*Welcome to the Nemesis’ Basics thread this thread details the basics of Nemesis’ moveset, history, his playstyle, basic tactics **and possibly frame data (If it doesn’t get it’s own thread) (Pre-Release Note:If for whatever *reason mods lock this thread because the game hasn’t been out yet then, guess I can’t stop ya. But look how much hard work I put into it ?)
**NE-a Parasite 101: The Nemesis Basics Thread **
*For all your Undead Tentacle Needs. *
Nemesis T-Type
Character History
Name: Nemesis T-Type
Aliases: Nemmy’, Giant Zombie, Top Tier Teeth, Zombie, Colgate Fresh
Age: ??? (Created sometime after the events of RE0)
Gender: Male
Classification: Nemesis-Class Tyrant, B.O.W (Bio-Organic Weapon)
Alignment: Neutral-Evil
Weaponry: Stinger-Based Rocket Launcher, Fists, Network of spear-like tentacles
Abilities: Superhuman Strength, Durability, Speed, Stamina
T-Virus, NE-*a *Parasite, Genetic mutations
Arch-Nemesis: Jill Valentine
First Appearence: Resident Evil 3: Nemesis (1999) [Capcom]
[LEFT]The Nemesis T-Type generally known as just Nemesis is the product of four Nemesis-class Tyrant B.O.W’s created by the pharmaceutical conglomerate Umbrella inc.‘s European division. The Nemesis of the Ultimate Marvel vs Capcom 3 universe is unspecified of which of the four it is but regardless they all share similar qualities. The Nemesis was a result of the failure of the first Tyrant-class B.O.W’s created by Umbrella, their failure due to the tendency for Tyrants to go berserk and lose sight of their orders. Thus Umbrella implemented the NE-a Parasite, a brain altering parasite that allowed the host to be controlled and programmed to an extent by Umbrella as well as enhancing the host’s abilities’ giving the affected a stronger intellect as well as the addition of tentacles and superhuman qualities already added to the Tyrant’s many notable features. The intellect was increased so beyond that of a normal Zombie that the Nemesis was able to use hunter-prey tactics such as playing dead, ambushes and destroying any means of escape. The first of the four Nemesis’ went berserk and tried to escape after gaining the intellect from the NE-a Parasite, however it was “put down”. It’s successor the T-02 was controlled much more fiercely and Umbrella was able to program it easily.[/LEFT]
“S.T.A.R.S…” - Nemesis T-02
[LEFT]The T-02 the most infamous of the four was sent into Raccoon City during the T-Virus outbreak to eliminate all S.T.A.R.S operatives, those who had extensive knowledge of Umbrella’s involvement in the various outbreaks and thus a threat to the company. The Nemesis claimed the life of S.T.A.R.S pilot Brad Vickers and set out next against Jill Valentine, often uttering his infamous line of STARS…the first and only line a zombie has ever spoken in the RE series post-transformation. Jill managed to defeat and evade the Nemesis many times finally confronting the Nemesis for a final time at the dead factory minutes away from an Nuclear explosion. The Nemesis mutated into it’s final form and was nothing more than a mad beast destroying all in it’s path a gigantic heap of flesh. Jill used a rail gun, combined with final rounds from a near by .44 magnum to finally put the Nemesis to a stop. After the death of the T-02, the Nemesis project was never mentioned again by Umbrella and what happened to the two other prototypes is unknown.[/LEFT]
[LEFT]Nemesis’ despite his short appearance in one game (minus numerous replays from different games of the events of RE3). Nemesis became an infamous villain and monster to games across the board, he was a difficult enemy to face. As he both ran faster and was physically stronger than Jill. Not to mention he was one of the few enemies in the game with the capacity to open doors and chase the player through many different areas. He appears both in scripted and in random unscripted moments which brought the feeling of fear to the game, not knowing when or where Nemesis was going to show up. One thing is for sure though, when Players heard his infamous theme play, they knew it was time to get ready for a fight or run like hell.[/LEFT]
P****laystyle
General Style
[LEFT]Nemesis is a big BIG character tied with Sentinel for the biggest hitbox and tallest character in the game. With his massive strength and size Nemesis brings to the table a high-damage large range character. Albeit such great strength comes with great slowness as he’s one of the slower characters in the game. He has many tools for extending combos but his greatest asset lies in his ability to reset combos easily with his Skrull-esque command grabs. It is best to say he is a mix of The Hulk, Ghost Rider and Super Skrull.[/LEFT]
