"Nem-Assists": The Nemesis Teambuilding/Assists Thread

My gripe with your team is Dormammu. I dont think he really helps Nemesis at all. I find blackhole to be pretty situational, and to me only really useful when the character can otg by himself. So, i think he helps Deadpool pretty good… but Nemesis could always use both assist to help. I think if you reconsidered another Anchor, your decision on which assist to use for Deadpool would be easier.

OH, but conversely… Dormammu, Nemesis, Deadpool sounds kind of interesting… , and I know alot of us would only put Nemmy on point, but if you consider that Dorm’s black hole doesnt help him much, no reason to force him in the first spot if he wont make use of both assist , maybe? I maybe DHCing from Dorm to Nemesis might be alil hard when not in corner tho. Dorm is a solid point, Launcher Slam and any of deadpools assist help his alrdy good mixup game. Nemesis with deadpool is a good 1 - 2 pair. and Deadpool with lvl 3 xfactor is definately viable , a slide, a teleport (lol) , can OTG to extend. Might be alittle akward at first, but it could work.

My idea for black hole was to use it as a pinning assist or kara tentacle grab through it. Maybe purification would be better for his space control game. I mean, it goes all the to the top of the stage and that’s always nice. But I don’t think I’ll drop Dormammu I like him too much. Also, he’s not a bad anchor.
I think Deadpool is well suited for the 2nd spot in many teams. Mostly because his assists aren’t absolutely necesary, he can work with a multitude of assists and he has decent DHC options.
But I guess I could give in and play Nemesis/Dormammu/Strider. Bio Weapon Assault DHC into Chaotic Flame does a ton of damage and who doesn’t benefit from Varja?

Another team I considered was Nemesis/Taskmaster (up arrows)/Arthur. Here the gameplan revolves around stalling and hopefully forcing the opponent to x-factor first so Arthur as an anchor can be at his strongest.

Dorm definitely isnt the best assist for nemesis but he’s not completely useless. black hole works for pinning down characters for kara grabs and you can use it to set up some safe blockstrings.

I’m currentmy running Arthur as my anchor now , dagger assist is boss for nemmy.

I think dorm can make a nice second , but wouldn’t dark hole and daggers be kind of doing the same thing ?

I’m currently playing Nemesis second on the team, with Dormammu on Point and Spencer as the anchor. It seems to work okay.
Dark Hole/Launcher Slam/Wire Grapple (Diagonal)

Nemesis’ ground bounce assist does wonders for Dormammu, consideringt some you could use it to extend off of Flame Carpet, close range mix-up with his teleport, or just as a decent gtfo my nuts. But, this thread isn’t for Dormammu, so I’ll leave it there. xD

DHC’ing from Chaotic Flame in the corner after a full combo into Biohazard Rush or Bioweapon Assault is pretty cool, bro. Dark Hole isn’t all that useful as an assist for Nemesis, only maybe to the opponent in blockstun and let Nemesis continue applying pressure.
Spencer’s assist, imo, is very good for Nemmy. Thrown out, if it randomly hits the opponent it brings them in range to start some beefy combos. Otherwise, doing a basic Nemesis combo, then hitting with the assist after a Standing H leads to either a continuation of said combo, a Tentacle Slam L into a new combo, or Fatal Mutation (though that last is purely theoretical, I’ve yet to test it out completely on a real opponent).

From Bioweapon Assault, DHC into Stalking Flare is amazing for Dormammu. If not Dormammu, simply DHC’ing into Bionic Maneuvers or Bionic Lancer is a good way to switch out a low health Nemmy and tack on a last bit of damage. At the same time, one could opt to throw out a Biohazard Rush, and when the opponent goes to punish the whiffed hyper, punish with either Chaotic Flame or Bionic Lancer.

Otherwise, I suppose the Nemesis gameplan is simply matchup based. I find that against arrows or anything that zones, jumping and firing a rocket is actually a good way to catch an opponent off guard, since it’s a bit of an odd angle. When that happens, it simply becomes a battle of firing through stuff like Finger Lasers and Purple Arrows. If the opponent gets impatient and comes to you, then you have Tentacle Slams to throw out, or even just toss out a few j.H and air Deadly Reach until you get a hit confirm.

Whoops, went on a rant for a bit. >_>

Hey I messed around with that in practice mode, it’s pretty cool.

My Team is Nemesis (Launcher Slam), Doom (Plasma Beam), Wekser (Samurai Edge) and I’m loving the synergy.

