Missed allot of posts but opinons

-Bio-Weapon Assault needs either or, Faster startup, invincible startup, or armor startup. It would be more as it ended it to be. I’ve got it stuck in my muscle memory that it might be a punish super, but its obviously too slow to do anything about whatever is coming

-I only use SRK H in experiments to setup TK Rockets in training mode. Or for the XFC out of Nemesis BnB into c.H SRK H, BWA again. But your team (with Senitnel) works out. My team can’t really extend combos that well, so I don’t really use crazy assist combos as such and rather rely on characters point strenghs ombined with good space-controlling assists.

Add Thor mighty spark and Zero powered up Hadangeki assists to the list of the rocket spam combo at full screen. With Zero it’s a 420k damage more or less. It’s also possible with R.Raccoon double shot assists but the timing is different. Vergil rapid slash + 2 rockets in a row looks pretty cool btw.

Regarding the combo with Launcher Slam H, i have been using this combo:

(hitconfirm with) j.H, cr.M, cr.H, Clothesline rocket L, dash, s.M, s.H, Launcher Slam M, s.S, superjump, j.M, j.M, j.H, j.S, lands, Wesker OTG

from here, the options are:

  1. cr.H, Launcher Slam H (725k damage at this point), Bioweapon assault (875k) (If a cr.L is added right after the Hitconfirm, then its 695k after the Launcher Slam H)
  2. cr.H, Launcher Slam H, Bioweapon assault, XFC, cr.H, Launcher Slam H, Bioweapon assault 1.150k damage
  3. s.Deadly reach, air tech recovery, Tentacle slam M, specially useful in midscreen.
  4. in the corner cr.H, Launcher Slam L, dash forward, and go for an Tentacle Slam H reset if there is back or neutral air recovery, Tentacle Slam M for a front air recovery. The Nemesis player should watch and then take a fast decision.

When i hitconfirm with Arthur daggers, the damage goes from 875k to more or less 720k, still very worth. With DHC can kill an 800k HP character

I think it actually had some invulnerability or armor in earlier builds, because when his reveal trailer showed up, they very specifically showed it beating out She hulk’s new lamp-post move during his startup. I think they must have removed it when it the move’s total super armor got upgraded to 10 hits from the original 5 that S-Kill demonstrated. that sucks :confused:

yeah, I can understand why most nemesis teams wouldn’t go for extended assist combos, he tends to prefer shit that gets him in rather than shit that extends his already painful combos. However, I’m super hype that I found a good use for Drones outside of zoning, it makes the Nemesis and Sentinel synergy alot stronger, and it was pretty strong to begin with. plus, since I have 2 Big characters on the same team, being able to maximize damage as often as I can becomes important, since it can be hard for Nemmy and Sent to land those hits sometimes.

I also realized that if I omit the s.M during the hitconfirm, the damage from my new corner BnB jumps to a little over 800k, thus making it an official corner TOD for ammy, akuma, rocket raccoon, strider, and phoenix (lol). add XF or a DHC onto that, and it should kill everyone around 1MIL health

Onlywingedangel, you gonna reveal that inescapable reset you hinted about yet? I NEED TO KNOW THIS POWER.

Actually, the lamp post didn’t hit until after the flash, so it may be that it never had the incvincibility/armor. Or it may be that the invincibility lasted until the flash, where lamp realized it could hit again and it did. Hard to tell.

I used to have Sentinel paired with Nemesis. Ran the Unkn0wn(player) build of Nemesis/Sentinel/Wesker for a while, and lemme tell you, I couldn’t stand being that slow. Assist was amazing as all get out, but I felt so uncomfortable with the team. It feels like if Nemesis is screwed over by matchups, Sentinel quickly becomes dead weight and I have to rely on Dark Wesker.

I can understand that feeling. I pair up Nemesis and Sent because I’ve been a sent player since day 1 of marvel 3. He matches my playstyle (long ranged moves, great normals, hit like a truck all day, er’ry day) as does nemesis, so I put them on my main team for the simple logic of “here’s 2 characters I’m good with. I’ll put them together”. I then started noticing they have some genuine chemistry, and have been rolling with the punches ever since. Slow teams don’t really bug me (I’m a grappler player no matter the game, so I’m used to having gimped speed and maneuverability :frowning: )

I agree that Nemesis/ Sent is kinda weak to matchups/counterpicking since tactics that beat one character will most likely beat the other, but on the other hand, they both clean house SOOOOO well once they get momentum going. luckily, I like momentum based teams, so I am personally fine with that. and if all else fails and they both get killed from matchups, I have Spencer in the back to try and make a comeback with, and we all know how Spencer is GREAT at comebacks.

while I love the more “balanced” nemesis teams like that incorperate Nemesis/strider as much as the next guy, I’m honestly really bad with strider. I love the synergy with him as an assist, but if it ever comes down to Strider, I’m as good as dead. also, overall, I don’t like strider on point as much as I did in MvC2. LvL3 ouroboros is great for damage and comebacks and shit, but man, I miss the old Lvl 1 ouroboros.

