UMVC3/Wesker

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Wesker

Umvc3 wesker face.jpg

TBW


In a nutshell

TBW


Character Vitals

CHARACTER DATA
Health:
1,000,000
Double Jump:
No
Air Dash:
No
Air Dash/Jump count:
0
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
30 %
50 %
70 %
X-Factor Speed Boost:
? %
 ? %
 ? %
X-Factor Duration:
11 s
16 s
21 s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
5 %
5 %
5 %
10 %
40 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
40 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
40 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
40 %


Video Walkthrough

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Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Ghost Butterfly
direct front
120,000
wallbounce
Phantom Dance
Beta2.png Jaguar Dash
direct front
40,000 X 2 + 50,000
(116,400)
softknockdown
Phantom Dance
Gamma2.png Samurai Edge
(Lower Shot)
shot tiltdown
80,000
proj
otg
Phantom Dance

Normal Moves

Name
Command
Damage
Notes (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 X 2
(92,500)
Crouching Heavy
d + h
80,000
low
softknockdown
Special
s
100,000
launch nocancel
Samurai Edge (Horizontal Fire)
f + h
80,000
proj
Phantom Move
atk during Samurai Edge
0
Teleport;
see Phantom Move
in Special Moves.
Samurai Edge (Lower Shot)
df + h
80,000
otg
proj
Phantom Move
atk during Samurai Edge
0
Teleport;
see Phantom Move
in Special Moves.
Jumping Light
air l
55,000
high
Jumping Medium
air m
73,000
high
Jumping Heavy
air h
88,000
high
Jumping Special
air s
95,000
high aircombofinisher
Samurai Edge (Anti-Surface)
air d + h
80,000
proj
Phantom Move
atk during Samurai Edge
0
Teleport;
see Phantom Move
in Special Moves.

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
f + h
80,000
throw hardknockdown
Back Throw
b + h
80,000
throw hardknockdown
Forward Air Throw
air f + h
80,000
airthrow hardknockdown
Back Air Throw
air b + h
80,000
airthrow hardknockdown

Special Moves

Name
Command
Damage
Notes (glossary)
Cobra Strike
qcf + l
100,000
hardknockdown
Phantom Move
atk during Cobra Strike
on hit
0
Teleport;
see Phantom Move
Special Move below
for notes.
Ghost Butterfly
qcf + m
120,000
N/A
Phantom Move
atk during Ghost Butterfly
on hit
0
Teleport;
see Phantom Move
Special Move below
for notes.
Jaguar Dash
qcf + h
30,000 X 5
(122,600)
Jaguar Kick
h during Jaguar Dash
on hit
100,000
N/A
Cobra Strike
qcf + l during
Jaguar Kick
100,000
N/A
Phantom Move
dp + atk
0
airok
Teleport
L teleports f
M teleports b
H teleports uf
air H teleports d
Tiger Uppercut L
rdp + l
120,000
High Counter
Mid Counter
Launcher
Tiger Uppercut M
rdp + m
120,000
Low Counter
wallbounce
hardknockdown
Tiger Uppercut H
rdp + h
120,000
proj counter
wallbounce
hardknockdown
Mustang Kick L
hcb + l
120,000
throw
softknockdown
Mustang Kick M
hcb + m
120,000
throw
hardknockdown
Mustang Kick H
hcb + h
120,000
throw
wallbounce
softknockdown

Hyper Moves

Name
Command
Damage
Notes (glossary)
Phantom Dance
qcf + atk + atk
25,000 per hit
(28,700 per hit)
airok
softknockdown
Mashable
*Removes Wesker's shades
upon use, causing damage
values to change.
Rhino Charge
qcb + atk + atk
250,000
Physical counter
crumple
Lost in Nightmares
dp + atk + atk
450,000
hardknockdown
Level 3 Hyper.

The Shades

  • Any time Wesker is without his shades, he gains a speed boost and a 15% damage boost.
  • Shades are removed during the Hyper Flash (startup animation) for Phantom Dance, so the 15% damage boost affects Phantom Dance.
  • Wesker's shades are removed whenever he uses Phantom Dance, or when he is damaged enough to get his shades knocked off. However, this is not an exact damage value - the exact conditions are currently unknown.
  • The minimum damage noted so far is 400,000 (forty Deadpool taunts / four Wesker Cobra Strikes); however, his shades can survive up to 500,000 damage (or maybe more ) - it seems that the types of attacks used influence this stat.

Strategy

Tips and Tricks

Combos

Basic Strategy

Advanced Strategy