UMVC3/Wesker/Combos

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< UMVC3‎ | Wesker


Motion Input Chart
7 Ub.png 8 U.png 9 Uf.png
4 B.png 5 N.png 6 F.png
1 Db.png 2 D.png 3 Df.png
Notation Meaning
(Leave a space) cancel from the previous normal to the following.
, Link from the previous move to the following.
> Cancel the previous move into the following special / super move.
~ Cancel special into set followup or plink previous attack into the following.
dl. / delay Delay the following move.
whiff Must whiff the following move.
land Must land on the ground before the next move.
rejump Must land then jump again before the next move.
j. / sj. Move is done in a jump / superjump.
jc / sjc Cancel previous move into a jump / superjump.
ia./tk. Instant Air or Tiger Knee Special or Super Move.
XX Any two attack buttons excluding S.
NXX Dash / Airdash in N direction.
X+S Any other attack button and S pressed at the same time.
AA Anti-Air
[X] Hold input
-X- Release input
(N) Connect with only the Nth hit of this attack.
(Move) Move is optional.
[sequence] x N Repeat sequence N times.

Beginner Combos


Combos One Star.png
Basic, simple combos with few requirements or restrictions.
  • Work on all or nearly all characters.
  • Require little to no resources (Meter, Assists, Character Specific Stocks).
  • Need minimal adjustments for positioning or starter.
Wesker Basic Solo Combo
Easy


2L 2M 2H > 236L > L, 3H, 2M 5H > 236M, dash 2M 2H 5S sjc. j.M j.M j.H > j.236XX

Basic, stable combo route that works off a variety of starters. Wesker can convert just about any hit near the ground into 236L Cobra Strike, and if he can land Cobra Strike, he can do this combo. Works both with and without glasses.

Important concepts to learn here:

  • Wesker can solo pick up from a Hard Knockdown by using 3H OTG, then recovering and linking 2M. This is a staple extension, but it does not take very much Hitstun Deterioration to make this link impossible. In practice, Wesker can only do this once per combo outside X-Factor, and it generally has to be very early into the combo.
  • Generally, when Wesker uses 236L > L in combos, he will teleport behind the knocked-down opponent. However, he can situationally teleport to the spot directly in front of them instead. This is affected by the opponent's character, screen positioning, and whether Wesker's glasses are on. You can slightly delay the second L input to increase the likelyhood of Wesker appearing in front of the opponent, if that is something you want to do.
  • Wesker's 5H hits twice. In order to juggle 5H > 236M on an airborne opponent, you must let both hits connect. Canceling the first hit of 5H will cause the combo to drop. (You also can not substitute 2H)
  • Phantom Dance (236XX) has a significant amount of randomness to its damage output. A useful rule of thumb is that the closer the opponent is to the center of the screen, the more damage they will take from Phantom Dance.
Wesker Basic Command Grab Combo
Easy


63214L, dash 2M 2H > 236L > L, 3H, 2M 5H > 236M, dash 2M 2H 5S sjc. j.M j.M j.H > j.236XX

Wesker's L command grab may initially seem like it can't be converted midscreen. However, the grab animation has essentially no recovery, and Wesker has a combination of a solid forward dash speed and long range on 2M which allow him to chase down the opponent after knocking them away. Input the dash at basically the same time as Wesker performs the kick during the grab animation, and you can quickly dash into 2M range before the opponent hits the ground.

Once you have confirmed the grab, the combo is the same as Wesker's normal combo route. This also applies to any more advanced extensions; you can also perform them out of 63214L starter.

Learning to confirm off L command grab is helpful because it has longer range than the other button strengths, and does not waste Wall Bounce like H Mustang does.


THC Enders

Wesker has two main ways to end his normal combos. First, he can launch into an Air Combo and then cancel j.H directly into j.236XX to finish with a relatively consistent Air Hyper. Alternatively, Wesker can finish the Air Combo with j.5S, land, and then OTG with 3H canceled into a THC (Wesker can not special- or hyper-cancel 3H, but he can THC-cancel it). A 1-bar THC-ender will typically deal about the same damage as a normal ender - the extra damage from a few more hits in the combo are exchanged for Phantom Dance typically hitting a little worse - and will build slightly more meter. The main downside of ending Wesker combos with THC is that Wesker loses the ability to control meter spent. If Wesker has two or three bars of meter stocked and ends a combo with a THC, all of that meter will be consumed automatically. Depending on team composition, the additional hypers called may actually lower the total damage or even cause it to drop entirely.


Core Combos


Combos Two Stars.png
Core combos that balances reward with execution and reliability.
  • Works against a selected set of characters.
  • Can require adjustments for positioning and resources.
  • Are expected to be consistently performable by a skilled player who main the character.
Wesker Solo Combo (With Glasses)
Easy-Medium
Damage: ~547,000 (with no bar) ~758,000 (high variance, with 1 bar)
Meter Gain: 1 bar (costs 1)
2L 2M 2H > 236L > L, 3H, 2M 5H > 236M > H, j.2H land 236H > H, (dash) 2H 5S sjc. j.M j.M j.H > j.236XX

Optimize Wesker's standard solo combo by adding one extension to the Wall Bounce section. Cancel 236M into its H Teleport follow-up to appear above the opponent as they Wall Bounce, then catch them with a falling j.2H Gunshot.

