It’s really REALLY unreilable, it works mostly on big characters, but even so its really difficult to use it consistently, espicially because the positioning is very strict with it. Plus only select assists can help Nemesis to combo after hitting OTG rocket. Since it’s so random at best, even getting that timing for assists to catch the opponent is even stricter.
I currently am maining a Nemesis, Dante, Wesker team. It’s working out pretty great.
So I’ve really been wanting to put together a Nemesis team and having used Deadpool for a bit now I’m wondering how well these two work together. In my mind I’m thinking Air DR and quick work could be a nasty unblockable but I’m probably wrong. That just leaves the question of an anchor. I’m leaning more toward Dorm or Doom since Nemesis and Deadpool are good batteries and both these guy could use the meter to burn. That just leaves the question of the best assist for the anchor.
I’m sure there’s got to be some fatal flaws in this team so please do me a favor and point them out. XD
Sorry, I’m new to this game.
I want to use Nemesis and I want an OTG assist. Could anyone list characters with an OTG assist for me? If you could that’d be great. I know Wesker does but i’d rather not use Wesker.
This is probably not the best place to ask that question, since this is a Nemesis Specific part of the forum. You can look up stuff like that, but not to be completely unhelpful to you : Deadpool Katarama, Sentinel Rocket Punch, X-23 ankle slice, Arthur fire bottle, Iron Man Smart Bomb, just to name a few… I know im missing more.
Thanks guys, this helps a lot.
I see a lot people wanting to run Nemesis/something/Dormammu
Which of Dormammu’s assists help Nemesis the most and why?
I think I’ve decided on my team. No OTG assist but oh well.
Nemesis/Strider/Doom.
Simple combo with Nemesis into his Rocket lvl1, DHC into Striders lvl1. Build meter, get lvl3. Boooom.
Dark Hole = Comes out all sneaky like and holds opponent in place so Nemesis can combo off of it,
Purificaton = Anti-Air and great for stopping super jumpers. It can also be used to reset off of if you tentacle slam after they recover from being hit by Purification.
Liberation is an ok GTFO assist but i’m no expert on using “Power of the” + Liberation assist
Put Doom on 2nd Strider on third, the DHC into Legion is not that great damage, but DHC into Sphere Flame is good damage. Strider works best as an anchor IMO since by the time you get to Strider he will most likely have 3 bars and or XF3 which Strider in XF3 is a beast to be recokned with. What assist do you have for doom? I would recommend Plasma Beam over missiles since Nemesis can’t really protect Doom THAT well.
Might do that, thanks. I know a lot of people have been using Strider as anchor for those reasons. I use Plasma Beam, yes.
If i want to zone i’ll use Nemesis’ :f::h: combined with the plasma beam. Works well.
I’m thinking of running
Nemesis/deadpool/Dormammu
Launcher slam/Quickwork/Black hole
I was figuring since I jump :h: a lot with Nemesis, you might as well make it harder to block with Deadpool.
You could try using Deadpool’s ‘Katana-rama’ assist to extend Nemesis’ combos.
I only just found this out. XD Nemesis can’t relaunch, so using Deadpool’s OTG assist would help you
do a lot more damage with Nemesis.
I know Nemesis does well with zoning , but I don’t think it fits him very well , I’m of the opinion he always needs to be pressuring. Oh how great life would be if his armor started on first frame like hulk.
Nemesis CAN relaunch, combos with relaunches only start from the first hit being launchers though. It’s practical but somewhat difficult, you have to delay each hit in the air series
Depends on the opponent, he CAN keepaway so if the situation requires it then its a good idea, however I agree his overall game should be about pressuring.
If I was gonna have Deadpool on my Nemesis team, I’d be using Quick Work. Low Assists are useful since Nemesis is hitting High all the time. Quick Work causes that spin state, so calling Deadpool as you jump, Angled Reach, let Deadpool hit, cause spin state, launch. Works almost full screen. Basic launch to Hyper does about 535,000. Not too shabby.
Congrats to OnlyWingedAngel getting this Nemesis Tutorial on front page , its great work , love Da music lol
I’ve been using Deadpool and Nemesis a lot recently. I strongly suggest you use the ‘Katana-Rama’ assist to extend combos.
I understand why your using the ‘Quick Work’ assist, but I think you’ll get more damage out of ‘Katana-Rama’ due to it’s re-launch/OTG properties. Just a thought. Oh, unless your other character has an OTG assist. Still though, two can’t hurt! XD
Been playing more and I’m starting to think Nemesis and Strider were meant to be! <3
Nemesis needs assists to cover a lot of things. Damage and extending combos is not one of them. I’d trade combo extending for opening up an opponent in a heartbeat.
The natural Nemesis combo that hits off a jH doesn’t really need extending, since even going straight into launch only allows Nemesis 1 extra hit(Using Deadpool’s OTG). Nemesis’s combo only needs extending if he catches someone in an awkward angle or with a Tentacle Slam but even if you forgo the combo extender, he usually still gets great damage. The other point is, as you said, that there are significantly better OTGs to extend combos. Wesker in particular comes to mind.
Conversely, landing hits with Nemesis is hard. Other than his jM for instant overheads and Tentacle Slams, Nemesis just can’t open up people well. Which is why Deadpool’s Quick Time serves as a much more useful assist. It’s low hit, tumble state, and decent range. Nemesis’s launcher can catch people from halfway across the map and very quickly. Should Deadpool connect, even without Deadly Reach being involved but instead Nemesis just jumping backwards can just launch them. It’s risky, but by training your opponent to respect Deadly Reach, they become scared to try and counter Deadly Reach, letting you throw Deadpool out for free. Most likely, they will try to jump on reaction to your own jump, and there are several ways Nemesis can use this.
Regardless, I’ve said my piece and will yield the floor to others.
angled j.deadly reach or j:h: + quick work is pretty good. I can see why OnlyWingedAngel recommends trigger happy though, since it covers super jumpers.
The OTG is kinda nice but Nemesis has some unforgiving damage scaling imo.
I also like the dhc from bio weapon assault into cutting time.