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{{ | <div style="display: flex; flex-wrap:wrap-reverse;"> | ||
|name=Wesker | <div style="display: flex;flex-direction: column;flex:5;min-width:300px;padding: 10px;"> | ||
{{Character Subnav UMVC3|name=Wesker}} | |||
==Introduction== | ==Introduction== | ||
Debuting in ''Resident Evil'', Albert Wesker is a scientist and executive working for the pharmaceutical corporation Umbrella, which performs dangerous genetic experiments. The version of Wesker in UMvC3 is based on his appearance in ''Resident Evil 5'', where he has injected himself with one such experiment, granting him superhuman strength, speed, and regeneration. | Debuting in ''Resident Evil'', Albert Wesker is a scientist and executive working for the pharmaceutical corporation Umbrella, which performs dangerous genetic experiments. The version of Wesker in UMvC3 is based on his appearance in ''Resident Evil 5'', where he has injected himself with one such experiment, granting him superhuman strength, speed, and regeneration. | ||
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}} | }} | ||
=== Unique | === Unique Mechanic === | ||
[[File:UMVC3_Wesker_Sunglasses.png|thumb|right|Wesker with his sunglasses on, with his sunglasses partially damaged, and with his sunglasses destroyed or removed]] | [[File:UMVC3_Wesker_Sunglasses.png|thumb|right|Wesker with his sunglasses on, with his sunglasses partially damaged, and with his sunglasses destroyed or removed]] | ||
As a reference to one iconic scene from ''Resident Evil 5'', Wesker can remove his sunglasses during battle. Wesker's sunglasses can be taken off in one of two ways: | As a reference to one iconic scene from ''Resident Evil 5'', Wesker can remove his sunglasses during battle. Wesker's sunglasses can be taken off in one of two ways: | ||
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When Wesker's shades are damaged or off, he receives a boost to damage and speed. The speed boost is valued at 10% (equivalent to Level 1 X-Factor), and the damage boost is valued at 10%(damaged) or 15%(off) (approximately half of the boost from Level 1 X-Factor). These bonuses also stack with the buffs from X-Factor, which can buff him to incredibly high speed and damage levels. | When Wesker's shades are damaged or off, he receives a boost to damage and speed. The speed boost is valued at 10% (equivalent to Level 1 X-Factor), and the damage boost is valued at 10%(damaged) or 15%(off) (approximately half of the boost from Level 1 X-Factor). These bonuses also stack with the buffs from X-Factor, which can buff him to incredibly high speed and damage levels. | ||
</div> | |||
<div style="display: flex;flex-direction: column;flex:2;min-width:350px;padding: 10px;">{{UMVC3_Character_Query|reversals=214XX (Physical Hits), 623XX}}</div></div> | |||
== Move List == | == Move List == | ||
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|onhit=- | |onhit=- | ||
|onblock=- | |onblock=- | ||
|properties={{wallbounce}} | |properties=Invuln (as Crossover Counter) frames 1 - ???, {{wallbounce}} | ||
|description= | |description= | ||
THC Hyper: Phantom Dance. Provides very little coverage and almost no lockdown. Since it causes a wallbounce, it could be useful as a combo extension tool. However, its usually easier to just use Wesker's OTG assist and extend with your point character instead. | THC Hyper: Phantom Dance. Provides very little coverage and almost no lockdown. Since it causes a wallbounce, it could be useful as a combo extension tool. However, its usually easier to just use Wesker's OTG assist and extend with your point character instead. | ||
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|onhit=-6 | |onhit=-6 | ||
|onblock=-8 | |onblock=-8 | ||
|properties=Deals chip damage, Priority: Low, Durability: 3 | |properties=Deals chip damage, Priority: Low, Durability: 3, scales by 0.9 | ||
|description= | |description= | ||