Health
1,150,000 (1.15million)
Mobility
[LEFT]Unlike Nemesis’ ability to sprint faster than a well conditioned human-athlete in RE3, Nemesis is a bit on the slow side here in Umvc3. He can decently wave dash across the screen though his dashes can not be canceled by attacks, only crouches. His jumps feel heavy and he carries allot of “weight”. His walk speed is one of the slowest in the game (Though he does turn around with his backwalk animation like a pro). Sorry to say Nemesis but your pretty slow in the moving department. Nemesis may be the 3rd slowest of the “heavy” class characters in Ultimate, in my opinion ranking of slowest to fastest going Thor, Hulk, Nemesis, Haggar, Sentinel.[/LEFT]
Damage Potential
[LEFT]Nemesis is a truck-load of damage waiting to be unleashed. Combined with his rocket launcher and superhuman strength Nemesis has a tendency for somewhat-slow, but high damage attacks within all of his normals, and specials. In my opinion, he is the new second strongest character in the game behind The Hulk of course.[/LEFT]
Range
[LEFT]Nemesis’ range is one of his more unique and best aspects. He has very long arms as well as several tentacle command normals that help him reach his opponent easily, not to mention some of his specials easily let him combo from 3/4 screen quite easily. Needless to say this is where the Ghost Rider part of Nemesis fits in, his Deadly Reach greatly increases his range already beside his good-ranged normals. His rocket launcher also gives him a fast, full screen projectile that does great damage and has <Unconfirmed armor or durability> However his rocket is not his greatest tool, as it has a tendency to miss average and below height characters. His hypers also reach full screen given time, whilst his level 3 hyper[/LEFT]
[LEFT]actually has one of the longest hyper throws in the game. His command grab tentacles combined with his height give also give him excellent range in the air department. His j.H also has one of the biggest self-surrounding hitboxes, hitting everything in a 360 degrees radius around Nemesis.[/LEFT]
Combo Potential
[LEFT]Nemesis has several state inflicting specials that easily extend combos, including two wall bounces a “reset-perfect” special, two ways and to ground bounce. Not to mention the range of his normals and specials easily let him catch most characters and start combos from nearly any range. Nemesis doesn’t suffer from much damage scaling because his combos relatively have few hits in them. Nemesis has great combo potential due to his many tools, though, like Wesker he had tendency to only be able to extend combos from states such as Ground bounce, wallbounce.etc with a very bad OTG, Nemesis has a hard time extending combos without such states. However one of his greatest strengths because of these states is the ability to reset easily with his very good command grabs. It is also good to note that most of Nemesis’ normals create allot of hitstun AND if blocked, Blockstun, making some of his moves surprisingly safe or neutral on block.[/LEFT]
Speed
[LEFT]This section is different from Nemesis’ mobility. We already know Nemesis is not the Usain Bolt of the game and he’s more of that fat kid forced to run the track in High School P.E. However he’s not the slowest of the slow. On the contrary Nemesis is one of the few heavy characters to be able to complete a full magic series because all of his normals are pretty fast FOR a slow-class character. His normals are actually probably the fastest of the slow characters. However don’t take this in too high regard Nemesis is still classified as a slow character for good reason.[/LEFT]
Moveset
Normals
[LEFT]Standing :l: - Nemesis does a quick hook punch, this move cannot be rapid fired and is decent in range.[/LEFT]
[LEFT]Standing - Nemesis does a huge frontal forward kick this move notably has allot of range and hit stun.[/LEFT]
[LEFT]Standing :h: - Nemesis swings his arm holding the rocket launcher upwards at the opponent quickly. This move knocks the opponent into the air and creates a very short spin-stun; and could potentially be used for anti-air. This move can be confused with :dp::l: as they are similar in nature. This move is slow, but faster than it’s crouching variant.[/LEFT]
Standing :s: - Nemesis slams his palm into the ground and erupts several tentacles in front of him. Very fast startup but most notably the vertical and horizontal hitbox is HUGE on this move and easily catches jumping opponents, it also has two hits. But like most launchers, very bad on recovery and can be punished if thrown unwisely.
