NEW!!! Adding videos as they come in. This should make it easier for people to see visual representations of what’s going on. Big thanks to kensanity and NissanZaxima for contributing so far
Some people have requested that I post up all the dumb mixups I do with Wesker, so I will. I’m posting this just to give a general overview of the different ways you can set up resets with Wesker. Some of this is slightly derivative (can’t think of everything) and other parts of it are quite frankly common sense. So I don’t expect all of this to be novel to the experienced Wesker player or even most of it for that matter. But hopefully there’ll be something in here you can use. Some of my different reset options I’ve never seen anyone else use and even if you know about some of these options, maybe this will give you a couple new ideas of WHEN to use them.
One other note before we get started. I’m going to write this in written flowchart form, simply because it’ll make organizing my thoughts easier, plus it plays into a central theme of the character, how easily mixups and reset options chain into each other. The two main areas to reset from are the air tech state and the ground roll state. Separate options come from each state. Personal opinion is that ground roll state provides the stronger individual mixup in the corner with a larger damage potential, but the air tech state is more important to get down. This is because Wesker has a difficult time creating a ground roll state on his own and usually relies on assists to create it, whereas he can create an air tech state on his own by following an air combo with the Samurai Edge. Not all air techs are created equal as height will play a factor in what you get. I can?t go through all different air tech heights off of each assist or from each spot given previous hit deterioration so at some point common sense will just take over and you can manually adjust for height. With all the minutia out of the way…
I. Air tech state. As said above, this state can be caused directly from the Samurai Edge, or from ending an air combo in the low air. If you are using an assist to juggle with that creates ground roll state, you can simply jab them and cause them to pop into air tech state since the jab will cancel the knockdown. From here your options are.
A. Standing S/double dash standing S. Not the greatest option but included for the sake of completeness. Normal standing S is decent if people are in the habit of teching forward without a good air mobility option because depending on where you?re standing they can cross themselves up. Follow up with standard air combo.
http://www.youtube.com/watch?v=lfmgxa4iC14 Standing S
http://www.youtube.com/watch?v=awKnYHoTiWQ Double dash S
*B. Air throw. * Jump forward for backwards tech, jump straight up for forward tech. In the corner you can take a half step forward and jump straight up and catch both on the vast majority of characters. For some characters like Viewtiful Joe, their tech forward will still be caught by jump forward. This is your primary reset weapon. 7 frames to tech is not the most in the world; someone can have a pretty good idea that you?re going to throw and still be caught off guard. Inside of this option you have a self-contained mixup in that you can air throw as fast as you?re able to (especially if they enter air state off a jab), or you can air throw a few frames slower.
C. Near air loop. This is something I see few Wesker players do. The easiest way to avoid air throw is to mash on heavy when they see Wesker jump at them. This is your primary counter to this. Wesker’s near air loop is weight dependent. Generally you can do jump BCS, jump BCS, jump BCS. Some characters air tech strangely and require jump ACS, jump BCS, jump BCS. Some characters have stupid sprites like Dante and Amaterasu and you can only get jump ACS, jump ACS. All options can be followed with a standard air combo. On a backwards tech you need to jump forward. On a forward tech you can jump straight up on most characters. For an added dimension to the mixup you can dash forward then jump into them (causing Wesker to turn around before he jumps) crossing them up as they tech their way out of the corner.
Personal opinion is that you should start the first rep of the near air loop jump ACS on all non Sentinel/Hulk class characters. It will make your life significantly easier and will only cost you roughly 18,000 damage. Your mileage may vary, if you can get BCS BCS BCS to work for you on all character classes it is the best option and you should do it.
http://www.youtube.com/watch?v=P4SZiiJ8IOc 3 reps here.
D. Ground crossup (midscreen). Sent in by NissanZaxima. Similar type setup to the double dash S, but mixing in a low. This warrants mention as a separate option for 2 reasons. When you let someone get close to the ground with Wesker they get a little jumpy and start to hit buttons. Both tend to lose to Wesker’s high priority lows. Useful to give someone a different look in a midscreen setup.
Your air tech state options can be applied off a character dropping in also. Very useful if you add snapbacks to your game.
II. Air to ground. This is created when your air attacks are blocked by the other character in the air in the vicinity of the ground. In a way it is a continuation off of a particular variant of IC. Let?s say the other character techs and blocks the near air loop. As they are falling try to get the S to be blocked as close to the ground as possible (as you will note, this is the timing for a successful near air loop anyways, so it isn’t an adjustment on the fly or anything). As the opponent’s feet touch the floor you can transition immediately to?
A. Mustang Kick. This is a particularly nasty mixup because the mustang kick is only 1 frame to startup and there is little to no blockstun penalty from the air to ground state. You can mustang kick from this situation faster than any character can mash out a light attack presuming the air S was blocked close enough to the ground.
B. Crouch A/crouch B. There are very few pure 50/50 mixups in MvC3. This is one of them. The crouch attack will catch someone holding up back trying to avoid the mustang kick. If you are in the habit of kara-ing the mustang kick off of crouch B, I would recommend going for crouch B and adjusting the blocked S a tiny bit higher in the air. It will create the same physical mixup and also provide a very nice visual mixup.
Of course this presumes that the other side did not push block. Since many of the MvC2 pushblock penalties are not in place in MvC3, you cannot count on this often, especially as a chain from the standard near air mixup (in other situations you will get it much more often). Luckily for us, there is another option chained off of IC.