Fast projectile attack that forms the basis of Wesker's keepaway game (alongside its variants below). Once the bullet is fired, Wesker can press {{clr|1|L}}, {{clr|2|M}}, or {{clr|3|H}} to cancel into the respective version of his Phantom Move teleport. As a command normal, it can not be regularly special-canceled or hyper canceled save for the specific Phantom Move follow-up. However, it ''can'' be canceled into a THC. If you have the meter, 6H > Team Hyper will connect even from fullscreen. | Fast projectile attack that forms the basis of Wesker's keepaway game (alongside its variants below). Once the bullet is fired, Wesker can press {{clr|1|L}}, {{clr|2|M}}, or {{clr|3|H}} to cancel into the respective version of his Phantom Move teleport. As a command normal, it can not be regularly special-canceled or hyper canceled save for the specific Phantom Move follow-up. However, it ''can'' be canceled into a THC. If you have the meter, 6H > Team Hyper will connect even from fullscreen. | ||
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|onhit=-1 | |onhit=-1 | ||
|onblock=-3 | |onblock=-3 | ||
|properties={{otg}}, Deals chip damage, Priority: Low, Durability: 3 | |properties={{otg}}, Deals chip damage, Priority: Low, Durability: 3, scales by 0.9 | ||
|description= | |description= | ||
Very similar to horizontal gunshot, but aimed towards the ground. Has Phantom Move follow-ups just like the horizontal gunshot, and can be THC-canceled. Mainly useful as Wesker's OTG attack, to pick up opponents after a throw or other hard knockdown. As long as hitstun deterioration has not progressed too far, Wesker can link a 2M after OTG gunshot, allowing him to solo relaunch. | Very similar to horizontal gunshot, but aimed towards the ground. Has Phantom Move follow-ups just like the horizontal gunshot, and can be THC-canceled. Mainly useful as Wesker's OTG attack, to pick up opponents after a throw or other hard knockdown. As long as hitstun deterioration has not progressed too far, Wesker can link a 2M after OTG gunshot, allowing him to solo relaunch. | ||
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|onhit=+23* | |onhit=+23* | ||
|onblock=+21* | |onblock=+21* | ||
|properties=Deals chip damage, Priority: Low, Durability: 3 | |properties=Deals chip damage, Priority: Low, Durability: 3, scales by 0.9 | ||
|description= | |description= | ||
Important keepaway tool alongside horizontal gunshot. {{clr|1|L}}, {{clr|2|M}}, and {{clr|3|H}} follow-up inputs result in Air Phantom Move teleports of their respective strength. | Important keepaway tool alongside horizontal gunshot. {{clr|1|L}}, {{clr|2|M}}, and {{clr|3|H}} follow-up inputs result in Air Phantom Move teleports of their respective strength. | ||
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|version=L | |version=L | ||
|subtitle={{hcb}} + {{l}} | |subtitle={{hcb}} + {{l}} | ||
|damage=120,000 | |damage=120,000(2 hits) | ||
|guard=Throw | |guard=Throw | ||
|startup=1 | |startup=1 | ||
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|version=M | |version=M | ||
|subtitle={{hcb}} + {{m}} | |subtitle={{hcb}} + {{m}} | ||
|damage=120,000 | |damage=120,000(2 hits) | ||
|guard=Throw | |guard=Throw | ||
|startup=1 | |startup=1 | ||
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|version=H | |version=H | ||
|subtitle={{hcb}} + {{h}} | |subtitle={{hcb}} + {{h}} | ||
|damage=120,000 | |damage=120,000(2 hits) | ||
|guard=Throw | |guard=Throw | ||
|startup=1 | |startup=1 | ||
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|onhit=- | |onhit=- | ||
|onblock=~-25 | |onblock=~-25 | ||
|properties={{airok}}, {{softknockdown}}, mashable | |properties={{airok}}, {{softknockdown}}, mashable, scales by 0.96 | ||
|description= | |description= | ||
Wesker removes his sunglasses during the super flash (this activates his unique mechanic, and the damage boost is already accounted for above). Afterwards, he rapidly bounces around the screen, hitting opponents in his way. This super is notoriously inconsistent and can sometimes do significantly less damage than expected or drop entirely. The inconsistency can also work in Wesker's favor, as this hyper will occasionally hit as a crossup instead of in the intended direction. If Phantom Dance ends with a hit in a very specific way, it is possible for Wesker to follow up with 236L, which will catch the opponent just before they reach the ground. | Wesker removes his sunglasses during the super flash (this activates his unique mechanic, and the damage boost is already accounted for above). Afterwards, he rapidly bounces around the screen, hitting opponents in his way. This super is notoriously inconsistent and can sometimes do significantly less damage than expected or drop entirely. The inconsistency can also work in Wesker's favor, as this hyper will occasionally hit as a crossup instead of in the intended direction. If Phantom Dance ends with a hit in a very specific way, it is possible for Wesker to follow up with 236L, which will catch the opponent just before they reach the ground. | ||
