Ultimate Marvel vs Capcom 3/Wesker

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Wesker

Umvc3 wesker face.jpg

Albert Wesker was a brilliant scientist working for Umbrella, creating (and stealing the creations of others) horrible monsters and viruses to unleash on the world. Eventually, he lead the members of S.T.A.R.S. as their field leader, only to get field data on the monsters he had helped create. However, his plans fell apart, and S.T.A.R.S. members Barry, Jill, Chris, and Rebecca survived, and Wesker was left mortally wounded by one of his beasts. With no other choice, he took a virus himself, eventually becoming one of the most powerful villains / creatures the world had ever seen - or not seen...


In a nutshell

Wesker is back, and as potent as ever. His specific changes affected him little, while the overall game changes left him in a very powerful spot. His gunfire is as irritating as always, his mobilty and sheer speed make his rushdown, mixups, and pressure game a menace, and his damage output is through the roof. Couple this with the most useful OTG assist in the game, Albert Wesker is an amazing addition to any team.


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


Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Ghost Butterfly
Direct.png Front.png
120,000
Wallbounce.png
Phantom Dance
Beta2.png Jaguar Dash
Direct.png Front.png
40,000 X 2 + 50,000
(116,400)
Softknockdown.png
Phantom Dance
Gamma2.png Samurai Edge
(Lower Shot)
Shot.png Tiltdown.png
80,000
Proj.png
Otg.png
Phantom Dance

Normal Moves

Name
Command
Damage
Notes (glossary)
Standing Light
L.png
55,000
Crouching Light
D.png + L.png
53,000
Low.png
Standing Medium
M.png
73,000
Crouching Medium
D.png + M.png
75,000
Low.png
Standing Heavy
H.png
50,000 X 2
(92,500)
Crouching Heavy
D.png + H.png
80,000
Low.png
Softknockdown.png
Special
S.png
100,000
Launch.png Nocancel.png
Samurai Edge (Horizontal Fire)
F.png + H.png
80,000
Proj.png
Phantom Move
Atk.png during Samurai Edge
0
Teleport;
see Phantom Move
in Special Moves.
Samurai Edge (Lower Shot)
Df.png + H.png
80,000
Otg.png
Proj.png
Phantom Move
Atk.png during Samurai Edge
0
Teleport;
see Phantom Move
in Special Moves.
Jumping Light
air L.png
55,000
High.png
Jumping Medium
air M.png
73,000
High.png
Jumping Heavy
air H.png
88,000
High.png
Jumping Special
air S.png
95,000
High.png Aircombofinisher.png
Samurai Edge (Anti-Surface)
air D.png + H.png
80,000
Proj.png
Phantom Move
Atk.png during Samurai Edge
0
Teleport;
see Phantom Move
in Special Moves.

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
F.png + H.png
80,000
Throw.png Hardknockdown.png
Back Throw
B.png + H.png
80,000
Throw.png Hardknockdown.png
Forward Air Throw
air F.png + H.png
80,000
Airthrow.png Hardknockdown.png
Back Air Throw
air B.png + H.png
80,000
Airthrow.png Hardknockdown.png

Special Moves

Name
Command
Damage
Notes (glossary)
Cobra Strike
Qcf.png + L.png
100,000
Hardknockdown.png
Phantom Move
Atk.png during Cobra Strike
on hit
0
Teleport;
see Phantom Move
Special Move below
for notes.
Ghost Butterfly
Qcf.png + M.png
120,000
Wallbounce.png
Phantom Move
Atk.png during Ghost Butterfly
on hit
0
Teleport;
see Phantom Move
Special Move below
for notes.
Jaguar Dash
Qcf.png + H.png
30,000 X 5
(122,600)
Jaguar Kick
H.png during Jaguar Dash
on hit
100,000
Strike
Cobra Strike
Qcf.png + L.png during
Jaguar Kick
100,000
See Cobra Strike above. Can be linked into Phantom Move
Phantom Move
Dp.png + Atk.png
0
Airok.png
Teleport
L.png teleports F.png
M.png teleports B.png
H.png teleports Uf.png
air H.png teleports D.png
Tiger Uppercut L
Rdp.png + L.png
120,000
High.png Counter.png
Mid Counter.png
Launcher
Tiger Uppercut M
Rdp.png + M.png
120,000
Low.png Counter.png
Wallbounce.png
Hardknockdown.png
Tiger Uppercut H
Rdp.png + H.png
120,000
Proj.png Counter.png
Wallbounce.png
Hardknockdown.png
Mustang Kick L
Hcb.png + L.png
120,000
Throw.png
Softknockdown.png
Mustang Kick M
Hcb.png + M.png
120,000
Throw.png
Hardknockdown.png
Mustang Kick H
Hcb.png + H.png
120,000
Throw.png
Wallbounce.png
Softknockdown.png

Hyper Moves

Name
Command
Damage
Notes (glossary)
Phantom Dance
Qcf.png + Atk.png + Atk.png
25,000 per hit
(*28,700 per hit*)
Airok.png
Softknockdown.png
Mashable
*Removes Wesker's shades
upon use, causing damage
values to change.
Rhino Charge
Qcb.png + Atk.png + Atk.png
250,000
Physical Counter.png
Crumple.png
Lost in Nightmares
Dp.png + Atk.png + Atk.png
450,000
Hardknockdown.png
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