Marvel vs Capcom 3/Wesker: Difference between revisions

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{{MoveListRow | Jumping Medium |  air m | 73,000 | high }}
{{MoveListRow | Jumping Medium |  air m | 73,000 | high }}
{{MoveListRow | Jumping Heavy |  air h | 88,000 | high }}
{{MoveListRow | Jumping Heavy |  air h | 88,000 | high }}
{{MoveListRow | Air Samurai Edge |  air d + h | 80,000 | chipdamage <br>Followup with atk to teleport }}
{{MoveListRow | Air Samurai Edge |  air d + h | 80,000 | nocancel chipdamage <br>Followup with atk to teleport }}
{{MoveListRow | Jumping Special |  air s | 95,000 | high }}
{{MoveListRow | Jumping Special |  air s | 95,000 | high }}
{{MoveListFooter}}
{{MoveListFooter}}

Revision as of 13:35, 13 February 2011

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Wesker

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.


Beginners Video Walkthrough

TODO, insert the correct video here

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Ghost Butterfly
direct front
120,000
wallbounce
{{{AlphaSuper}}}
Beta.png Samurai Edge
shot downward
80,000
low otg
{{{BetaSuper}}}
Gamma.png Jaguar Kick
direct front
116,400
softknockdown
{{{GammaSuper}}}

Normal Moves

Normal Moves

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

Special Moves

Name
Command
Damage
Special Properties (glossary)
Cobra Strike
qcf + l
100,000
Ghost Butterfly
qcf + m
12,000
wallbounce
Followup with atk to teleport
Jaguar Dash
qcf + h
122,600
    Follow up
h
50,000
        Follow up
qcf + l
100,000
Mustang Kick
hcb + atk
 ????
throw
l force tech roll
m hardknockdown
h wallbounce follow up with h for combo
Phantom Move
dp + atk
airok
l teleports forward
m teleports behind
h teleports up or down
Tiger Uppercut
rdp + atk
120,000
Counter move
l high launch
m low wallbounce
h wallbounce vs projectiles

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Phantom Dance
qcf + atk + atk
285,700
airok
Rhino
qcb + atk + atk
250,000
Counter attack. crumple
Lost in Nightmare
dp + atk + atk
450,000

Strategy

Tips and Tricks

  • Tip 1
  • Tip 2

Basic Strategy

Advanced Strategy