A few things from my post just to share with you guys.
High Health Team- Each character has at least 1,000,000
**Strong Horizontal control: A combination of Deadly Reach, Plasma Beam, and Samurai edge. **Enough said.
Damage Potential/DHC synergy is good- Combos starting with nemesis and ending with Doom DHC deals a little over 1,000,000 points of damage if i go for max damage, and both of nemesis’s lv1 hyper combos can be DHC’d into lv3’s from either Doom or Wesker to kill the Thor’s of the game.

I wrote a lot for myself to have, but what i have is pretty much the general thoughts i have on the team. any comments and suggestions are appreciated. I really want to get good with this team.

I’ve been running Nem/Cap/??? for a while. I’ve been switching out between Arthur, Dormammu, Sentinel, and Chris in 3rd.

I have to say Nem and Cap work really well together. Shield slash is a nice assist fro Nem to have, at far range it can hold them down just long enough to aim a TK rocket. Mid range you can use it and downwards Deadly Reach and convert into a combo. Close range you can use it in block strings to either make it safe or set up for kara grabs. Nem rocket slam assist lets Cap get a little more damage off of combos and works as a decent up close gtfo assist.

DHCs work really well, Nemesis combo > DHC Hyper charging star is usually around ~930K. Cap to Nemesis is nice to have because Hyper charging star leaves in a hard knockdown, so you usually have to cut it short, but with Nem BWA you get full hyper.

Still not sure on the entire composition of the team. I think Cap makes a decent anchor, so I can run him third, but I usually put him in 2nd just for the DHC, and I can always raw tag after the DHC kill if I want to swap him for anchor.

Chris and Arthur projectile assists are good, nothing special but it helps on approach.

Chris’s mine assist I’m still messing with but it can be fun. DHC is kind of weak unless you want to drop 3 bars on his lv3. He makes a good battery in 2nd though so Cap can go nuts with meter as an anchor.

Dorm’s dark hole is ok. It just keeps them locked down for a bit and makes blockstrings safe. If you hit with it it scales Nemesis’s combos hard. DHC is alright with stalking flare, you can even raw tag back in and try to reset an incoming character with Nemesis.

Sentinel drones are awesome to have as approach, lets you open people up really well. He can be covered pretty well by deadly reach and rockets. DHC is pretty good and I think he plays pretty well in 2nd.

Main problem with Nemesis/Sentinel
This team is REALLY WEAK against Keepaway characters. I find that i have to tag Strider in just to defeat some strong keepaway mechanics.

Figured since this was team building/assists, I’d help with the team building part rather than the assist parts, more focused on how you approach him as a team player than who goes well with him.

Because of how Nemesis is almost universally on point, there are a few ways to build with him that I have found. Nem/Damaging character/main assist, Nem/Assist 1/Assist 2, Nem/Main Assist/Anchor, Nem/BFFs. These are the merits of each without taking into account any other character. Note that since these teams are role based, you will find characters that fit multiple roles and can overlap(Such as Strider as an anchor, as well as main assist), but you already knew that, so we might as well begin.

Nem/Damaging Character/main assist. This is for those with a Nemesis who knows what he’s doing. The main goal with Nemesis here is to just get in all the time to get that DHC. Meter here is important more than the others. Because you will be DHCing as much as you can, having that Damaging character being decent on point isn’t a bad call. Of all the damaging people, the most damaging DHC I came across was the Super Skrull, clocking in at about 970,000+ with mashing. The main assist had better be a damn good one to, as he will be doing all the assisting for the rest of the team. Strider, for example, or Sentinel.

Nem/Assist/Assist is more about keeping Nemesis out as a dominant force than anything else, as one might guess. Each assist is likely helping Nemesis get in, helping Nemesis with a certain matchup or strategy, or both. Note that I did not use primary and secondary assists in a particular slot. Since both help Nemesis, I leave it up to you to decide the anchor. This is the most recommended if Nemesis is the key focus of the team, and your strongest character.

Nem/Main Assist/Anchor is almost always anchor dependent, or at the very least, Nemesis isn’t the main focus. This setup puts a lot of weight as one might expect on the anchor. Nemesis is usually here to be a meat shield and a kamikaze, taking as much damage as he can while dealing as much in return. Note that the Main assist, given his situation on being second, should be able to hold his own in combat, or make due with whatever assist the anchor has.

Nem/BFFs is just as it sounds: Nemesis is there to be a meat shield before the REAL team comes out, dealing as much damage as he can before once again dying(poor sap). Any two character combination will do, and while this is similar to Nemesis/Main Assist/Anchor, note that no assists is distinctly given to Nemesis in particular, and you are more focused on the other two. This is recommended if you believe your Nemesis is either so strong or so irrelevant you don’t want to dedicate assists to him(HA, not likely)

Based on these four groups, choose how you want Nemesis to work for you, and gauge how much stock you put into him to find which team setup works best for you.