Besides slightly improving the damage and meter-build potential, a nice bonus of comboing into Jaguar Kick (236H > H) is that juggles the opponent long and high enough for Wesker to be able to dash underneath them, if he wishes. Phantom Dance will typically be more damaging if it is used near the center of the screen, so this gives Wesker an opportunity to side-switch if it will result in a better hyper.

The Wall Bounce extension is not especially difficult and works anywhere on the stage, but it does require slight timing adjustments depending on several factors. Screen position can change when the Wall Bounce hits. The opponent's character size can make the timing easier or harder, and Wesker's attack timings are slightly different when his glasses are off. If you do not feel comfortable with the timing in a specific situation, an alternate route is 236M > H, (delay) j.S land 2M 2H 5S sjc. etc. Although this is more consistent, it does not allow Wesker to perform the side-switch dash.


Notation Damage Meter Location Video

63214L, dash 2M 2H > 236L > L, 3H, 2M 5H > 236M > H, j.2H land 236H > H, (dash) 2H 5S sjc. j.M j.H > j.236XX

~620,000

+0.5

Anywhere

Timestamp

  • Same BnB route but off Command Grab starter.
  • Omit one j.M from the final Air Combo due to higher Hitstun Deterioration.

Airthrow, 2H, 2M 5H > 236M > H, j.2H land 236H > H, (dash) 2H 5S sjc. j.H > j.236XX

~500,000

-0.25

Anywhere

Timestamp

  • Same BnB route but off Airthrow starter.
  • Omit both j.M from the final Air Combo due to higher Hitstun Deterioration.
  • From a backthrow at normal jump height, just land normally and OTG Gunshot.
  • From a forward throw at normal jump height, land and then Plink Dash forwards once or twice to get into OTG 3H range.
  • From a backthrow at superjump height, use 623H to reach the ground faster, giving you more time to convert.
  • From a forward throw at superjump height, you can't pick up this way, unless you throw them into the corner.

2M 5S sjc. j.H j.5S, land, 3H, 2M 5H > 236M, (dash) 2H 5S sjc. j.M j.M j.H > j.236XX

~833,000

+0.1

Anywhere

Timestamp

  • Requires Glasses Off for additional speed.
  • 5S is pretty spammable, so know you can get an extra relaunch if you land it raw (or almost raw) and do a truncated Air Combo.

Assist Extensions

Wesker's primary use for assists is to improve the potential of his OTG 3H Gunshot. OTGing the opponent into an assist hit can allow Wesker to pick up after an OTG that would otherwise be impossible due to Hitstun Deterioration, or to get better follow-ups than he could on his own.

Assist hits can provide additional opportunities for Wesker to combo into a clean Jaguar Kick (236H > H. Jaguar Kick does great damage and combos into basically anything if it juggles high enough, so using assists to route in more Jaguar Kicks is a good way to optimize damage. A common way is to hit with an assist at the same time as Wesker's 5S launcher, then superjump-cancel the launcher into a Tiger Knee 2369H.

Wesker can convert off a fullscreen 6H gunshot by calling certain assists during the gunshot and canceling into either L or H Teleport. Video Example

Wesker can set up Hard Tags to certain characters off his 63214L and 63214H command grabs, as well as off 236M. The Command Grab Hard Tags are particularly useful because they reset damage scaling.

Wesker/Dante (Weasel Shot)
Wesker/Chris/Jill with Glasses Wesker/Chris/Jill without Glasses
Wesker/Magneto/Sentinel

Wesker Hard Tag to Spencer
Wesker Hard Tag to Strange (L Command Grab) Wesker Hard Tag to Strange (H Command Grab and 236M)
Wesker Hard Tag to Magneto

Assist extensions with all Marvel-side characters Assist extensions with all Capcom-side characters

Comboing in X-Factor

Wesker Gunshot X-Factor Conversion
Easy


(6H) > THC (1 hit) > LMHS, j.S land 5M 5H etc.

Having X-Factor activation available gives Wesker this option for converting a fullscreen gunshot into a kill combo. Use gunshot canceled into THC to quickly travel across the screen and confirm from a fullscreen shot, then X-Factor cancel into a normal combo. Also works off any raw Phantom Dance, or one done early in a combo.

In X-Factor levels 2 and 3, Wesker is fast enough to link an OTG 3H directly into 5S and relaunch. This eventually fails at later Hitstun Deterioration, but relaunching even once this way is an easy way for Wesker to get enough damage to kill most characters.

