can’t imagine the RL assist having super armor, but if it does more power to it, and yes.
A cool stoic, cold-hearted, badass swordsman with teleports, very good supers (Sword Storm madness) and good damage. Over a slow giant zombie, I think unfortunately most people pick the swordsman
Fear not my fellow necrolovers Nemesis will be teh shitz once game comes out.
I’m running a Strider/Strange/Nemesis team or a Wesker/Strider/Nemesis team imagine a Nemesis combo extended by Samurai Edge OTG serious damage.
I would assume not, since for Skrull his command normal punches don’t have hurtboxes. Maybe they would extend slightly, but not the whole length of the tentacle.
I dont know about everyone else, but Im still hype for Nemmy. I thought up a few tricks with some of the characters Im planning on maining. If everything goes my way, then Im going to be ok with Nemmy
His 6H has armor I believe, as well as shoulder charge and assists. I wish he had a Sentinel-esque c.M but eh, what can you do.
Vote for Nemesis for best walking animation in the game (Walking away)
I was just playing Resident Evil 3 today and I fought Nemesis at the Clock Tower, The guy runs like Usain Bolt he catches up to Jill in no time they really should up his speed to match the game lol.
I have a feeling they toned down his damage at the Fight Club build or so, I mean his damage in his debut trailer is massive he does a 1/2 health BnB on Thor yet now people are complaining his damage is not worth it?
Well yeah. Nemesis needs to be able to kill anyone in 2 combos or he just won’t be worth it. He need sto be able to kill anyone in a combo, then a reset. He’s not as fast or tricky as Sentinel, his attacks have huge dead zones and he looks like he’s going to have one combo and no way to capitalise off his hypers. When Sentinel lands a hyper he gets to combo after it without X-factor. Nemesis doesn’t get any such luxury.
Hmm now the creative part is thinking of how to get the reset in, his CMD grab is his biggest tool here but how to work how to work. Wish I could play this damn game just so I can figure it out lol.
I think the key will be in smart use of his level 3 and jump C. characters who can get out of command grabIf his setups are generally those with teleports and air mobility moves. If his lv 3 hits behind him you might be able to empty cancel a whiffed command grab into lv 3 to catch a teleporting character who goes air to ground (like Strange) or instead just do a jump C instead of a command grab to try to cross them up?
j.C will be his universal tool for starting combos, getting in.etc Since it looks like it hits about everything in a 360 degree radius (maybe except directly above). His level 3 does look quite useful to punish characters who think they can get in, however; this would to be assuming Nemesis has 3 bars we can’t expect that to work in all situations. I was thinking of an assist causing a character to tech roll or forced into corner lock down where mobility is limited and a potential Tentacle grab could open up, Especially against a non-teleporter and force them to go up and out of the corner.
Against teleporters other than his level 3 and j.C I think he’ll just have to rely on good assists to help him out there he could use whatever moves he has armored to punish a teleport that is if you can follow up afterwards (Like 6C where you cannot apparently). Hopefully he can combo off of a regular grab.
What happens to Nemesis if his target goes behind him during rocket super? Does Nemesis turn around too or does he fire blindly?
lv 3 seems to have a small hitbox in general… and besides, have we even confirmed that it hits airborn opponents at all? I’ve never seen video footage of him grabbing anyone out of the air with his lv 3
I’ll just have to go to NYCC to find out But maybe we’re asking for too much eh? He’s already got a huge hitbox on it than say Thor’s Mighty Throw or even Penance Stare.
A ‘huge’ hitbox on it is useless if the opponent can jump it on reaction. It’s not invincible and it’s not 1 frame. If it only effects grounded targets then no good player is ever going to get hit by it. They’ll just watch for the super flash and then hold up.
It has been confirmed that it doesn’t OTG and the first page is wrong. It’s been interrupted after the superflash with a low attack in a few videos (on the first page too).
The super has some pre-flash startup and post-flash startup before the attack comes out. It’s not invincible, and we don’t yet know if it hits airborn opponents. The only thing it has going for it right now is range and damage…
Sorry folks, guess I worded that pretty poorly. Anyways I’m finally back from Japan and I recently moved, but I have interwebs again so I’ll fix the first post Zzz.
So I guess here’s a pros and cons of Nemesis a basic breakdown at least in my view.
Pros
-Highest HP in the game
-Great range
-Pretty Fast normals for a slow character (albeit he’s still slow)
-Armored Projectile, whose air version can OTG
-High Damage per hit
-Wall Bounce and ground bounce specials
-Unblockable decent ranged command grabs that cause ground bounce and covers a 90 degree a 45 degree and a straight angle.
-Two armored normals
-Tracking OTG Rocket Super
-4 Hit Armored Punch super (It’s massive range makes up for it’s relatively low armor capacity) /w start up invincibility and a massive hitbox
-Large range level 3 hyper grab.
-Huge Hitbox on s.:s: and j.:h:
-Most normals have great blockstun
-Very far ranged tentacle command normal works on ground and in air and is multi hit.
-j.:s: causes ground bounce.
-Assists have super armor.
-Decent wavedashing.
Cons
-Very tall, making him an easy target for overheads, jump/high attacks and certain supers
-Slow Walking Speed
-Dash that is not cancelable and does not move very far
-His standing rocket whiffs allot of characters due to his tall size
-Air rocket OTG is hard to combo off and hit with according to tests
-OTG Rocket Super can whiff if there has been too many hard knockdowns in a combo
-Few armored normals for a slow character
-Overall Slow mobility
-Command grabs have strange hitboxes according to tests
-Level 3 Hyper does not have start up invc, and is easily stopped.
-Standing tentacle command normal is whiffed by the shorter side of the cast.
-(Speculation) specials will probably have frame disadvantage and unsafe.
-Strange assists, his rocket will whiff often, the clothesline is a good GTFO but whiffs the rocket follow up frequently, the RL slam is slow.
Neutral
-Moveset in terms of combos atm appears basic, but because of high damage per hit this is negilible
-DHC potential is average, DHC into Nemesis’ rocket super could work or his Wall Destroyer depending on the super used before hand, DHC’ing out of Rocket Super could be difficult though Wall Destroyer looks DHC-friendly.
-Nemesis’ straight Tentacle grab has good range but is not directly straight
Coolness Factor
-Giant, smart zombie with a rocket launcher he only needs one word to strike fear into the heart of his victims, S.T.A.R.S
-Time Up pose is the greatest
-When he walks back he literally just turns away, like he doesn’t even want to face you.