch }}
{{MoveListRow | Standing Special |  {{s}} | 100,000 | {{launch}} }}
{{MoveListRow | Jumping Light |  air l | 55,000 | high }}
{{MoveListRow | Jumping Light |  air {{l}} | 55,000 | {{high}} }}
{{MoveListRow | Jumping Medium |  air m | 73,000 | high }}
{{MoveListRow | Jumping Medium |  air {{m}} | 73,000 | {{high}} }}
{{MoveListRow | Jumping Heavy |  air h | 88,000 | high }}
{{MoveListRow | Jumping Heavy |  air {{h}} | 88,000 | {{high}} }}
{{MoveListRow | Air Samurai Edge |  air d + h | 80,000 | nocancel chipdamage <br>Followup with atk to teleport }}
{{MoveListRow | Air Samurai Edge |  air {{d}} + {{h}} | 80,000 | {{nocancel}} {{chipdamage}} <br>Followup with {{atk}} to teleport }}
{{MoveListRow | Jumping Special |  air s | 95,000 | high }}
{{MoveListRow | Jumping Special |  air {{s}} | 95,000 | {{high}} }}
{{MoveListFooter}}
{{MoveListFooter}}


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{{MvC3MoveListHeader}}
{{MvC3MoveListHeader}}
{{MoveListRow | Cobra Strike | qcf + l | 100,000 | hardknockdown }}
{{MoveListRow | Cobra Strike | {{qcf}} + {{l}} | 100,000 | {{hardknockdown}} }}
{{MoveListRow | Ghost Butterfly | qcf + m | 120,000 | wallbounce <br> Followup with atk to teleport }}
{{MoveListRow | Ghost Butterfly | {{qcf}} + {{m}} | 120,000 | {{wallbounce}} <br> Followup with {{atk}} to teleport }}
{{MoveListRow | Jaguar Dash | qcf + h | 122,600 | Can pass through opponents if you don't follow up }}
{{MoveListRow | Jaguar Dash | {{qcf}} + {{h}} | 122,600 (30,000 x 5) | Can pass through opponents if you don't follow up }}
{{MoveListRow | &nbsp;&nbsp;&nbsp; Jaguar Kick (Tiger Knee) | h | 50,000 | }}
{{MoveListRow | &nbsp;&nbsp;&nbsp; Jaguar Kick (Tiger Knee) | {{h}} | 50,000 | }}
{{MoveListRow | &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; Cobra Strike | qcf + l | 100,000 | hardknockdown }}
{{MoveListRow | &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; Cobra Strike | {{qcf}} + {{l}} | 100,000 | {{hardknockdown}} }}
{{MoveListRow | Mustang Kick | hcb + atk | 120,000 | throw <br> l force tech roll <br> m hardknockdown <br> h wallbounce }}
{{MoveListRow | Mustang Kick | {{hcb}} + {{atk}} | 120,000 | {{throw}} <br> {{l}} force tech roll <br> {{m}} {{hardknockdown}} <br> {{h}} {{wallbounce}} }}
{{MoveListRow | Phantom Move | dp + atk |  | airok <br> l teleports forward <br> m teleports behind <br> h teleports up or down }}
{{MoveListRow | Phantom Move | {{dp}} + {{atk}} |  | {{airok}} <br> {{l}} teleports forward <br> {{m}} teleports behind <br> {{h}} teleports up or down }}
{{MoveListRow | Tiger Uppercut | rdp + atk | 120,000 | Counter move<br> l high launch <br> m low wallbounce <br> h wallbounce vs projectiles }}
{{MoveListRow | Tiger Uppercut | {{rdp}} + {{atk}} | 120,000 | Counter move<br> {{l}} {{high}} {{launch}} <br> {{m}} {{low}} {{wallbounce}} <br> {{h}} {{wallbounce}} vs projectiles }}
{{MoveListFooter}}
{{MoveListFooter}}