C: Overhead. This is an option I wanted to add here since I’ve been doing this lately to give people a different look after they get used to options A and B. You set both of these by setting up the last hit of your air string as low to the ground as possible. So normally you’re hitting S as close to the ground as possible. If you delay the S and do it right when they hit the ground, naturally they’ll have to block it high. You’ll find that after you do option IIA to people a few times in a row, they’ll start holding down-back expecting the low A and not expecting to hit the ground when they do. It’s not the greatest option in the world and adds blockstun meaning you can’t go straight to IIA or IIB afterwards, but it’s fun to do every now and then.
Video example. [media=youtube]_mYM5Sm2c1c[/media]
Unsuccessful try at 0:35
Without air loop (so more of a naked overhead) at 0:45
With air loop at 0:52
III. Air to ground (pushblocked). All pushblocks cause 21 frames of immobility. You can take this time to your advantage. With you pushing the other side into the corner your options off a push are this.
A. Immediate teleport with C (this puts you into the corner). Your height will not always be equal with them depending on when they pushed. However your core options are almost always open to you.
Air throw. Ideally you should try to direct your air throw to drop them back into the corner. From here go back to IA.
Variant: No teleport, dash in.
While still in the air A land C, B land S, C land S. Which of these button options you use is dependent on the height. As long as you chose correctly you can follow up with an air combo (or stand B, stand C, ghost butterfly). On block with no push, air A land C sets you up for a secondary teleport mixup which is why I default to this if I’m reasonably sure the other side will block. If the air attack is pushed depending on height (again) you can go back to IIIA or forward to IIIB/IIIC or dash forward looking for mixups in II although the timing will not be nearly as good for you. A lot of this you have to play by ear. Generally if you’re close enough to dash in and still be threatening with a command grab you should omit any ground strike and go for a low/throw mixup after the secondary teleport mixup. If you aren’t, go back to teleport tricks.
B. Late teleport with C (this also puts you into the corner). The purpose of a late teleport is to bring the high/low mixup back into play. Once you get good at counting time off a pushblock, setting this up to ?perfect? height (where they will not be able to jump away in time) becomes easier.
C. Step/dash back, late teleport with C. Brings in the high/low mixup of B with a left/right mixup. If you?re using S or AA as your post teleport options the difference will be very difficult for people to see visually. You can introduce a projectile assist (I use Iron Man unibeam) for more chaos and to move the timing of the left/right mixup forward.
IV. Ground roll state. It is difficult for Wesker to create this state on his own, but many assists can do it. My primary Wesker team right now is Wesker/Iron Man/Phoenix. Phoenix?s ball AND Iron Man’s unibeam can both create ground roll state. Probably many others can too. Regardless of what assist you use to create this state, the timing is almost always the same, there aren?t the same air height variables as found in I-III. Most characters who have a ground roll state reset have to drastically adjust what they do based on whether the other side rolls forward or backwards. Some even have to guess For Wesker the option is more or less the same. After creating ground roll state, you first dash backwards, then evaluate. If they?re coming at you, go to what you do from forward roll. If they?re rolling back to the corner, wavedash towards them and no time is lost.
A. Forward roll (out of the corner, towards you).
Left/right mixup with crouch B or meaty with crouch A. As they are rolling towards you, you should back up into them causing them difficulty in seeing which side they are going to emerge on. Since you are doing this mixup from the corner primarily, the distance is predetermined. You simply choose to be 1 step left or 1 step right of their wakeup spot.
Kara Mustang Kick from crouch B. You are kara-ing the mustang kick not for range (although the range helps since some characters elbow you out of the way as they’re standing up) but to kill off time. At the time of writing this it is undetermined how many frames the character is unthrowable as they emerge from ground roll, however it is theorized to be in the neighborhood of 5. You are kara-ing from crouch B to kill off these frames while an attack looks like it?s coming out. If you time it correctly the opponent will see the purple from Wesker’s hands and be even more convinced not to hold up-back.
Variant on the mustang kick setup sent in by NissanZaxima. This one involves kara off the stand C. He gave a good explanation so I’ll have him explain:
This one has been working for me lately as well. Basically it is one for the ground roll state except you aren’t reacting to their tech you are basically guessing that they are going to roll out of the corner… so it is a much riskier approach. I tend to start using this on players that I notice always like to forward tech out of the corner (just to get the fuck out because the corner + Wesker is a scary place). If you use the standing C right away they will roll through you to the other side but if you delay it slightly then they will stop right in front of you where you can time it perfectly to grab them right as they are out of the recovery (The standing C doesn’t hit! Yay). I like using the Mustang Kick A because you can gunshot teleport behind them and throw their ass right back in the corner.
B. Backward roll (back towards the corner).
- Crouch A/crouch B
- Kara Mustang Kick from crouch B + assist call.
- Instant overhead + assist call.
This introduces an element of risk since your assist will be vulnerable. In this case the kara is necessary to get distance back also since some characters will push you too far away for normal mustang kick to grab (SENTINEL SENTINEL SENTINEL DO NOT DO THIS ON SENTINEL EVEN WITH THE KARA), but it is primarily done for timing purposes as above. The addition of the instant overhead introduces a high/low element to the mixup which makes up for putting yourself at risk. If you mix primarily off of the high/low the mixup can be instant.
I’m sure there are other options off of both of these situations or off of other common situations, but this is a good place to get started. Feel free to post your own. Hope this was helpful.