This, missiles is a far better assist for Nemmy than Vajra. And it’s also an OTG.

Missiles is also quite a bit more technical. And OTG doesn’t even factor, nor should it. Both clearly have their merits of course.

Colonel-Gilgamesh actually said it would be better IF Nemesis could protect Doom, which he cant. plus Vajra tracks both faster and better than Missiles.

If any assist can a) let him approach safely , b) create a mixup, or c) stop Wesker from Super jump-gun/Teleporting all day(as an example), it’s extremely beneficial for Nemesis. You’ll notice in OnlyWingedAngel’s video that his top 3 assists apply to a,b, and c. Doom Plasma Beam is A, B is Sentinel Drones, and C is Vajra.

Plasma is the ultimate ‘rips through anything’ assist, so you can easily use the covering fire to approach and/or win projectile wars. It stops drones, most other assists…pretty much the few asssts it doesn’t stop are Disruptor(which beats it out), Vajra which avoids it, and Akuma Tatsu… Also others that aren’t worthy of mentioning. And of course, it leaves the opponent in a decent amount of block/hit stun to approach with.

Sentinel Drones also let Nemesis approach, but I’m not the biggest fan of this since the Drones are slow and Sentinel a huge target. It’s often far more beneficial to use them in a pressureized scenario(in my opinion of course), as that is a lot of time your opponent is stuck in block.

But both of those pale into comparison to C, which is Vajra. Both Drones and beam control the ground.That’s fine and dandy, but Nemesis already has great ground control. In fact, Nemesis can cover almost every angle except those above his head. Vajra not only covers that angle, but ALL angles. Think about RE3 Nemesis and how you beat him: by running the hell away from him and sniping him with a hand gun or whatever. Now imagine that every 5 seconds, no matter where you were, you froze in place while Nemesis closes in on you. Think of how much rapeage Nemesis could do to do. This is essentially why you want Vajra: It’s that freezing lockdown against the most anti Nemesis tech out there.

What i’m saying is, Vajra is the best assist in the game, it’s undeniable. But his synergy with Nemesis is “not that amazing” when you compare it to other characters like Wesker and Doom. They can set some nasty crossups followed by a 1.000k combo because they can self-OTG. Nemesis can only follow with BWA, and if he is the point/battery, then you are going against the strategy of building meter (Strider will need 3 bars for really being a threat in XF3).

-It forces opponents to come to the ground where Nemesis can do damage
yeah. Vajra is a natural anti-zoner for characters like Trish and Morrigan.

-Vajra H can create TK rocket combos because of its instant hard knockdown, getting 826k is a pretty good deal.
Basically any OTG can, with better results and easier timing, TK rockets in the mid of a combo are unreliable.

-Vajra H locks down the opponent and makes them afraid to do air moves, keeping them in the area where Nemesis can be effective
Vajra guardstun and hitstun are average, you can’t hit confirm with Vajra + deadly reach. And Vajra can be countered by several characters, so throwing it at full screen distance without Nemesis support is not the smart thing to do sometimes. You can even XF and take him down at once.

-It sets JUST enough block stun so Tentacle Slam L can be followed up right after it
basically every assist can, and some others with better results (Sentinel Drones, Daggers, Akuma tatsu)

-Is a combo breaker and can quickly cancel out supers.
Missiles, Daggers, Tatsu, Drones are also combo breakers.

-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
I’m pretty sure this is the best property of the assist for Nemesis, but you have to be very close to the falling character for it to work.

-Free use of BWA is pretty good is it not?
no. Nemesis on point = Battery. What he should aim for are resets and TOD combos.

So** in my opinion**

Vajra is a good assist for Nemesis, no debate on that, but it’s only “gdlike” when playing Trish / Morrigan teams. Against the other characters, it’s better imo a ground control + easy hit confirm assist (for example: daggers, bolts, drones, tatsu).

mm, Gilgamesh, i dont think Plasma beam is a top 3 assist for Nemesis. The knockback can’t be easily followed by Nemesis on mid-screen characters. Dr.Strange bolts, Arthur Daggers, Ironman beam are way better for Nemesis. I’m not a fan of the Drones, but it’s undeniably a top 3 assist for Nemesis.

About the Wesker gun spam, i feel like if no Nemesis player know of the horizontal j.deadly reach for countering superjumper zoners…

A few things I want to note here.

#1: You’re underestimating how many assists Plasma Beam shuts down. Stopping the assists is enough by itself to make it nigh invaluable for Nemesis.

#2: Saying Vajra is undeniably the best assist in the game is a pretty tall declaration.

#3: Nemesis =/= Battery. Nemesis = Damage dealer.

