No edit summary |
(Move damage details) |
||
Line 21: | Line 21: | ||
| AlphaSuper=Phantom Dance | BetaSuper=Phantom Dance | GammaSuper=Phantom Dance | | AlphaSuper=Phantom Dance | BetaSuper=Phantom Dance | GammaSuper=Phantom Dance | ||
}} | }} | ||
=== Normal Moves === | === Normal Moves === | ||
Line 33: | Line 31: | ||
{{MoveListRow | Standing Heavy | h | 50,000 + 50,000 | }} | {{MoveListRow | Standing Heavy | h | 50,000 + 50,000 | }} | ||
{{MoveListRow | Crouching Heavy | d + h | 80,000 | low}} | {{MoveListRow | Crouching Heavy | d + h | 80,000 | low}} | ||
{{MoveListRow | Samurai Edge | f + h | 80,000 | nocancel chipdamage <br> Followup with atk to teleport }} | {{MoveListRow | Samurai Edge | f + h | 80,000 | nocancel chipdamage <br> Followup with atk to teleport <br> Can cancel into THC }} | ||
{{MoveListRow | Samurai Edge Low | df + h | 80,000 | nocancel otg chipdamage <br> Followup with atk to teleport }} | {{MoveListRow | Samurai Edge Low | df + h | 80,000 | nocancel otg chipdamage <br> Followup with atk to teleport <br> Can cancel into THC }} | ||
{{MoveListRow | Standing Special | s | 100,000 | launch }} | {{MoveListRow | Standing Special | s | 100,000 | launch }} | ||
{{MoveListRow | Jumping Light | air l | 55,000 | high }} | {{MoveListRow | Jumping Light | air l | 55,000 | high }} | ||
Line 48: | Line 46: | ||
{{MoveListRow | Cobra Strike | qcf + l | 100,000 | hardknockdown }} | {{MoveListRow | Cobra Strike | qcf + l | 100,000 | hardknockdown }} | ||
{{MoveListRow | Ghost Butterfly | qcf + m | 120,000 | wallbounce <br> Followup with atk to teleport }} | {{MoveListRow | Ghost Butterfly | qcf + m | 120,000 | wallbounce <br> Followup with atk to teleport }} | ||
{{MoveListRow | Jaguar Dash | qcf + h | 122,600 | Can pass through opponents if you don't follow up }} | {{MoveListRow | Jaguar Dash | qcf + h | 122,600 (30,000 x 5) | Can pass through opponents if you don't follow up }} | ||
{{MoveListRow | Jaguar Kick (Tiger Knee) | h | 50,000 | }} | {{MoveListRow | Jaguar Kick (Tiger Knee) | h | 50,000 | }} | ||
{{MoveListRow | Cobra Strike | qcf + l | 100,000 | hardknockdown }} | {{MoveListRow | Cobra Strike | qcf + l | 100,000 | hardknockdown }} |
Revision as of 12:00, 24 March 2011


Wesker
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
Normal Moves
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
Can cancel into THC
Followup with atk to teleport
Can cancel into THC
Samurai Edge Low
df + h
80,000
nocancel otg chipdamage
Followup with atk to teleport
Can cancel into THC
Followup with atk to teleport
Can cancel into THC
Standing Special
s
100,000
launch
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
Followup with atk to teleport
Jumping Special
air s
95,000
high
Special Moves
Cobra Strike
qcf + l
100,000
hardknockdown
Ghost Butterfly
qcf + m
120,000
wallbounce
Followup with atk to teleport
Followup with atk to teleport
Jaguar Dash
qcf + h
122,600 (30,000 x 5)
Can pass through opponents if you don't follow up
Jaguar Kick (Tiger Knee)
h
50,000
Cobra Strike
qcf + l
100,000
hardknockdown
Mustang Kick
hcb + atk
120,000
throw
l force tech roll
m hardknockdown
h wallbounce
l force tech roll
m hardknockdown
h wallbounce
Phantom Move
dp + atk
airok
l teleports forward
m teleports behind
h teleports up or down
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
l high launch
m low wallbounce
h wallbounce vs projectiles
Hyper Moves
Phantom Dance
qcf + atk + atk
285,700 at 15 hits (25,000 x 15)
airok
Damage scales by 0.96
number of hits varies
Damage scales by 0.96
number of hits varies
Rhino Charge
qcb + atk + atk
250,000
Counter attack physical only crumple
Lost in Nightmare
dp + atk + atk
450,000
startupinv
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.
Advanced Strategy
Character-Themed Cocktail
Rum, lager, and lime.