Ultimate Marvel Vs Capcom 3

He's probably referring to Phantom Dance. That move can seriously do some damage, however, it's easily guarded on reaction and just hold the guard or advance guard it. If you try to go left and right to keep up with the movements while blocking, you'll drop your guard and he'll bash you. Just keep holding back in the same direction and advance guarding it and he won't hit you.

One note however, if he's using Deadpool and has a level 3, trigger his level 3 counter while blocking, Wesker will fly right into it and eat a super bar batting swing. Dante's Million Dollar hyper has a very fast startup also, depending on the location of Wesker (Start it when he bounces off a wall right above you), you can nail him in mid hyper with it. Triggering Dante's level 3 will also do the trick as it has 20 invincible frames starting off and if you both trigger at the same time, Wesker will lose.

Wesker also has 1,100,000 vitality points, slightly higher than average so it's no surprise that it seems he can take a lick and keep on ticking longer than some other characters.

Square jumping beats a lot of sentinals stuff. Just make sure you dont lose to a super armor move on reaction. I hear one trick is to snap back sentinal on reaction to his launcher since it will bypass the super armor.

This is why I also trigger Sougenmu, as every basic attack will hit at least twice and break through super armor if Sent tries to get stupid.
 
lol yeah there's more than just the akuma infinite. There's also the Tronne infinite (tho limited use), X-factor infinites...but I dont think those infinite on dead bodies or burn the clock near as much, and then there's the chun-li loops desk made (FUCKING INSANE AND FLASHY unlike the akuma loop).

Definitely don't like dealing with weskers hyper. I feel so cheated when it randomly crosses me up. Also advancing guard on it isn't a great idea. You're likely to dash into it if you time it wrong and really it does shit chip damage so there's no real need to risk it.

BTW I'm gonna start using Hsein-ko soon and here's some neat finds:
  • She is one of the few with a true instant overhead from an airdash. Jump>dash>L has no height restrictions and the cancel is instant. (I laugh at whoever was telling me how bad her air walk was before release)
  • Mad wavedash shenanigans! Since her dash is a teleport that can go through the opponent you can wave dash and flicker in place as well as change the timing to make it very hard to read where she'll appear and what side. She's still vulnerable while invisible, but it's a very good trick for wake up 50/50 cross ups and throw setups.
  • Her hitstun negating hyper lasts forever on assist (a bit obvious, but some people overlook if they don't play the character)
  • With her corner only combos that end with hyper (the one where she drops spiked balls), after downing them, you have enough time to teleport to the other side of the opponent do the hyper and with the new angle do her other hyper (the spikes), and follow them for even more damage.
She's REALLY fucking good.

I need to stop spamming square jump on super armor characters. I rely on the 2H and I get hit with a launcher. hmmmmm...
 
Yea, that's true, advancing guard against wesker's hyper can be very poor if you time it incorrectly and as you said, chip damage is light so no real need for it, especially when you can counter hyper him if you have the bars for it.
 
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