Monday, December 12, 2011

Wesker TLDR

A little note before we dig into this character.  With the general feeling of the community towards this character I thought it'd be a good idea to look at his inner workings so that people could see how he ticks and better understand how to handle him.

Standing Startup Active Recovery On Hit On Block
St.L 5 5 8 +2 +1
St.M 8 2 22 -4 -6
St.H 12 8 18 +2 0

Crouching Startup Active Recovery On Hit On Block
Cr.L 5 2 11 +2 +1
Cr.M 8 5 14 +1 -1
Cr.H 10 3 25 -- -5

Jumping Startup Active Recovery On Hit On Block
J.L 5 8 16 +13 +12
J.M 9 5 16 +17 +16
J.H 11 7 18 +19 +17

Launchers Startup Active Recovery On Hit On Block
St.S 10 3 21 -- -1

J.S
10 5 24 +16 +14

In the future if there are noteworthy things about the normal sets specifically then there will be notes made after their appropriate tables.

As Wesker the important thing to take note of is that his launcher is only -1 on block.  What this means is that there is literally nothing any character can do to punish it.  The fastest normals have 4 frame startup and Wesker is completely safe from that for 3 frames unless he's pushing buttons.  In fact, any character with more than 5 frames of startup on their fastest move can do nothing but pushblock to avoid a second string.

In regards to dealing with the standard LMHS string, there are two options.  The first is to X-Factor Cancel the stun on block (which makes a -1 a -21) and any character can punish it without a problem.  The obvious counter to this is to XFC the S yourself and force a neutral position.

The second option, which works for many characters, is to pushblock the M and whiff punish the S.  The only way to avoid this is to mix up your strings a little to prevent yourself from being predictable.  Despite being a little "scrubby" a random S/HS being blocked would make your opponent think twice about pushblocking all of your strings.  Even a pushblocked HS is nigh impossible to punish on whiff, the M is the point that needs to be pushblocked.

Guns Startup Active Recovery On Hit On Block
F.H 15 -- 30 -6 -8
D.H 15 2 24 -1 -3
JD.H 15 -- Until Landing +23 +21

Phantom Move* Startup Active Recovery On Hit On Block
L 11 -- 20/35** -- --
M 11 -- 25/40** -- --
H 11 -- 20/25-28** -- --
*L is invincible from frames 11-20/11-31. H is invincible from frames 11-22/11-12.
**Second set notes recovery on air versions.

I decided to cover the guns/teleports in the same bundle since you can cancel the guns into teleports to null the recovery time.  You should note that it does not necessarily make them safe since the first ten frames of every teleport is vulnerable from where you start it and:

L is vulnerable for 11/15 frames after you teleport.
M is completely vulnerable the entire time.
H is vulnerable for 9/24 frames after you teleport.

This is why it is imperative that you cover your teleports with an assist and don't be predictable with them.  Even characters with bad normals (like Hulk) can openly punish a bare teleport.

As far as the guns go it is important the the standing gun only be used at range.  Faster characters can dash and punish with a Cr.L into a full combo on block.  Even worse, small characters can get under it (and a mis-spaced jumping gun) and punish/pressure practically for free.

Something else to watch for when using the gun is characters that can outzone you or beat you clean.  The gun only has 3 durability points which means it loses clean to anything faster and better (Magneto's L Disruptor is the best example).  Even worse still, Ammy's beads will go under the gun and can cover both angles of attack used with it.  In cases like these you NEED an assist to cover your approach safely or some clever Counter work is required.  Speaking of...

Tiger Uppercut Startup Active Recovery On Hit On Block
Tiger Uppercut L 5 15 11 -- --
L Followup 18 4 27 -- -8
Tiger Uppercut M 5 15 11 -- --
M Followup 21 4 21 -- -5
Tiger Uppercut H 5 13 13 -- --
H Followup 19 4 24 -- -5
*Followups are (practically) invincible until startup.  M/H are vulnerable for 1 frame before active.

Mind games.  I guess that sums this move up.  It's a means to get in on zoners thanks to the projectile counter H Uppercut, but the other two are your solutions to a previous issue.  If you find that your LMHS has been pushblocked for a whiff punish, you can empty cancel the St.H into a counter to try and counter the counter.  Each of these leads into a full combo and only the fastest of characters (and players) can bait and punish an activated counter.  -5 means that only characters like Strange and Firebrand (with 4 frame normals) can punish you on block while -8 is much more dangerous territory.

Bottom line, don't be predictable with these either, much like the teleports, or you will get eaten alive for your troubles.

Hadouken Startup Active Recovery On Hit On Block
Cobra Strike 10 4 32 -- -13
Ghost Butterfly 18 3 25 -- -5
Jaguar Dash 22 15 24 -6 -10
Jaguar Kick 10 4 22 -- -3


Didn't have a good name for this table.  Sue me.

Cobra Strike is used in combos mostly, and early in them, but you can cancel it on block into a teleport.  My tests (you can run your own if you want, I don't trust me much either) showed that a Cobra Strike -> L Phantom Move was impossible to punish with normals.  It gives you interesting mixup opportunities so long as you aren't read.  As a sidenote, if you are pushblocked you will be pushed relative to the side you were one before teleporting.  An L move will be pushed point blank behind a character.

Ghost Butterfly can be used in a similar way, but is safer on block.  Again, -5 is a breakpoint for safety.  Watch for the faster characters or a bad case of muscle memory will get you punished for your troubles.

Jaguar Dash and Kick are interesting since they can't be successfully push blocked.  It makes it good for corner pressure against almost all characters.  -3 on block makes you entirely safe from the fastest of normals, but the kick itself will go over characters with particularly short crouching (or standing) heights.

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XF Differences

Wesker's normals become roughly 2-3 frames faster in XF3 and 1-2 in other XF levels.  This makes many moves punishable on block that otherwise wouldn't be possible.  Without glasses you're looking at maybe 1-2 frames faster on the slower moves, but not much change to the faster ones.
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I want to thank anyone for reading this stuff.  I know this may be a rough bit and it is my first real endeavor into being truly useful to the community I enjoy being a part of.  I'll gladly accept criticisms and suggestions aimed my way (so long as this thing has a comments section, I assume it does) and will improve these articles to the best of my ability.

I left out the Hypers/Assists this time, if you want to see that rectified I will make an extra article for that and simply add it to future articles.

I'm not a pro player nor will I make strategies for characters assuming I am.  I'm just analyzing and playing theory fighter for the people who don't want to or don't have the time.  Again, thank you for your time.


2 comments:

  1. This is a great blog. Will you add Wesker's Command throw frame data?

    ReplyDelete
  2. This is a really impressive endeavor. Keep up the good work!

    ReplyDelete