DP+L = Slight launcher with long hitstun
DP+M = Ground bounce
DP+H = Wallbounce
and why is it called clothesline (Not Rocket Launcher slam but the other move)? Isn’t a Clothesline a wrestling move where you hit the other guy with your chest and biceps while running at them? It looks more like a really fast haymaker to me.
I have an unignorable need to play Hulk/Nemesis/Sentinal, just so every one of my characters is twice as big as whatever I’m facing. I think it was this from Maximilian’s video where I fell in love:
I’m a monumental noobie so I honestly have no idea if it would work, but I figure Sentinal’s drones can never be too bad. [S]Then there’s Nemesis’ OTGing rocket-launcher assist.[/S] Or not.
Plus if I ever lose I can just blame it on playing a team I think is cool rather than good, that’ll help.
it also should be noted that his OTG’s seem like they naturally lead to nothing. He’ll probably need Xfactor or assist if he wants to do more damage after an OTG.
If anything it’s just adding a tad bit of damage at the end of a meterless combo, or if you want Air XFC into another one, or if it’s fast enough land and do rocket super.
Im thinking that unless we use it before the combo, we might be able to do Air S after the Air OTG rocket, for a ground bounce. Then we can do another Wallbounce punch canceled into Rocket Hyper/Wall Smasher. Hit stun might drop the combo after Wall Smasher, but Rocket should be ok.
Well from the gameplay vids posted, nems health seems to dip rather quickly, and now capcoms claiming he has the highest health in the game so that kinda had me a little worried but honestly Im sure it’ll work out in the end.
Im definitely thinking bout running him on point if I end up playing him, he seems like he might make a decent battery since he doesn’t seem to need meter for damage plus he apparently has so much health he will build you a lot of meterr before he dies.
I wouldn’t be too sure about him not needing meter. Yes he does a lot of damage per hit, but his combos are very short. Unless you want to base his play solely around doing command throw resets, I don’t see him doing as much meterless damage as some other characters. Rocket launcher hyper really does seem to add a lot to his combos.
A BnB into a Lvl 1 XFC extended combo will 100% most of the cast methinks for Nemesis. (Not to disuuade that other characters are capable of this as well)
50% meterless is not very much, considering that someone like Magneto or Wesker can already do this and more with a single, admittedly much longer and more complex combo.
What nemesis seems to mainly have going for him in that he does a high amount of damage quickly and for little effort, meaning more consistent damage with less chance of messing up. But I don’t see him outdamaging more technical characters in the long run given his limited combo options with singular combos alone.
When you factor reset potential into that though? OUCH. Looking at most of his moves, he seems to have been created with resets in mind. You know that one Rocket Launcher uppercut move he has which knocks the opponent up, but doesn’t really provide enough stun to combo off? Well it actually sets the opponent up to air tech right into either his diagonal or upwards tentacle grab.
So basically, you tag someone with this move in the corner and they’ll air tech either right above Nemesis or above and in front of him. They’ll either have to try to attack him and hope to hit him before the command grab gets out, or if they have an aerial teleport, Nemesis can always dry cancel into Wall Breaker and tag to safety or something.