If you’ve played any of the Resident Evil games then you’ll know who this dapper gentlemen is. Enter Albert Wesker, professional bad ass extraordinaire. He’s hopped up on designer genes and ready to kill. First impression: mean ass mother f*cker.
This guy seems like he might be the definition of a “counter” character. He has an incredibly fast teleport that can be utilized in his combos, he can combo into his Level 3 super, and he’s got a great looking counter super. Away we go!
From what I can see here Wesker’s normals look pretty quick and his double kick move (Video 1 – :27) can combo into his Level 3 super! I’m not sure if that’s his medium attack or if it’s a command normal (akin to forward + medium attack) but it seems Wesker can cancel it into almost anything and it looks like a great move. Also his low magic series seems to have some decent range.
Now while She-Hulk had some VERY obvious specials, Wesker is a little bit harder to analyze. He’s a lot quicker than She-Hulk and his moves seem designed to counter and punish instead of rush down and crush.
This is where Wesker really gets interesting. He can teleport air to ground (Video 1 – :22), ground to air into his aerial rave finisher for some overhead combo starting action (Video 1 – :24), and ground to ground for some wicked mix-up games (Video 1 – :35). It looks a lot more useful than Akuma’s Ashura Senkuu teleport, it’s not just a free escape, and I’m wondering if you’ll ever actually be seeing Wesker on-screen if he’s being used by a pro.
At :40 of Video 1 we see Captain America attempt to smack Wesker with his shield only to have the devious antagonist teleport to his backside and launch him for a quick little aerial rave. Now this may be his normal teleport special but looking at the distance travelled and the timing of the hit/teleport I’m thinking it’s a special move.
If it is indeed a counter special will it will have different properties depending on the button pushed? I wouldn’t be surprised if there was at least a horizontal wall bounce option. Does it counter projectiles? Supers?
Double Palm Strike
Wesker draws back both his arms and punches forward with some decent speed and force resulting in a horizontal wall bounce on hit (Video 1 – :55). If Wesker lands this move in the corner it opens up a host of combo opportunities (Video 1 – :56) with the possibility of landing his Maximum Spider-esque aerial super (Capcom did a bit of editing here and you’ll notice that the super connects on Captain America, not on the previously launched Doctor Doom).
The Double Palm Strike can also be followed up with a teleport into aerial hard attack to continue a combo (Video 2 – 1:38) but is really unsafe on block (Video 2 – 1:47). It can be cancelled into from his magic series to put some distance between Wesker and his opponent or in the corner for some serious damage. Not too flashy but it gets the job done.
Seems pretty out-of-place when you look at the rest of Wesker’s move set. Does he use a pistol in any of the Resident Evils? That aside, it can be fired in the air at a downward angle and does decent chip damage (Video 1 – :46). In Video 2 at 1:00 you can see Wesker jump in for a Pistol Shot assist that pops up the downed Tron Bonne. This may mean that the Pistol Shot can be used on both the ground and in the air and at varying angles depending on the strength of the button pushed and possibly used to OTG.
The Maximum Wesker looks a lot like Spider-Man’s Maximum Spider or Cammy’s Killer Bee Assault. It can be executed either in the air (Video 1 – 1:01) or on the ground (Video 2 – 1:43). I’m not too sure of the safety/comboability of the aerial version but you can probably use it in an aerial rave or off of an aerial exchange. The ground version is incredibly unsafe on block, returning Wesker to his original position where the opponent has ample time to serve him a nice steaming pile of punishment.
Re-affirming my suspicion that Wesker will be a serious counter character is his Counter Super (Video 1 – :49). The counter hit comes out immediately after Wesker takes damage so any telegraphed Hyper Charging Star is sure to eat a juicy gut punch for about 15-20% life. But does it counter everything: normals, specials, and supers? What about projectiles (probably not)? If so Wesker’s opponents are going to need to play it very safe. No throwing out random Ultras around this ex-Umbrella monster. Also, does it do damage relative to the move countered or just a fixed amount? SO MANY QUESTIONS!!!
Albert’s Level 3 looks absolutely wicked and can be comboed off of his ground magic series after the double kick (Video 1 – :28). If used in a substantial ground combo it can do around 65-70% damage to Doom. That is monster! ‘Nuff said.
His movement, walking forward/backward look remarkably slow compared to his teleports and dash, but aside from that Wesker looks awesome. Capcom nailed his devil-may-care attitude and I’m really digging the black and purple color scheme for his attacks. Very stylish indeed.
In the right hands I think Wesker is going to be a terror. He may not look like much but when you take into account his teleport he becomes a whole ‘nother beast. That being said it looks like he’ll rely, to a degree, on counters to punish but if a player gets that down… Complete global saturation!
Seth Killian has done a few walkthroughs for some of the characters that confirm some of the things I’ve said here. Wesker’s walkthrough is below. A few things to note:
- His pistol is a command normal that links to his teleport (forward and hard attack)
- He has an unblockable grab that you can combo into (Video 3 – 1:44)
- He can combo off of his counter super (Video 4 – 1:12). Thanks to Icytor for the info!