#4: This is Wesker gun spam we’re talking about here. If you try AA Deadly Reach against him, he’ll TP to the ground, then jump and grab you and get a full combo. Or just shoot you again.

#5: The assists you mentioned are no where near the level of combo breakery Vajra is. Case in point: If Akuma activate a Beam after your assist comes out, those moves will not save you. Vajra will.

#6: Note that the matchups that you said Vajra was godlike were the matchups Nemesis had the most trouble with. Nemesis won’t be able to jump up against the people in the top corner and use AA Deadly Reach because those characters have pretty good countermeasures to stop it. Most of which are made null by Vajra.

#7: This isn’t the Nemesis/Strider show. You have a 3rd option for dealing with the enemy and can use that for ground control, with Vajra for air control. Vajra+Other Assist+ Nemesis=Full control of screen for Nemesis to play around with. So yes, Vajra doesn’t help with all matchups. For everything else, there’s assist #2

  1. I’m not saying Plasma beam is a bad assist (it’s one of the best if not the best beam assist in the game), i’m just saying that Nemesis can’t hitconfirm out of the beam with deadly reachs therefore it can’t be top 3 for Nemesis. Daggers in king armor will shut down the Plasma beam with only two daggers.

  2. It is.

  3. Nemesis is both a battery and a TOD character. You can reset some characters eternally while building lots of meter.

  4. If Wesker teleport to the ground after of a gunshot while Nemesis superjump and do the horizontal/angled j.deadly reach, then he will be hit by the ground control assist (daggers, drones, etc). I will share a trick: call daggers, superjump, do an angled deadly reach and touch the spammer, watch how the spammer fall in a semi-softknockdown status and is hit by the daggers; before of landing do a j.S or a j.H and start a fullcombo. And grab breaks exist for a reason.

  5. Hidden Missiles is the best combo breaker in the game. I didn’t even mention armored Sempu bu, which is also a very good ground control assist for Nemesis. Vajra is very punishable by certain characters.

  6. yeah, Vajra is very effective against Trish and Morrigan. But there are other 48 characters to deal with. The other characters with good air to air-game are Thor, Storm, Magneto and Sentinel, and they can punish Vajra on reaction very easily.

  7. In my opinion, the perfect Nemesis team will have a pressure assist and a fast OTG assist. Nemesis can set up some inescapable resets with a fast OTG after of a +600k combo. OTGs make Nemesis %200 deadlier of what he already is, so having two pressure assists for Nemmy in the same team would be a waste.

I wont discuss Strider assists again, so my conclusion (and opinion) about Vajra is, it’s a very good assist for Nemesis (and basically for any character), but IT’S not by any means godlike with Nemmy as for calling them BFF (like vanilla Wolvie and Akuma). Reasons: No hitconfirms with deadly reachs, hard knockdown only followed by BWA or OTG rocket, not enough hitstun and guardstun, punishable if Nemesis is not supporting him. Pros: very effective Anti-spammers and anti-air, will add some nice pressure, and can set up some tentacle slam grab scenarios.

snip.
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We’re all entitled to our opinions and I can respect that. As long as you acknowledge that Vajra is VERY helpful to Nemesis, one might not agree on how helpful it is exactly- but as long as you can SEE the pros. Though the matter of perspective would make you disagree with how useful it is.

[quote=serpentaurus, post: 6435091, member: 46685]
In my opinion, the perfect Nemesis team will have a pressure assist and a fast OTG assist. Nemesis can set up some inescapable resets with a fast OTG after of a +600k combo. OTGs make Nemesis %200 deadlier of what he already is, so having two pressure assists for Nemmy in the same team would be a waste.
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You can set up a Nemesis team in various ways as Gilgamesh pointed out in a previous post, just because Nemesis lacks an OTG assist does not make him anymore worse than he is. I’ve been using two pressure assists ever since i’ve used Nemesis and i’ve been pretty darn succesful so far. I don’t particularly look to extend combos with Nemesis using assists. Plus in terms of who you choose for assists team synergy also goes into account. Yes a team is built around Nemesis but being a point character there’s not a big chance he’s going to survive the entire match. If the last two characters greatly help Nemesis but have no synergy torwards each other, there’s a problem already.

I build my teams primarily around 1. Giving Nemmy some good space covering assists on point 2. options for my other 2 characters should nemmy die (drones is always good 24/7) 3. While I don’t specifically search for OTGs or combo extending assists, if an assist meets either #1 or #2 AND it can be used for extending combos in viable situations, then I’ll probably go with that.

in regards to my team, I’m actually wondering if I should switch my anchor spencer’s assist from vertical zipline (I dont find it very useful for Sent of Nemmy) to either horizontal zipline or armor breaker.