Lastly, I’ve found that the more each of the 4 team types intercept, the greater the synergy. Here are a handful of characters that I find useful and how I view them(These are clearly only a few and my personal preferences. For a better list and rating of assists, visit OnlyWingedAngel’s video guide).

Doctor Doom literally goes anywhere on all 4 teams, Main assists, secondary assist, anchor, you name it. Both Plasma and Hidden Missles do the job well. Sphere Flame hits like a tank, as I’m sure someone has said by now.
Wesker is like Doom in that he can probably go anywhere, but his assist is significantly worse, only useful for unblockables and combo extending. Note that his DHCing is poor, but he has some potential
Strider’s assist and anchor potential are both strong, and he works REALLY well with the above two in addition to Nemesis. His DHC is piss poor, but you probably won’t want him 2nd anyways.

Excellent post, couldn’t have said it better myself. I kind of take that assist information for granted, but you put it in a concise, and explainable manner on paper. Great contribution.

I see you reasoning. Makes sense! I might have to think about this now, still deciding on my team.

I laughed when you said “from halfway across the map” XD Someones been playing too much CoD/BF3!

That was a boss post Colonel-Gilgamesh

I literally just came in here to make my first post asking if I should go from Nem/Deadpool/Doom (missles) to Nem/Doom (lasers)/Strider and this post just answered my question.

Time to go back to the lab and test things out.

/edit I should clarify. The current use/strategy with my Nem/Dead/Doom team is to have Nem be meat shield/bruiser with Katana-rama for an easy OTG. When Nem gets beat up I swap in Deadpool and play keep away while Nem regens and then I eventually tag him back in. I see a Nem/Doom/Strider team working well, but I don’t know what my tactic should be…though I guess I could do the same.

Anyways

Nem/Doom (Plasma)/Strider (Vajra)

is a really dirty combination, I would prefer that team, Doom missiles aren’t that great for Nemesis since he doesn’t have the ability to give full protection to Doom if he’s not on the offensive.

How do you feel about Strider in second, saving Doom for anchor?

Well I wouldn’t agree with that. for the following points

-Strider is one of the best anchors in the game, with 3 bars/Ouroboros, XF3 he’s ridicilious in XF3
-the DHC Synergy from Bio-Weapon Assault into Legion is not that great, because Legion is both a terrible super and is difficult to connect all the hits of Legion. Plus Nemesis needs a high damage DHC to finish off those more meatier characters. Sphere Flame is an amazing DHC post Bio-Weapon Assault howeer
-Doom anchor is not the greatest I mean footdives even in XF3 are easy to see if your are focusing on Doom entirely without the chaos of assists.

Doom anchor is pretty lukewarm. His mixups are…OK I guess? But none of his move actually mixup, he more or less uses the system and jump cancels. He’s pretty much at max strength as second.

Strider’s ability to get in though, is so superb that he gets in all the time on just his lonesome, making his anchoring excellent(On top of the obvious)

Lastly, Doom’s Photon Array is much safer a DHC from a whiffed set of Rockets than Legion

By the way, to bring this back to Nemesis, I would like to add that that Doom DHC is conditional. Yes, Sphere Flame is the standard and has more reliable damage, but with mashing, large hitboxes, and the corner, Photon Array can be a better DHC. Even in the worst circumstances, the position your opponent is in after Photon Array can lead to further DHCing, rather than Sphere Flame who only a few can combo out of. Food for thought.

Going to be trying out Nemesis/Skrull/Strider. Vajra is the obvious choice, but I’m not certain about the other two assists, I’ll start off with Launcher Slam to help Skrull’s defense, and Orbital Grudge to help Nemesis’ approach. I’m pleased to hear that strider works so well with Nemesis, as I feel he is one of the most useful assists for Skrull.

The DHC from Nemesis to Skrull is great, but I think if Skrull’s on point I’d probably go for two infernos rather than DHCing to either of the others.

This is actually true. If you DHC Bio-Weapon Assault into Photon Array and mash, you’ll do more damage than Sphere Flame.

Like you said though, it’s situational. My team is Nemesis/Hawkeye/Doom and if you go Bio-Weapon Assault into Gimlet into Photon Array, you get less than if you Sphere Flame. I guess the Gimlet pops them up a bit and so some of the finger lasers don’t combo.