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|onhit=- | |onhit=- | ||
|onblock=-13 | |onblock=-13 | ||
|properties=Invuln until frame 16, {{hardknockdown}} | |properties=Invuln until frame 16, {{hardknockdown}}, uses {{groundbounce}} | ||
|description= | |description= | ||
Cinematic level 3 hyper. Wesker does a palm strike similar to his 236L special (but invulnerable). If it connects, Wesker begins a cinematic where he deals immense unscaled damage to the opponent. This hyper ends with the opponent knocked down immediately adjacent to Wesker, but he can not pick up afterwards | Cinematic level 3 hyper. Wesker does a palm strike similar to his 236L special (but invulnerable). If it connects, Wesker begins a cinematic where he deals immense unscaled damage to the opponent. This hyper ends with the opponent knocked down immediately adjacent to Wesker, but he can not pick up afterwards unless he cancels the last portion with X-Factor. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-UMVC3 | {{AttackData-UMVC3 | ||
|damage= | |damage=30,000 | ||
|guard=OH | |guard=OH | ||
|startup=- | |startup=- | ||
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}} | }} | ||
}} | }} | ||
== Team Position == | == Team Position == | ||
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== Alternate Colors == | == Alternate Colors == | ||
{{Chara-Colors-UMVC3}} | |||
{{Content Box|content= | {{Content Box|content= | ||
{{Navbox-UMVC3}} | {{Navbox-UMVC3}} | ||
}} | }} |
Latest revision as of 09:38, 11 July 2024
Introduction
Debuting in Resident Evil, Albert Wesker is a scientist and executive working for the pharmaceutical corporation Umbrella, which performs dangerous genetic experiments. The version of Wesker in UMvC3 is based on his appearance in Resident Evil 5, where he has injected himself with one such experiment, granting him superhuman strength, speed, and regeneration.
In UMvC3, Wesker is a character who darts around the screen with a fantastic ground dash and unique mobility options. His ability to teleport, and his ability to cancel several of his attacks into various teleports, give him unique ways to extend pressure and combos, or to remain evasive. He can use these to augment a harassing, keepaway style with his Samurai Edge gunshot command normals, or an aggressive, rushdown style with fast normal attacks and a strong command grab special.
Strengths | Weaknesses |
---|---|
|
|
Unique Mechanic
As a reference to one iconic scene from Resident Evil 5, Wesker can remove his sunglasses during battle. Wesker's sunglasses can be taken off in one of two ways:
- As Wesker takes damage during the fight, his sunglasses become damaged, and then destroyed outright. It usually takes approximately half of Wesker's health bar for the sunglasses to be removed via damage.
- Wesker's 236XX "Phantom Dance" hyper removes his sunglasses during the super flash animation. If the startup of Wesker's hyper completes up to this flash, his glasses will be completely removed, even if the rest of the hyper does not complete.
Once removed, Wesker's sunglasses remain off until he tags out. Being tagged out for any reason (hard tagging, being snapped, DHCs), will restore his sunglasses, but it will not repair partially damaged ones. Also, Wesker's taunt will replace his sunglasses.
When Wesker's shades are damaged or off, he receives a boost to damage and speed. The speed boost is valued at 10% (equivalent to Level 1 X-Factor), and the damage boost is valued at 10%(damaged) or 15%(off) (approximately half of the boost from Level 1 X-Factor). These bonuses also stack with the buffs from X-Factor, which can buff him to incredibly high speed and damage levels.