I could see armor breaker being a good GTFO move since it speeds up when an opponent is near him (and therefore, near nemesis), but that only leaves drones as an option for space control. while Horizontal zipline goes fullscreen, and results in a hard knockdown. it’s hard to combo off of, but it gets the opponent near Nemesis for wakeup shenanigans, and free use of BWA is always nice in a pinch.

Yeah, go with Horizontal. The various shenanigans it gives Nemesis(with some practice in terms of timing) is really nice and makes probably the best assist Spencer has for Nemesis. Also, the Bible says that Armor Piercer always comes out uber slow, regardless of positioning, so no GTFO assist there. I find Vertical is good for resets mid combo, but Horizontal actually nets combos from the all important grabs, so yeah, Horizontal.

Really? It ALWAYS comes out slow as an assist? Lame.

I see what you mean about horizontal, I think I’ll go with that. I’m pretty sure that will help nemesis deal with full screen pressure a little bit better on my team

Well, if it was an instantaneous assist that caused a wallbounce and started off by doing 130,000, you’d see it freaking everywhere. Also, please take note that my last sentence in that old post was mixed up and I have corrected it, in case that affected how you read it

Yes a team is built around Nemesis but being a point character there’s not a big chance he’s going to survive the entire match. If the last two characters greatly help Nemesis but have no synergy torwards each other, there’s a problem already.
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Yes, and that’s why the OTG assist character should be the second character. Lets put some examples of what is right and wrong:

Floe team is Nemesis, Wesker (samurai edge), Strider (vajra). If Nemesis die, then comes Wesker backed up by Vajra, a very strong team setup.

Unknown team is Nemesis, Sentinel (drones), Wesker (samurai edge). This team is conceptually wrong, Sentinel will be demolished by certain teams if he is only assisted by the OTG. Unknown hardtag from Sentinel to Wesker all the time, so that Wesker can do mixups with the help of drones. His real plan is getting Dark Wesker in XF3, but i dont think it’s so reliable. Depending on a XFLv3 comeback means your team as a whole failed (Phoenix teams are the exception).

As i said earlier, after of a +550k combo continued by an OTG assist, Nemesis can follow with:

  1. cr.H, Launcher Slam H, Bioweapon assault (the extra damage is very worth, and can top the 700k point without the need of Bioweapon assault)
  2. cr.H, Launcher Slam H, Bioweapon assault, XFC, cr.H, Launcher Slam H, Bioweapon assault (can take down +1.100k hp characters at once)
  3. s.Deadly reach, air recovery, Tentacle slam M (inescapable reset for characters without an airdash or double jump).
  4. in the corner cr.H, Launcher Slam L, dash forward, and go for a Tentacle Slam H reset if there is back or neutral air recovery, Tentacle Slam M for a front air recovery.

without an OTG, after of a full combo Nemesis only options are: BWA and TK Rockets. Both are “good”, but the benefits of the OTGs outshine. And it happens that the OTGs that help Nemmy the most (She-hulk, X-23, Wesker, not sure about Deadpool) are also low hitting, so he can go for unblockables sometimes.

ive always thought nem/sent/wesk order was for the dhc into ball super instead of shiity wesker dhc.

Same. If I was running this team, I would run sentinel second, using the logic that nemesis needs to be the damage dealer. If nemesis is run 1st on any team, that means he’s the breadwinner, and will be pulling most of the teams weight damage wise. Running with wesker second does not maximize his damage nearly as well as running sentinel second.

True, sentinel backed by gunshot < wesker backed by drones, but that doesn’t outweigh the advantages of giving nemesis a superior DHC. If worst comes to worst and nemesis dies leaving sent backed by wesker, there ARE ways to make that work. If you have meter, you can burn some for a safeish DHC into now glasses-less wesker. you can TAC wesker in. You can PLAY SENT, he’s not total ass on point. Not as good as wesker, but he has options. You can even start up a zoning game with sent, and hard tag out when the opponent is more worried about blocking than attacking.

Good luck sitting on the other side of the screen to protect those missles and getting minimal use out of them as a result. (Plasma beam can be called in offensive and defensive situations, you don’t have that luxury with HM)
**Plasma beam is better. (**with Nem atleast)
Unless you’re playing a Nemesis keep away team…lol

The way you analyze things is too jaded, you’re listing only listing the minimal amount of positive things but since you’re done talking about it, whatever.

Weekend come and gone. No Vid. I sad.

(Damn someone caught on)
Yeah I deeply apologize, I had allot of life stuff to do over the weekend, they got in the way I promise i’ll get it on soon.

NO. NO FORGIVENESS. NO REGRETS.

ONLY TENTACLES.

Changing the subject, has anyone identified the correct spacing/timing for the Tentacle Slam M on incoming opponents? Or any other nuances with it?