I’m more of a player who loves having options, but rather a few really effective ones(Like Doom) rather than someone like Zero or Dante who throw their options at the wall to see what sticks. So Strider fit right in with me. And Nemesis has those options as we all know. But in a team game, I can’t have two people who get taken out hard by one dude, especially since while Nemesis’s normals are godly, I find Sentinel’s too slow and easy to counter(I personally think he could use his life back, it’d bring him back up to speed). Plus, I also don’t like X-Factor comebacks. I don’t really have an issue with them, I just love having natural comebacks more. So having two of my characters being CP’d and relying on X-Factor LVL 3 to bail me out just doesn’t sit well.

I tend to use my XF earlier in a fight to kill off problem characters and get the momentum going in my favor early/ turn the momentum around earlier in the fight. I put Spencer in back because he’s the best as an anchor in my group, and for some reason I play better with him without teammates than with them o_O. don’t ask me why, I just do. I guess I more naturally go into “clutch mode” with him than Nemesis or Sent.

as for sents normals, I findthey’re range is good enough to not really need the speed. I mean, just look at j.M. that move is CUH-RAY-ZEE. It’s actually my favorite Air to air move in the game. I totally agree in regards to sent’s health however. He needs to AT LEAST be equal with Nemesis and she-hulk. did he need 13 MIL? no, but god damn, he needs more health the viewtiful fucking joe, thats for sure! (the only other character in the game who’s health value confuses me ins wesker. his options and tools are WAAAAAY too good to have above average health)

I just like working with momentum, so I like the way my team is. It’s not perfect by any means, but when it works, it really works.

btw, whats your current team Gil?

I will get the video going soon enough. However obviously the only way to escape it are Phoenix Raptor or Hard Drive but I digress. Also its one of those resets where you have to choose between Tentacle Slam M & H.

Also, I <3 the synergy between Nemesis and Sentinel I played them for about a week in expermentation, while I really liked it when it worked when I had a bad matchup it was 2x worse. Like Macarrati said, the coutnerpicking is much easier. Hawkeye/Morrigan Soul Fist spam and the like have a really easy time zoning and taking down Nemesis and Sentinel, which mean the team relies on the third character who is obviously not weak against keepaway. Which is why unknown has Dark Wesker on back (amongst other things). I like my team to be un-counterpick able which is why my team is so balenced.

Point = Damage Dealer/Battery/Main
Second = Keepaway/Zoner
Third = Anchor/Assist with incredibly stupid XF3

Sure they can’t extend combos for each other, but the synergy in terms of assists and DHC synergy is great for this entire team. Hawkeye + Vajra keepaway is really great, using Rocket Slam M to extend Hawkeye combos (somewhat) where freeze shot would miss. Arrow crossups with Strider teleports and extending Strider combos with Rocket Slam M, and of course the Arrows and Vajra for Nemesis for spacial control.

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while I love the more “balanced” nemesis teams like that incorperate Nemesis/strider as much as the next guy, I’m honestly really bad with strider. I love the synergy with him as an assist, but if it ever comes down to Strider, I’m as good as dead.
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Indeed, I find this the reason why many Nemesis players and players in general don’t play Strider. He’s not worth the liability to him, plus he is somewhat high execution (a bit above average but not too hard). The 750,000 = instant death to high damage characters, plus he’s difficult to control. Constantly having to do rekkas with Satellite etc. Plus if he’s on anchor you practically have to save XF for him alone since he’s strong with it. On the flipside Nemesis doesn’t need XF anymore than Dark Phoenix does.

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as for sents normals, I findthey’re range is good enough to not really need the speed. I mean, just look at j.M. that move is CUH-RAY-ZEE. It’s actually my favorite Air to air move in the game.
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no love for Air-Air Deadly Reach :frowning:
Speaking of that move is really underused. Allot of matchups have opponents jumping ALL the time to attack, which is where Air-Air Deadly reach comes in.