Move List
Assists
Damage | Startup | Active | Recovery |
---|---|---|---|
120,000 | 42 | 3 | 117, 87 |
On Hit | On Block | Guard | Properties |
- | - | Mid | Invuln (as Crossover Counter) frames 1 - ???, ![]() |
THC Hyper: Phantom Dance. Provides very little coverage and almost no lockdown. Since it causes a wallbounce, it could be useful as a combo extension tool. However, its usually easier to just use Wesker's OTG assist and extend with your point character instead. |
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 39 | 2 | 116, 86 |
On Hit | On Block | Guard | Properties |
- | - | Low | ![]() |
THC Hyper: Phantom Dance. This is almost always the correct assist choice for Wesker. Although it has poor range, its OTG property makes it a great tool for combo extensions. This is especially true for point characters with poor solo OTG options, such as Nemesis. Gunshot also hits low, so it can be used to set up high/low mixups or even Unblockables by calling it while the point character performs an overhead attack. |
Damage | Startup | Active | Recovery |
---|---|---|---|
40,000 x2 + 50,000 | 49 | 5(9)4 | 114, 84 |
On Hit | On Block | Guard | Properties |
- | - | Mid | ![]() |
THC Hyper: Phantom Dance. Automatically performs the Jaguar Kick followup at the end of the dash. This technically covers the largest area of Wesker's assist choices, but it is quite slow, so Wesker often gets hit out of the startup. |
Ground Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
55,000 | 5 | 5 | 8 |
On Hit | On Block | Guard | Properties |
+2 | +1 | Mid | - |
Quick palm strike. Unlike many common point characters, Wesker can not rapid fire his light normals, so it should be followed up with an immediate medium attack. Hits fairly high up (roughly as high as Wesker's head) so its a decent anti-air option. Very strong tool for setting up tick-throws with Wesker's command grab. |
Damage | Startup | Active | Recovery |
---|---|---|---|
73,000 | 8 | 2 | 22 |
On Hit | On Block | Guard | Properties |
-4 | -6 | Mid | - |
- |
Damage | Startup | Active | Recovery |
---|---|---|---|
50,000 x2 | 12 | 8 | 18 |
On Hit | On Block | Guard | Properties |
+2 | 0 | Mid | - |
Hits twice. The additional hitstun from the second hit is important for comboing into, for example, Ghost Butterfly (236M). Very safe, and even on whiff it is difficult to punish due to quick recovery, so feel free to throw out whenever. Wesker moves forward during this attack, roughly one character length's worth of distance. |
Damage | Startup | Active | Recovery |
---|---|---|---|
53,000 | 5 | 2 | 11 |
On Hit | On Block | Guard | Properties |
+2 | +1 | Low | - |
Standard fast low attack. Comparable speed and horizontal range to 5L. Lowers Wesker's hurtbox compared to simply crouching, but not by enough to be a practical low profile in most situations. Like with his standing light, it should be chained into a medium attack or used to set up tick throws. |
Damage | Startup | Active | Recovery |
---|---|---|---|
75,000 | 8 | 5 | 14 |
On Hit | On Block | Guard | Properties |
+1 | -1 | Low | - |
Has very impressive range for a crouching normal. Dash up 2M can suddenly clip opponents who thought they were at a safe range. This attack is important for converting after light command grab, picking up after OTG gunshot, and in other similar combo situations. |
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 10 | 3 | 25 |
On Hit | On Block | Guard | Properties |
- | -5 | Low | ![]() ![]() |
Standard sweep attack. In most situations, 5H is preferred due to higher damage and less recovery. Although very difficult to punish, this move should still always be canceled into either 5S (which is less minus on block) or into 236L palm (which can be canceled into teleport to reposition). |
Damage | Startup | Active | Recovery |
---|---|---|---|
100,000 | 10 | 3 | 21 |
On Hit | On Block | Guard | Properties |
Launch | -1 | Mid | ![]() ![]() |
Infamously safe and spammable by launcher standards. 5S moves Wesker forward a significant distance, so it will reliably combo after a 5H or 2H even at max range. |
Aerial Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
55,000 | 5 | 8 | 16 |