[LEFT]Crouching :l: - Nemesis does a very quick frontal kick, this move has great range and is the fastest of Nemesis’ normals. Good for poking somewhat. **This is Nemesis’ only move that hits low. **[/LEFT]
[LEFT]Crouching - Nemesis does a backhand with his non-rocket launcher arm. This move is somewhat slow, and has allot of upward range. It is similar to Dormammu’s vanilla c.M in some ways it easily catches opponents in the air and is useful if your not sure if you can connect properly after a Command Grab or a wallbounce this move is the best for the job. Hits Mid[/LEFT]
[LEFT]Crouching :h: - Nemesis charges forward while crouching with his shoulder. This normal is interesting because it has a point of super armor on it, and goes 1/2 screen. It’s good for catching opponents when having to dash to catch a wallbounce. This is Nemesis’ slowest normal and the super armor does start up kind of slow. This move has bad recovery but has great blockstun so thus is safe on block as the opponent cannot punish this move. Hits mid[/LEFT]
[LEFT]Jumping :l: - Nemesis swings his arm upwards like his standing :l:, moderate range. it can be used for air to air combat however.[/LEFT]
[LEFT]Jumping - Nemesis hammers his opponent with his rocket launcher arm, move has allot of hitstun and great vertical range and it quickly cancels into itself thus any time this move hits can be followed up by another j.M for more damage.[/LEFT]
[LEFT]Jumping :h: - Nemesis explodes several tentacles from his chest which point in a 360 degree radius. The hitbox on this move is Massive. This move hits in a 360 degrees around Nemesis but the smallest part of the hitbox behind on top and directly below him albeit still large and still hitting all sides. Does a great deal of damage and has allot of hitstun. Because of how fast Nemesis falls and his low jumping range this move has allot of potential in moving around the stage and or starting combos safely.[/LEFT]
Jumping :s: - Nemesis slams his opponent down to the ground with both of his arms, causes a ground bounce on standing opponents. Very good vertical range though can whiff higher characters on an air series if Nemesis starts attacking already lower than the opponent. If done on a grounded opponent it causes a ground bounce, if a ground bounce has already occoured in a combo it will cause a soft knockdown
Note: All of Nemesis’ air moves are overheads and High attacks
Command Normals
[LEFT]**Deadly Reach: **:f::h:: Nemesis steps forward and sprouts tentacles from his arm while thrusting it forward similar to how he infected Jill in RE3. This move has near full screen range just about 7/10 of the screen. Unlike his rocket launcher it does hit below average height characters, with the exception of the midget side of the case Amerterasu, RR, Arthur, and V.Joe. This move is a big part of Nemesis’ game it extends his range greatly and it can be **Special canceled, **which allows it to be combo’ed into easily. This move does around 1-3 depending on how close the opponent was when hit, causes some moderate hitstun and does good damage. The move is moderately fast. Note all Deadly Reaches will heavily scale Nemesis’ combos. [/LEFT]
[LEFT]**Deadly Reach AIR OK Variant: **:df::h: or :f::h:: Essentially the same move as the ground variant. However noticeably the move comes out ALLOT faster than it does on the ground. Nearly instantly, this is good for punishing flying characters or those who are super jumping away at distances. He can also angle it diagonal down with :df::h:. This move acts similar to Wesker’s Samurai Edge in the air, pointed down and hits high… This also can be used for getting closer to the opponent by spamming the forward jumping deadly reach while jumping forward as it keeps the opponent in block stun but beware of advancing guard. This move combined with timing and a air magic series can can create a re-launch for Nemesis as he falls faster by using this move in the air, as well as a command grab reset opportunity. Arguably one of Nemesis’ best moves and allows him to control space with easy. Nemesis can create some good zoning ability by canceling this move into air rocket launcher. [/LEFT]
Specials
