Ultimate Marvel Vs Capcom 3

My issue with wesker is that EVERY form of poke leads to a huge combo. Gun, ground normals, jumping in, catching an opponent in the air, air to air, air grab, ground grab! Most characters have limitation to what they can reap off a hit based on scenario. Dormammu for example can only tag on portals and hypers at a long range poke. Air to air his combo potential is very limited. He only reaps huge damage off grounded normals unless he spends meter immediately. This is good characters design. Obvious strengths and weaknesses....Wesker on the other hand just has to hit confirm anything and run with it. Mind you the gun > teleport needs to be instant, but the gun is so quick you can generally predict it's success or complicate the teleport. Add in the fact he has an insanely ambiguous cross up with assist + mid screen teleport.

Right now I feel he's the most OP character in the game. And there's a few others that I feel get too much damage off too many scenarios. I'm fine with high damage, but it shouldn't exist in EVERY combo starter.

I might be missing something as I don't play Wesker and maybe there's some secret issues to him I'm unaware of, but every time I fight him it feels like he's just randomly poking me from every where and once he does he can tear off 80% of my life no matter how awkward the hit started.

In terms of match ups, that gun locks down Dorm. I try to duck and teleport or drop a portal, but often I get snagged in the start up by a new bullet.
 
much love for Wesker. I cannot stand Dorm though, so you'll see no help from me using him to beat anyone let alone Wesker.

If I had a pound for every 'do I frighten you?'... 'Over here'... I do that more then actual attacks really, but I really can't help you if you insist on playing as Dorm.

As you say, he only requires small set-ups for high damage combos, one thing I will say across the board is not to stay too still, but try and anticipate what he's going to do next and do your best not to walk into it. Best way to do that is to let him try I'm afraid, but he can be fairly predictable.
 
I find some characters can handle some of the shenanigans, often those with forward moving anti projectile moves. It allows them to punish teleport or move past it safely, and can blow through gun. Dorm has issues because wesker can teleport past flame carpet, gun goes over it and beats him in zoning, Dorm lacks good movement outside of air dash and can't rush him down too well. I think Wekser has a sever advantage over Dorm. Though carpet does make maximum wesker completely useless
 
My issue with wesker is that EVERY form of poke leads to a huge combo. Gun, ground normals, jumping in, catching an opponent in the air, air to air, air grab, ground grab! Most characters have limitation to what they can reap off a hit based on scenario. Dormammu for example can only tag on portals and hypers at a long range poke. Air to air his combo potential is very limited. He only reaps huge damage off grounded normals unless he spends meter immediately. This is good characters design. Obvious strengths and weaknesses....Wesker on the other hand just has to hit confirm anything and run with it. Mind you the gun > teleport needs to be instant, but the gun is so quick you can generally predict it's success or complicate the teleport. Add in the fact he has an insanely ambiguous cross up with assist + mid screen teleport.

Right now I feel he's the most OP character in the game. And there's a few others that I feel get too much damage off too many scenarios. I'm fine with high damage, but it shouldn't exist in EVERY combo starter.

I might be missing something as I don't play Wesker and maybe there's some secret issues to him I'm unaware of, but every time I fight him it feels like he's just randomly poking me from every where and once he does he can tear off 80% of my life no matter how awkward the hit started.

In terms of match ups, that gun locks down Dorm. I try to duck and teleport or drop a portal, but often I get snagged in the start up by a new bullet.

That sounds like problems with the characters rather than problems with the matchup. Wesker is a decent jack-of-all-trades, with his health and damage pushing him a bit over average. The best or overpowered? I don't think so. I'm relatively sure, though, going off theory, that he beats Dorm on the ground. And it seems like Dorm's airthrowing ability is subpar. The best out I can really think of for Dorm is to do jumping teleports and flies in order to gain some ground (using air gravity ball and his jumping S. to keep Wesker at bay). Other than that, you really just have to outplay the opponent. I don't know if Dorm can duck bullets or not, but, if he can, he can use that time to chip at Wesker.
 
Maximum Wesker can be stopped by just about anything, it's one of the weakest crutch hypers in the game, needs a good set-up to carry through properly. But it can sometimes miss one hit, releasing the auto guard and then come from behind and steal a few hits.

I still think your best bet is anticipation with Dorm, and if you're able to get him on the run you can use your own teleports, coupled with assists, to surprise him, risky as that may be. I've seen players use some rather nasty assist combinations in corners, and the purification into hyper OTG always comes out eventually. Dorm's definately got one over on Wesker in terms of raw power, he's a bit lacking up close is all.
 
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