Advanced Combos


Combos Three Stars.png
Advanced Combos are specialized in usage, require awareness, execution, and have advantages over core combos.
  • May only work on a few characters or in specific circumstances.
  • Can have any amount of requirements such as meter, positioning, starter.
  • Are not necessarily harder than core combos, but require more specific knowledge.
Wesker Optimal Glasses-Off Solo Combo
Medium-Hard
Damage: ~689,000 (with no bar), ~918,000 (high variance, with 1 bar)
Meter Gain: ~1.15 bars (costs 1 bar)
2M 2H > 236L > L, 3H, 2H 3H, (5M) 5H > 236M > H, j.2H land 236H > H, 236H > H, (dash) 2H 5S sjc. j.H > j.236XX

In terms of combos, one of the primary benefits of the speed boost from Wesker losing his sunglasses is increased ability to link normals after 3H gunshot. This combo adds a few additional difficult links that are made possible by Wesker being in glasses-off, to optimize solo damage.

Wesker Gunshot Loops
Medium-Hard
2L 2M 2H > 236H > H, jump j.L j.H j.2H [rejump j.H j.2H]x3 land 5S sjc. j.M j.M j.H j.5S land, (623L,) 3H > THC

Wesker has a jump loop he can perform utilizing j.2H if he juggles opponents to roughly regular jump height. Requires Glasses Off. Wesker can set up the proper height off Jaguar Kick, but keep in mind that Jaguar Kick does not always hit nicely against airborne or crouching opponents, so it is a challenging confirm.

Alternate route going into Gunshot Loops off 236M instead.

4x Jaguar Kick Solo Route
Medium-Hard
2M 5H > 236H > H, 2M 5H > 236H > H, 236H > H. 236M > H, j.2H land 236H > H, etc.

Jaguar Kick does great damage and can be followed up with a variety of moves, even looping into itself depending on juggle height. However, it hits inconsistently depending on spacing, the opponent's character, whether they are standing, jumping or crouching, and whether Wesker has his glasses on or off. This route deals great damage if you are confident you can combo into it properly. Otherwise, you are better off confirming into 236L for a standard combo.

This specific route does not work at all on the following characters:
Dormammu, Dr.Strange, Magneto, Phoenix, Rocket, Sentinel, She-Hulk, Storm, Nemesis, Viewtiful Joe

Additionally, against Captain America, Deadpool and Thor, you need to replace the second 2M with 5M in order to juggle higher.

Additionally (again), Jaguar Kick will not connect properly against many characters if they are crouching. The following extra characters will drop against Jaguar Kick in crouching hitstun if Wesker has Glasses On:
Shuma, Spider-Man, Wolverine, X-23, Chun-Li, C.Viper, Felicia, Firebrand, Frank, Hsien-Ko, Jill, Morrigan, Strider, Zero These characters can all be comboed normally if Wesker has Glasses Off.

Lastly, Arthur will always miss Jaguar Kick if he is crouching, regardless of whether Wesker has Glasses On or Off.

Post-Hyper Extensions

Although Phantom Dance (236XX) is notoriously inconsistent, it is possible for the unstable nature of the hyper to work in Wesker's favor, juggling the opponent long enough for Wesker to recover and follow up with additional attacks before they land. This is similar to the idea behind post-hyper extensions with Vergil, although it is much less likely to occur and harder to capitalize on even when possible. Generally, the requirements to get a Post-Hyper extension with Phantom Dance are:

  • Every hit of the hyper needs to connect in order to juggle the opponent as high as possible into the air.
  • The final hit of the hyper needs to knock the opponent towards Wesker, where he appears on the ground.

If the hyper hits properly, Wesker has just enough time to link a few different attacks. Notably, he can connect 5S, 236L, or go directly into a second Phantom Dance.

Wesker/Hulk/Doom combo with Post-Hyper Extension
Wesker/Magneto/Doom combo with Post-Hyper Extension

Combos off Counter

In total, Wesker has four Counter moves available to him: 421L (Counters Mid/OH, Launches), 421M (Counters Low, Wall Bounces), 421H (Counters Projectiles, Wall Bounces), and '214XX (Counters any physical hit, Crumples). These moves are not very frequently used, and you could just do a basic combo off any of them, but you can optimize the damage off each starter if you want.


Notation Damage Meter Location Video

421L sjc. j.H j.S, land, (dash) 3H, 2M 5H > 236M > H, j.2H land 236H > H, (dash) 2H 5S sjc. j.H > j.236XX

~914,000

Anywhere

Timestamp

  • Combo off L Counter, requires Glasses Off
  • Basically the same as a combo off raw 5S.

421M, dash 2H > 236L > L, 3H, 2M 2H 5S sjc. j.M j.M j.H > j.236XX

~659,000

Anywhere

Timestamp

  • Combo off M Counter, works with Glasses On.
  • You can do the same combo off H Counter.

214XX, 2M 2H > 236L > L, 3H, 2M 5H > 236M > H, j.2H land 236H > H, (dash) 2H 5S sjc. j.H > j.236XX

~818,000

-1.1

Anywhere

Timestamp

  • If you land Hyper Counter, you can just perform your normal solo BNB.