===Hyper Moves===
===Hyper Moves===
{{MvC3MoveListHeader}}
{{MvC3MoveListHeader}}
{{MoveListRow | Phantom Dance | qcf + atk + atk | 285,700 at 15 hits | airok <br>number of hits varies}}
{{MoveListRow | Phantom Dance | {{qcf}} + {{atk}} + {{atk}} | 285,700 at 15 hits (25,000 x 15) | {{airok}} <br> Damage scales by 0.96 <br> number of hits varies}}
{{MoveListRow | Rhino Charge | qcb + atk + atk | 250,000 | Counter attack physical only crumple }}
{{MoveListRow | Rhino Charge | {{qcb}} + {{atk}} + {{atk}} | 250,000 | Counter attack physical only {{crumple}} }}
{{MoveListRow | Lost in Nightmare | dp + atk + atk | 450,000 | startupinv | level3 }}
{{MoveListRow | Lost in Nightmare | {{dp}} + {{atk}} + {{atk}} | 450,000 | {{startupinv}} | level3 }}
{{MoveListFooter}}
{{MoveListFooter}}
== Apprentice Combos ==
<youtube>frb2q5ta1bE</youtube>


== Strategy ==
== Strategy ==
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=== Basic Strategy ===
=== Basic Strategy ===
The basic goal with Wesker is to get into a position to cross-up with Phantom Move L or H, with your primary assist still available. Therefore, he is bested suited as a point character (1st character on your team). Assists make teleporting safe.
What you can do is zone through projectiles (by guessing correctly when opponents will throw them out) with Phantom Move L or H. Tiger Uppercut H also works when in mid-range.
Use Samurai Edge ({{ {{f}} + H}} and/or air {{ {{d}} + H}}) to zone, build meter, and also to get-in on your opponent with a {{ L}} or {{ H}} teleport followup. However, don't teleport frequently while shooting as this will leave you wide-open (unless you use it in combination with an assist).
If you're able to cross-up an opponent and do a full combo ending with OTG {{ {{df}} + H}}, you can do an air throw, mini-air loop, or wait for them to land to do a mix-up of either cr. {{ L}} or Mustang Kick. After hitting the OTG, depending on what your opponent does for air recovery, you can either:
1.) Wavedash twice towards your opponent '''if they air-recover backward midscreen''' while calling your assist.
2.) Do Phantom Move L or H after the OTG if your opponent '''air-recovers backward & in the corner''' while calling your assist.
3.) Do Phantom Move L or H after the OTG if your opponent '''does not air-recover''' while calling your assist.
4.) If the opponent '''air-recovers forward''', you can crouch and wait for them to land to do a mix-up or do an backwards air throw. However, if the opponent attacks while going forward, you can either try a Tiger Uppercut L, Rhino Charge, or dash forward st. {{ H}} from the other side.


=== Advanced Strategy ===
=== Advanced Strategy ===


== Character-Themed Cocktail ==
[[Category:Marvel vs Capcom 3]]
 
Rum, lager, and lime.

Latest revision as of 00:56, 9 December 2020

Marvel vs Capcom 3MvC3Logo.png
Marvel vs Capcom 3/System GuideMarvel vs Capcom 3#Game ElementsMarvel vs Capcom 3#CharactersMarvel vs Capcom 3/SystemsMarvel vs Capcom 3#Fun Stuff.21Marvel vs Capcom 3/StrategyMvC3HeaderButtons.png


Wesker

Weskerface.jpg

Albert Wesker was a high-ranking executive of the Umbrella Corporation. In order to test the capabilities of the company's T-virus, which turned whoever it infected into undead zombies, Wesker went undercover as a mole for S.T.A.R.S' Alpha Team, along with Chris Redfield and Jill Valentine. When he was discovered to be a double agent, Wesker escaped and left Chris and Jill to die. His plans were seemingly foiled, but unbeknownst to anyone he had injected himself with an experimental virus which greatly enhanced his physical capabilities, and allowed himself to regenerate damage at an incredibly fast rate. He now plans to release the fruits of all of Umbrella's endeavors, the Uroboros virus, into the Earth's atmosphere, infecting all of humanity and allowing himself to rule over the world's populace as a god.

In a nutshell

Wesker is a powerful and fast character that focuses on his gun and his ability to teleport to confuse his opponent. Getting the hang of his movement can take some time, as his teleports move him a set distance instead of to a screen location or a location based on his opponent's position. He also has a super that can punish virtually any mistake from any angle, making him quite the force to be reckoned with.


