UMVC3/Wesker/Strategy: Difference between revisions

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< UMVC3‎ | Wesker
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= Tactics =
= Tactics =
<h2><p style="text-indent: 10px;">Neutral</p></h2>
<h2><p style="text-indent: 10px;">Neutral</p></h2>
 
Brief Description about Wesker's Neutral.
<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 really 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 Offense.
<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.
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Revision as of 16:39, 12 June 2024


Tactics

Neutral

Brief Description about Wesker's Neutral.

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 really 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 Offense.

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.

Wesker Point Team Examples
# 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

Nemesis

Wesker commonly uses THCs more often than other characters, as it allows him to cancel directly from his Samurai Edge OTG. Nemesis' "Bioweapon Assault" hyper is exceptionally strong for this purpose. Not only does it deal high damage, its duration lines up perfectly with Wesker's hyper, such that Nemesis will slam down from the sky just as Phantom Dance ends, causing a Forced Ground Bounce and potentially allowing Wesker to continue the combo (if it didn't kill outright). Nemesis also gets significant extra combo potential when he can replace his own (medicore) OTG attacks with an OTG assist like Wesker.

  • Bioweapon Assault THC
  • Flavor win for Wesker

Sentinel

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.

Vergil

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