On Hit | On Block | Guard | Properties |
+13 | +12 | OH | - |
Works as an instant overhead when set up via Fuzzy Guard against normal-sized characters. Against big-body characters such as Sentinel, can instant overhead naturally. Converting this hit into a combo requires X-Factor activation (j.5L -> X-Factor -> falling j.5H), or an assist call. Not particularly notable as an attack outside of this. |
Damage | Startup | Active | Recovery |
---|---|---|---|
73,000 | 9 | 5 | 16 |
On Hit | On Block | Guard | Properties |
+17 | +16 | OH | - |
Upward-angled air attack, which makes it difficult to use against grounded opponents. Mainly used as combo filler. |
Damage | Startup | Active | Recovery |
---|---|---|---|
88,000 | 11 | 7 | 18 |
On Hit | On Block | Guard | Properties |
+19 | +17 | OH | - |
Airthrow OS attack, mainly. Can hit as a crossup quite easily. |
Damage | Startup | Active | Recovery |
---|---|---|---|
95,000 | 10 | 5 | 24 |
On Hit | On Block | Guard | Properties |
+16 | +14 | OH | ![]() |
Decent air-to-air option, as it is slightly faster than j.5H. Causes a huge amount of hitstun, making it fairly practical to convert off at jump height, and can be used for jump loops or similar combo routes. Hits in a sweeping arc around Wesker, including as a crossup near the end of its active frames. |
Command Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 15 | - | 30 |
On Hit | On Block | Guard | Properties |
-6 | -8 | High | Deals chip damage, Priority: Low, Durability: 3, scales by 0.9 |
Fast projectile attack that forms the basis of Wesker's keepaway game (alongside its variants below). Once the bullet is fired, Wesker can press L, M, or H to cancel into the respective version of his Phantom Move teleport. As a command normal, it can not be regularly special-canceled or hyper canceled save for the specific Phantom Move follow-up. However, it can be canceled into a THC. If you have the meter, 6H > Team Hyper will connect even from fullscreen. |
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 15 | 2 | 24 |
On Hit | On Block | Guard | Properties |
-1 | -3 | Low | ![]() |
Very similar to horizontal gunshot, but aimed towards the ground. Has Phantom Move follow-ups just like the horizontal gunshot, and can be THC-canceled. Mainly useful as Wesker's OTG attack, to pick up opponents after a throw or other hard knockdown. As long as hitstun deterioration has not progressed too far, Wesker can link a 2M after OTG gunshot, allowing him to solo relaunch. |
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 15 | - | Until landing |
On Hit | On Block | Guard | Properties |
+23* | +21* | Mid | Deals chip damage, Priority: Low, Durability: 3, scales by 0.9 |
Important keepaway tool alongside horizontal gunshot. L, M, and H follow-up inputs result in Air Phantom Move teleports of their respective strength. |
Special Moves
Damage | Startup | Active | Recovery |
---|---|---|---|
100,000 | 10 | 4 | 32 |
On Hit | On Block | Guard | Properties |
- | -13 | Mid | ![]() |
Fairly quick palm strike that knocks down. Pressing L, M, or H after the palm connects (hit or block, not whiff) allows Wesker to cancel into Phantom Move. On hit, use the 236L > L followup to teleport right next to the opponent as they land, and followup with an OTG gunshot. On block, cancel into any teleport to run away and avoid punishment. Be careful when throwing this out against pushblock-happy opponents; if the normal this attack was canceled from is pushblocked, it will whiff and leave you very vulnerable. |
Damage | Startup | Active | Recovery |
---|---|---|---|
120,000 | 18 | 3 | 25 |
On Hit | On Block | Guard | Properties |
- | -5 | Mid | ![]() |
Primarily used as a combo tool due to its wallbounce. Like Cobra Strike, it can be canceled into Phantom Move on hit or block by pressing any normal button, although the cancel window is fairly late. |
Damage | Startup | Active | Recovery |
---|---|---|---|
30,000 x5 | 22 | 15 | 24 |
On Hit | On Block | Guard | Properties |
-6 | -10 | Mid | - |