Video Walkthrough

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Ghost Butterfly
Direct.png Front.png
120,000
wallbounce
Phantom Dance
Beta.png Samurai Edge
Shot.png Downward.png
80,000
Low.png otg
Phantom Dance
Gamma.png Jaguar Kick
Direct.png Front.png
116,400
softknockdown
Phantom Dance

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light
L.png
55,000
Crouching Light
D.png + L.png
53,000
Low.png
Standing Medium
M.png
73,000
Crouching Medium
D.png + M.png
75,000
Low.png
Standing Heavy
H.png
50,000 + 50,000
Crouching Heavy
D.png + H.png
80,000
low
Samurai Edge
F.png + H.png
80,000
Nocancel.png Chipdamage.png
Followup with Atk.png to teleport
Can Cancel.png into THC
Samurai Edge Low
Df.png + H.png
80,000
Nocancel.png Otg.png Chipdamage.png
Followup with Atk.png to teleport
Can Cancel.png into THC
Standing Special
S.png
100,000
Launch.png
Jumping Light
air L.png
55,000
High.png
Jumping Medium
air M.png
73,000
High.png
Jumping Heavy
air H.png
88,000
High.png
Air Samurai Edge
air D.png + H.png
80,000
Nocancel.png Chipdamage.png
Followup with Atk.png to teleport
Jumping Special
air S.png
95,000
High.png

Special Moves

Name
Command
Damage
Special Properties (glossary)
Cobra Strike
Qcf.png + L.png
100,000
Hardknockdown.png
Ghost Butterfly
Qcf.png + M.png
120,000
Wallbounce.png
Followup with Atk.png to teleport
Jaguar Dash
Qcf.png + H.png
122,600 (30,000 x 5)
Can pass through opponents if you don't follow up
    Jaguar Kick (Tiger Knee)
H.png
50,000
        Cobra Strike
Qcf.png + L.png
100,000
Hardknockdown.png
Mustang Kick
Hcb.png + Atk.png
120,000
Throw.png
L.png force tech roll
M.png Hardknockdown.png
H.png Wallbounce.png
Phantom Move
Dp.png + Atk.png
Airok.png
L.png teleports forward
M.png teleports behind
H.png teleports up or down
Tiger Uppercut
Rdp.png + Atk.png
120,000
Counter move
L.png High.png Launch.png
M.png Low.png Wallbounce.png
H.png Wallbounce.png vs projectiles

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Phantom Dance
Qcf.png + Atk.png + Atk.png
285,700 at 15 hits (25,000 x 15)
Airok.png
Damage scales by 0.96
number of hits varies
Rhino Charge
Qcb.png + Atk.png + Atk.png
250,000
Counter attack physical only Crumple.png
Lost in Nightmare
Dp.png + Atk.png + Atk.png
450,000
Startupinv.png

Apprentice Combos

Strategy

Tips and Tricks

  • Wesker can get big damage off of basically anything, but scoring the first opening can be tricky. Use Samurai Edge while calling an assist, and use a teleport followup to close in.
  • It is best to attempt Wesker's counter attack super, the Rhino Charge, when you have an additional meter to DHC into a safe super if you miss.

Basic Strategy

The basic goal with Wesker is to get into a position to cross-up with Phantom Move L or H, with your primary assist still available. Therefore, he is bested suited as a point character (1st character on your team). Assists make teleporting safe.


What you can do is zone through projectiles (by guessing correctly when opponents will throw them out) with Phantom Move L or H. Tiger Uppercut H also works when in mid-range.


Use Samurai Edge ({{ F.png + H}} and/or air {{ D.png + H}}) to zone, build meter, and also to get-in on your opponent with a L.png or H.png teleport followup. However, don't teleport frequently while shooting as this will leave you wide-open (unless you use it in combination with an assist).


If you're able to cross-up an opponent and do a full combo ending with OTG {{ Df.png + H}}, you can do an air throw, mini-air loop, or wait for them to land to do a mix-up of either cr. L.png or Mustang Kick. After hitting the OTG, depending on what your opponent does for air recovery, you can either:


1.) Wavedash twice towards your opponent if they air-recover backward midscreen while calling your assist.

2.) Do Phantom Move L or H after the OTG if your opponent air-recovers backward & in the corner while calling your assist.

3.) Do Phantom Move L or H after the OTG if your opponent does not air-recover while calling your assist.

4.) If the opponent air-recovers forward, you can crouch and wait for them to land to do a mix-up or do an backwards air throw. However, if the opponent attacks while going forward, you can either try a Tiger Uppercut L, Rhino Charge, or dash forward st. H.png from the other side.

Advanced Strategy