[LEFT]**Rocket Launcher: **:qcf::s: or :dp: :s:: Nemesis fires his rocket launcher forward, sending a full-screen fast moving warhead directly at the opponent. This special is moderate in speed and does great damage as well as high priority or super armor. However it’s major drawback is it’s fired at Nemesis’ head level, causing it whiff several of the shorter side and even average height characters. Causes soft knockdown on hit. The Dragon punch variant will fire the rocket launcher upwards at a 45 degree angle for anti-air purposes. Against larger characters this move is very good as they have no chance of ducking under it and are easily hit by its size.[/LEFT]
[LEFT]Rocket Launcher: AIR OK Variant:qcf::s::Thevariant is much slower than his grounded version and is angled diagonal down like his deadly reach 3H. It is notable that this move is the only non-hyper move that can OTG. However it’s terrible recovery and startup speed makes it very situational. I wouldn’t rely on it to extend combos without select assists. IF you Tiger Knee this move it becomes allot more useful, being able to correctly hit smaller characters. Its dangerous to use this up close but it makes for good keepaway **If you catch an assist with this special it can be a infinite on assists due to the knockdown the rocket creates. **[/LEFT]
[LEFT]Clothesline Rush Punch: :qcf::l:, or:h:: Nemesis takes a large and quick step forward and punches the opponent with all his might. This move starts up quite quickly and it changes depending on the button inputted to use the special, it also does great damage, and has tremendous 1/2 screen range All variants of this special cause a wall bounce[/LEFT]
[LEFT]Clothesline Rush Punch Light Variant :qcf::l:: The most useful of the three, Nemesis punches the opponent fiercely, on hit it causes a wall bounce. The recovery on this move is not bad so that you can follow up after it since it also causes that wall bounce, but it is moderate recovery so be careful where you throw it. This move is great for extending combos and creating a safe field because of the immense amount of blockstun on this move and is thus neutral-safe on block.[/LEFT]
[LEFT]**Clothesline Rush Punch Medium Variant :qcf:: **Same as above, but immediently after punching Nemesis fires his rocket launcher forward. This move has a very long animation that can only be canceled by XFC or Hyper. The recovery is changed to that of the rocket launchers. It is difficult to follow up after this move.[/LEFT]
[LEFT]**Clothesline Rush Punch Heavy Variant :qcf::h:: **Same as the Medium variant but instead fires the rocket launcher at a 45 degree upward angle. This is more useful for doing more damage in the corner as the rocket will actually catch the opponent most of the time if done in the corner. Nemesis can follow up this move in the corner if he reacts quickly enough.[/LEFT]
[LEFT]**Rocket Launcher Slam: :dp: :l:, or:h:: Nemesis slams the opponent with his rocket launcher. Like clothesline, depending on what button pressed causes a different property. It is notable that all variants of this special have probably the worst recovery and slowest startups, do not whiff these unless your baiting the opponent. However to compensate for these, they each have one hit of super armor (Unconfirmed atm)[/LEFT]
** Rocket Launcher Slam Light Variant: :dp::l:
Nemesis whacks his opponent upwards with the front of his rocket launcher. It is notably similar to his standing H but is slower, and sends them farther upwards and stuns them longer. This move is significant in the move set because of how **Perfect it is for resets with command grabs. **As it sets them at the perfect positioning for it.
**Rocket Launcher Slam Medium Variant: **:dp:
Nemesis slams the opponent into the ground vertically with the front of the rocket launcher. This move has decent range and causes a ground bounce state. It’s notably slower than his L variant, but is perfect for extending combos. Be careful not to use it after a command grab because the ground bounce will cancel.
[LEFT]Rocket Launcher Slam Heavy Variant:dp::h:[/LEFT]
Nemesis swings his Rocket launcher horizontally and hits the opponent with the mid-section of the rocket launcher. This move is the slowest of the three and causes a wallbounce and a hard knockdown. Clothesline L is superior to this move in both startup speed and recovery but it is notable that this move does do greater damage. This move in theory is good for combos, but its horrid recovery prevents it from ever being so unless Nemesis calls an assist or hyper cancels this move
[LEFT] [/LEFT]