Marvel vs Capcom 3/Wesker

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Contents


Wesker

Image: weskerface.jpg

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
File:Alpha.png Ghost Butterfly
File:direct.png File:front.png
120,000
File:wallbounce.png
Phantom Dance
File:Beta.png Samurai Edge
File:shot.png File:downward.png
80,000
File:low.png File:otg.png
Phantom Dance
File:Gamma.png Jaguar Kick
File:direct.png File:front.png
116,400
File:softknockdown.png
Phantom Dance

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light
File:l.png
55,000
Crouching Light
File:d.png + File:l.png
53,000
File:low.png
Standing Medium
File:m.png
73,000
Crouching Medium
File:d.png + File:m.png
75,000
File:low.png
Standing Heavy
File:h.png
50,000 + 50,000
Crouching Heavy
File:d.png + File:h.png
80,000
File:low.png
Samurai Edge
File:f.png + File:h.png
80,000
File:nocancel.png File:chipdamage.png
Followup with File:atk.png to teleport
Can cancel into THC
Samurai Edge Low
File:df.png + File:h.png
80,000
File:nocancel.png File:otg.png File:chipdamage.png
Followup with File:atk.png to teleport
Can cancel into THC
Standing Special
File:s.png
100,000
File:launch.png
Jumping Light
air File:l.png
55,000
File:high.png
Jumping Medium
air File:m.png
73,000
File:high.png
Jumping Heavy
air File:h.png
88,000
File:high.png
Air Samurai Edge
air File:d.png + File:h.png
80,000
File:nocancel.png File:chipdamage.png
Followup with File:atk.png to teleport
Jumping Special
air File:s.png
95,000
File:high.png

Special Moves

Name
Command
Damage
Special Properties (glossary)
Cobra Strike
File:qcf.png + File:l.png
100,000
File:hardknockdown.png
Ghost Butterfly
File:qcf.png + File:m.png
120,000
File:wallbounce.png
Followup with File:atk.png to teleport
Jaguar Dash
File:qcf.png + File:h.png
122,600 (30,000 x 5)
Can pass through opponents if you don't follow up
    Jaguar Kick (Tiger Knee)
File:h.png
50,000
        Cobra Strike
File:qcf.png + File:l.png
100,000
File:hardknockdown.png
Mustang Kick
File:hcb.png + File:atk.png
120,000
File:throw.png
File:l.png force tech roll
File:m.png File:hardknockdown.png
File:h.png File:wallbounce.png
Phantom Move
File:dp.png + File:atk.png
File:airok.png
File:l.png teleports forward
File:m.png teleports behind
File:h.png teleports up or down
Tiger Uppercut
File:rdp.png + File:atk.png
120,000
Counter move
File:l.png File:high.png File:launch.png
File:m.png File:low.png File:wallbounce.png
File:h.png File:wallbounce.png vs projectiles

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Phantom Dance
File:qcf.png + File:atk.png + File:atk.png
285,700 at 15 hits (25,000 x 15)
File:airok.png
Damage scales by 0.96
number of hits varies
Rhino Charge
File:qcb.png + File:atk.png + File:atk.png
250,000
Counter attack physical only File:crumple.png
Lost in Nightmare
File:dp.png + File:atk.png + File:atk.png
450,000
File: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 (File:f.png + File:H.png ) to zone, build meter, and also to get-in on your opponent with a File:L.png or File: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 File:df.png + File:H.png , you can do a mix-up of either cr. File: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 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. File:H.png from the other side.

Advanced Strategy

Character-Themed Cocktail

Rum, lager, and lime.

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