I cycle through teams a bunch of teams for various reason, but mostly to find who synergizes the best with each other. Nemesis/Doom/Strider, Nemesis/Dorm/Strider(Experiment), Wesker/Akuma/Doom, Dorm/Wesker/Doom. I do a lot of soul searching, but I tend to have 3,4 teams going at once. Right now, for example, I’m dabbling more with Akuma, as I believe he’s EXTREMELY strong with Doom Missiles(New BFFs?), so I’m shopping for a point character for that team. And I’m trying to resurrect my Dorm since I dropped him after Haggar’s assist got de-powered.

Also, Strider’s about as much of a liability as Sentinel is, just in different ways. But unlike Sentinel, Strider’s usually pretty good at that whole CP thing

Well at least Sentinel has 900,000 hp. Strider has short limbs unllike Sentinel. I’m not saying Strider is a lesser character than Strider (That Vajra H and Ouroboros) but him on XF3 and Ouroboros or even w/o it he’s pretty crazy. Sentinel too, but I think Strider is better with it.

Also I’ve already tried Nemesis/Dorm/Strider, while the DHC into Chaotic Flame from a Nemesis BnB is really really good damage, (around 950k mashed for 2 bars) Dorm doesn’t do much to help Nemesis, other than perhaps Purification for AA in playing keepaway, or setting up incoming tentacle slams. Dormmamu doesn’t really help Strider much unless you want to try Slide or Formation B into Dark Hole combo extensions.

oh believe me, I know how good your team is when it comes to zoning. When I play against you, The weakness of my team is definitely obvious.

I love air deadly reach, don’t get me wrong, but j.M with sent is pretty darn good as well. It also has the advantage of being able to convert into a full combo, or at least a hyper, wheras Nemesis can’t get too much out of air to air Reach.

Reach has a superior hitbox and frame data, but Sent’s j.M has better options off of a clean hit. that’s how I see it.

Goddamn I was just about to edit that.

Well I’l just leave it in anyways, I lol’d

Strider Vajra is the best assist, but i really can’t find it too helpful for Nemesis. I dont get why all the Nemesis x Vajra love recently. You can’t hitconfirm with Strider and j.Deadly reach at the same time (Strange bolts and Arthur daggers allow it, among other assists), and the hard knockdown can only be followed by BWA. Arthur Daggers are WAY better for Nemmy in my opinion, and he happens to be a AAA anchor as well. Vajra is obviously the better assist against a character like Trish, but against the rest of the cast, i’m not really seeing the godly synergy.

Strider=Liability
Sentinel=Liability
Doom=Not liability

Nemesis & Dr Doom FEREVERRRRRRRRRR?

I’m pretty sure the Strider love isn’t for combos, it’s for matchups. Nemesis’s control of Vertical space is highly lacking, and Strider Assist gives him a tool against heavy keepaway.

Exactly, and it stops all those super jumpers,

Strider takes getting used to, he’s not as much as Liability as one might think. But you do have to be careful with him.

It’s my honest belief that if Nemesis could protect Dr. Doom better, Hidden Missiles’d be preferred to Strider. The amount of space it controls is better, and it often puts the enemy into a stun state(On hit or block) in the air, something Nemesis can make great use of.

How about superjump + horizontal deadly reach canceled into j.rocket, s.H for countering attacks from above, dash backward + tentacle slam M against superjumpers, dash forward + tentacle slam H against superjumpers with no air mobility, and the always helpful superjump + j.M / j.H into j.S groundbounce. Nemesis has lots of AA options.

With Arthur, after of a j.rocket fullscreen lockdown, daggers + SRK rocket wont allow them to superjump, the rocket will hit and cause some nice chip while bringing them down to the daggers for more chip.

-It stops all of Nemesis’ worst matchups, Nemesis has a really hard time against Morrigan sitting at the top left doing soul fist spam, Vajra H completely rectifys that. No assist in the game can do the same. in that case keepaway whores that stay at the super jump top side of the screen, or have really good zoning ability allowing him to close in
-It forces opponents to come to the ground where Nemesis can do damage
-Vajra H can create TK rocket combos because of its instant hard knockdown, getting 826k is a pretty good deal.
-Vajra H locks down the opponent and makes them afraid to do air moves, keeping them in the area where Nemesis can be effective
-It sets JUST enough block stun so Tentacle Slam L can be followed up right after it
-Is a combo breaker and can quickly cancel out supers.
-you can follow up after Vajra H but catching with any fast Nemesis moves, s.L or such as j.M I’ve comboed off of Vajra H hitting an opponent coming down
-Free use of BWA is pretty good is it not?