After a pause, Wesker rushes forward about full-screen. During the run, Wesker's entire body is a hitbox. Can not be teleport-canceled like Wesker's other 236X specials. It is usually worse to use as an approach tool than simply dashing or teleporting. Has some application in combos using its Jaguar Kick follow-up, but otherwise not particularly important. |
Damage | Startup | Active | Recovery |
---|---|---|---|
100,000 | 10 | 4 | 22 |
On Hit | On Block | Guard | Properties |
- | -3 | Mid | ![]() |
Special follow-up attack to Jaguar Dash. It should basically always be used if you are going to use 236H, as it has better recovery. This move can be canceled into 236L on block or hit, and then 236L can be canceled into hypers or Phantom Move as normal, so this offers a somewhat unique pressure route. Occasionally, Jaguar Kick will cause Wesker to fly behind a grounded opponent instead of hitting them, which can make a tricky cross-up if combined with assists. |
L![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
120,000(2 hits) | 1 | 2 | 26 | |
On Hit | On Block | Guard | Properties | |
- | - | Throw | ![]() | |
M![]() ![]() |
Damage | Startup | Active | Recovery |
120,000(2 hits) | 1 | 2 | 26 | |
On Hit | On Block | Guard | Properties | |
- | - | Throw | ![]() | |
H![]() ![]() |
Damage | Startup | Active | Recovery |
120,000(2 hits) | 1 | 2 | 26 | |
On Hit | On Block | Guard | Properties | |
- | - | Throw | ![]() | |
Instant command grab that makes Wesker a very serious offensive threat on the ground. Button strength determines range and the effect of the throw. L version has the longest range, and since all three versions are possible to follow up with a combo, the L version is the most useful by far. After landing a 63214L, an immediate dash -> 2M will catch the opponent before they reach the ground. |
L![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
- | 11 | - | 20 | |
On Hit | On Block | Guard | Properties | |
- | - | - | - | |
M![]() ![]() |
Damage | Startup | Active | Recovery |
- | 11 | - | 25 | |
On Hit | On Block | Guard | Properties | |
- | - | - | - | |
H![]() ![]() |
Damage | Startup | Active | Recovery |
- | 11 | - | 20 | |
On Hit | On Block | Guard | Properties | |
- | - | - | - | |
Wesker teleports a fixed distance in a direction determined by the button press. L teleport moves forward, and can move behind the opponent if they are close enough. M teleport moves backwards, away from the opponent. H teleport moves up and forward. Wesker will always be facing the opponent after H teleport, and can attack with a falling normal if he so chooses. |
L j. ![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
- | 11 | - | 35 | |
On Hit | On Block | Guard | Properties | |
- | - | - | - | |
M j. ![]() ![]() |
Damage | Startup | Active | Recovery |
- | 11 | - | 40 | |
On Hit | On Block | Guard | Properties | |
- | - | - | - | |
H j. ![]() ![]() |
Damage | Startup | Active | Recovery |
- | 11 | - | 25 | |
On Hit | On Block | Guard | Properties | |
- | - | - | - | |
Air version of Wesker's teleport. L version teleports forward at Wesker's current height, M version teleports backwards at Wesker's current height, and the H version teleports straight down towards the ground. Wesker can utilize repeated air teleports to stall or run away in the air for extended periods of time, although he is still limited to three special moves per jump state. |
L j. ![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
120,000 | 5 | 15 | 11 | |
On Hit | On Block | Guard | Properties | |
- | -8 | Counter | Counters non-low physical hits, ![]() | |
M![]() ![]() |
Damage | Startup | Active | Recovery |
120,000 | 5 | 15 | 11 | |
On Hit | On Block | Guard | Properties | |
- | -5 | Counter | Counters low physical hits, ![]() | |
H![]() ![]() |
Damage | Startup | Active | Recovery |
120,000 | 5 | 13 | 13 | |
On Hit | On Block | Guard | Properties | |
- | -5 | Counter | Counters projectiles, ![]() | |
Counter special. Button strength determines the type of attack countered as well as the follow-up attack if the counter is successful:
This move is very difficult to use effectively, but can catch opponents off guard if used sparingly. The H version in particular can be used to punish projectile assist calls. |
Hyper Combos
Damage | Startup | Active | Recovery |
---|---|---|---|
28,750 per hit, up to 16 hits | 10+1 | 83 | 40 |
