Wesker Ultimate Marvel vs. Capcom 3 Moves, Combos, Strategy Guide
Guide last updated on
November 18, 2011 at 4:37 p.m. PST
Character Overview
This guide is not complete, please check back for new information over time.
Special Moves
This move knocks down. Fast recovery time, possible to Teleport after wards to a safe distance.
This attack causes a wall bounce. Also has a fast recovery time, and you can Teleport away a safe distance simply by pressing a button after wards, if you wish.
Wesker runs at the opponent, he has two follow up moves from this point.

Jaguar Kick
This can only be done after a Jaguar Kick.
Damage
Light
120,000
Medium
120,000
Hard
120,000
The Light Tiger Uppercut counters any High and Mid attack. Medium counters low attacks. The Hard version counters projectiles from up to half-screen away.
For the Light and Medium versions of Tiger Uppercut, Wesker does his Launcher attack as his counter after batting the attack away. For the Hard Tiger Uppercut, instead of doing his launch move, Wesker phases through the projectile and does a Back Body Blow, which is like Yun's Tetsuzankou from Street Fighter 3.
Wesker's teleport during the Hard Tiger Uppercut is about half-screen distance, so he can't do this from full screen range. The "Tetsuzankou" also causes a wall-bounce if it connects, which enables more combo possibilities.
Properties
A VERY fast teleport move.
The Light version makes Wesker go forward almost full screen. Medium sends him backwards, out of trouble. Hard sends him into the air.
This move can give characters like Dormammu, who are based around keeping away, a lot of problems, as you can teleport right next to them and start your onslaught.
Damage
Light
120,000
Medium
120,000
Hard
120,000
Properties
This throw causes wall bounce, so if you're close enough to the wall after you land it, you can combo after wards.
Hyper (Super) Moves
Properties
This comes out really fast and it is hard to punish or block. It can be hit comfirmed off of Wesker's Standing Hard Attack or Jumping Hard Attack, Canceled into from special moves.
Properties
A counter Hyper move, although it's only active for a small amount of time. It works against most normal moves, specials and hyper combos however it does not counter projectiles. Upon contact you can combo after it.
Properties
Notable Normal Moves and Unique Attacks
Wesker will shoot his gun in a straight like. It can also be canceled into when doing Wesker's normals and canceled out of when doing a special move.
Wesker will shoot his gun at a diagonal angle and it can be canceled after a sweep causing an off the ground attack. If you use this move in the corner after knock down you will be able to combo after it as well. On a big hit box characters (e.g. Hulk) you will be able to do an OTG combo without the use of a corner.
Wesker shoots his gun at a diagonal angle. Since this move can be canceled you will be able to teleport after it.
Very good to use in magic series chains and a good hit confirm for hyper combos. It is a decent poke as well.
This is an extremly fast sweep that can lead to a air combo or a wall bounce from Wesker's QCF + Medium.
Standing Hard Attack
A very good hit confirm for his Level 3 Hyper combo and it can be chained into his sweep. His sweep can be canceled into his down, foward + Hard Attack which can lead into an off the ground combo.

(In the air)
Jumping Exchange Attack
This will knock the opponent to the ground. A really solid air combo finisher if you do not want to burn meter using Phantom Dance.
Move Legend

— Press any Attack Button (Light, Medium or Hard)

— Light Attack

— Medium Attack

— Hard/Heavy Attack

— The Exchange/Air Combo button

— Press two of the Attack Buttons at the same time.
Credit
Contributions to this guide by Craig McMillan, SFilp, Ragionus, NekoStar, Raijin, Cyclone_Arkana, Janomy, Kanta Kun, Bad_Ken, TomatoHat, Poll Dog, FeelmissUU, Trintin, D5385, Akasha and Paul U.