On Hit | On Block | Guard | Properties |
- | ~-25 | Mid | ![]() ![]() |
Wesker removes his sunglasses during the super flash (this activates his unique mechanic, and the damage boost is already accounted for above). Afterwards, he rapidly bounces around the screen, hitting opponents in his way. This super is notoriously inconsistent and can sometimes do significantly less damage than expected or drop entirely. The inconsistency can also work in Wesker's favor, as this hyper will occasionally hit as a crossup instead of in the intended direction. If Phantom Dance ends with a hit in a very specific way, it is possible for Wesker to follow up with 236L, which will catch the opponent just before they reach the ground. |
Damage | Startup | Active | Recovery |
---|---|---|---|
250,000 | 5 | 16 | 28 |
On Hit | On Block | Guard | Properties |
- | - | Counter | Counters any physical hut, ![]() |
Hyper version of Wesker's counter special. This counters any physical hit, including hypers (but not projectiles or assists). If successful, Wesker and the opponent are pulled into a cinematic, where Wesker deals a single, heavy blow that crumples and allows him to follow up with a full combo. It is very difficult to use this counter effectively, as its startup is not invulnerable, and the opponent can use its super flash to buffer a cancel for whatever attack they were going to use. |
Damage | Startup | Active | Recovery |
---|---|---|---|
450,000 | 6+8 | 5 | 30 |
On Hit | On Block | Guard | Properties |
- | -13 | Mid | Invuln until frame 16, ![]() ![]() |
Cinematic level 3 hyper. Wesker does a palm strike similar to his 236L special (but invulnerable). If it connects, Wesker begins a cinematic where he deals immense unscaled damage to the opponent. This hyper ends with the opponent knocked down immediately adjacent to Wesker, but he can not pick up afterwards unless he cancels the last portion with X-Factor. |
Universal Mechanics
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 1 | 1 | - |
On Hit | On Block | Guard | Properties |
- | - | Throw | ![]() |
Standard ground throw that results in the opponent knocked down next to Wesker. Unlike with his airthrow, Wesker can not combo after this grab, so he should try to use his command grab instead whenever possible. |
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 1 | 1 | - |
On Hit | On Block | Guard | Properties |
- | - | Airthrow | ![]() |
Standard airthrow that results in a hard knockdown. When connecting this airthrow at any height, Wesker can simply land and OTG pickup with 3H gunshot, making this airthrow a very powerful. |
Damage | Startup | Active | Recovery |
---|---|---|---|
50,000 | 2 | 4 | 32 |
On Hit | On Block | Guard | Properties |
- | -13 | Mid | Snapback |
Animation and hitbox based on 236L. |
Damage | Startup | Active | Recovery |
---|---|---|---|
30,000 | - | 20 | 34 |
On Hit | On Block | Guard | Properties |
- | -13 | OH | ![]() |
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Team Position
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.
However, this usage of Wesker rapidly declined in popularity after the first year, in favor of other anchor characters who were more technical, but ultimately more effective. Today, 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. Some people run Wesker second, or put him on point and then tag him out early, to use him for this purpose.
Notable Synergies
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.
Players to Watch: Unknown/Unkn0wn (C.Viper/Wesker/Sentinel)
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.
Players to Watch Winrich (Vergil/Wesker/Strider)
Nemesis: Wesker is more likely to use THCs than other characters, as it allows him to cancel directly from OTG gunshot. 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.
Players to Watch: Scamby (Wesker/Nemesis/Chris)
Other Players to Watch: Wentinel (Wesker/Dormammu/Magneto), Noel Brown (Wolverine/Wesker/Frank), Alukard (Wesker/Iron Man/varies), ChrisG (Wesker/Ryu/Hawkeye)
Alternate Colors
Color 1 | Color 2 | Color 3 | Color 4 | Color 5 | Color 6 | Alt Color |
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