i love you!
I personally LOVE Frank’s shopping cart for Nemesis. Used right it can do everything for him.
Akuma Tatsu assist would be in that same category.
Again though, personal opinion.
I will probably still use the Strider assist till the end of time because it does help Nemesis a lot, but it’s also because Strider as a character helps Nemesis just as much. But the core reasons I don’t think it’s as strong as OWA says are as follows:
#1: jM. Anyone who knows me knows that I love jM to death. And frankly, this move makes chasing down super jumpers so much easier. Often, you can just normal jump and it will catch people. And it leads to a full and damaging combo if jS is involved. jM’s ungodly large range and decent speed means you can essentially start the move almost before you leave the ground and still hit people.
#2: Nemesis can fight pretty well at Super Jump Range. Between his Deadly Reach and Rockets, chasing and attacking someone if they’re camping up there isn’t that implausible. Especially since most characters who do do that sort of thing to beat Nemesis attack at a 45 degrees downward angle. Doom, Wesker, Trish. All of them can’t deal well with that sort of thing. Though Deadpool is still a pain in the ass. And for the likes of those people who like to grab or AA people who super jump, jH is so damn protective on the way down because of how active it can be(11 frames? That’s nice) and it’s almost complete lack of a hurtbox, as well as it potentially autoteching since it is an H afterall.
#3: A myriad of AAs. A lot of the people who super jump and keep Nemesis away also tend to attack on the way down, especially Doom and Trish. It’s a sort of way of dealing with the oncoming surprises the opponent has waiting. But Nemesis has so many options(Tentacle Slam H, Launcher, jM, sH) that he can potentially capitalize on that.
#4: **Strider beats super jump keepaway, not super jump aggressors. **Simple really, but I just find Strider doesn’t deal with Triangle dashers like Dorm and Magneto. He missed too much.
#5: Air to Air Deadly Reach. This is for those people like Hawkeye, Captain America, and Deadpool who only jump up and do their moves. This is mostly just theory here, but it’s just an underused move.
Agreed on the Strider assist, when a Magneto is going crazy and air dashing, the Strider assist is gonna miss. kinda useless and risky.
also the air to air deadly reach move that goes forward is unused, also agreed. But lets say Hawkeye goes up to shoot triple-arrows and nemesis hits him with the forward deadly reach, i think nemesis will still get hit by the arrows and wont be able to capitalize on the deadly reach hitting into launcher.
I feel like nemesis doesn’t really have a BFF. There’s like 4 or 5 characters that he has EXCELLENT synergy with, that everyone here can make a case for, but nobody in the cast really gives me that “nemesis would be a shadow of himself without (insert character)” like strider/doom were in MvC2, or wolvie/Akuma were in vanilla.
It’s like rather than having one best friend to help him against bullies on the playground, he’s got a whole group of best friends, and they all hang out in a tree house after school and play pranks on the principal and stuff. There’s like, the smart one, the jock, the big guy, the tomboy(or troubled one) and the shy one, and nemesis is that kid with his baseball cap turned backwards like a badass. And there’s like a group of bullies, and when alone nemesis gets all scared and intimidated, but when his buddies are with him he can use the power of friendship to stick it to the bullies, and then go out for victory ice cream.
Yeah
So ive been wanting to run nemesis because he’s awesome and i recently got into doing the extended Dante combos, so i want to use them together on a team. i think if nemesis kills a character, he could call jam session while the opponents character comes in, then i think i can tentacle grab them right as the assist stops if they were blocking in the air.
sounds good in theory. what other character should i use?
maybe something like nemesis/ dante/ sentinel?
but sentinel has a lot of bad match-ups. kinda turns me off him.
[quote=“Scar-Crow, post: 6705932, member: 64123”|
but sentinel has a lot of bad match-ups. kinda turns me off him.[/quote]
Sentinel. SENTINEL.
SSSSSEEEEENNTINELLLLLLLLLLLLLL
I like him
Forward Deadly Reach won’t stop arrows, nor is it meant to. More accurately, it can’t, but it can help keep Hawkeye’s honest and not getting away with a ton of crap
I agree with this 100%
Nemesis may still have problems with zoning characters that know their shit, but his tools (reachs, rocket, super armor) keep them from just bullshitting around the whole match, which alot of characters cannot say
I agree with that quite a bit. For one thing, I cannot play Strider for shit, so I’m a tiny bit biased, but just as far as the assist is concerned, Strider is nice, but it doesn’t deal with a lot of opponents going for fast air offense, and doesn’t do much considering Nemesis’s anti-airs I’m more likely to deal some damage with. That’s just me. I think the assist is great, but like everyone, it has it’s flaws. I also find people are getting to know Vajra so well they are looking for a way to pick Strider off from a happy birthday, and Nemesis just doesn’t have the kind of speed or pressure necessary to keep a well-timed punish from happening. Also, I find Strider, if snapped into point, can’t do too much with the Nemesis assists. And Strider’s one of those guys you always snap. Team synergy also works the other way around.
I like the quick projectiles and anything lockdowny assists for Nemesis, and they fill around as large a gap as Vajra does. My favorites (this doesn’t mean the best, but what I find useful alongside nemesis) are Arthur’s daggers, Drones, Hawkeye in general (either triple arrow or scatter shot), Taskmaster’s everything, Doom’s everything (maybe not rocks), Wesker’s gun or X-23’s Crescent Slice, and I absolutely adore Phoenix Wright’s Dog (can otg in specific situations, keeps them moving by air, sets up unblockables) and Skrull’s Tenderizer (for all the set-ups/lockdown it provides, and lets Nemesis move at his own pace towards people) Nemesis is the kind of character who benefits from so many useful assists, and the coolest Nemesis teams find the right two to fill as many niches as possible. Strider’s good, but he’s not the best. He’s just been more thoroughly explored.
I like the Tenderizer and Shopping Cart because they can setup some interesting grab setups by keeping the opponent grounded or trying to make them jump.
As for Doom rocks as you mentioned. I think that would be his best assist for Nemesis. Because of how slowly the rocks move and the fact that they are fairly meaty they can either allow Nemesis some buffer to moving in or trick the opponent into jumping into a grab or a tentacle slam.
No, no, no, no, no, no, no,no, no and more no
There is no reason to use rocks. If you want an assist like that, get Sentinel, or Missiles. But neither of these hold a candle to Plasma Beam. Plasma Beam eats through almost every assist out there except Disruptor. And it’s detrimental to his keepaway game, because that is a LOT of chip damage and lockdown. Plus, Plasma Beam causes a hard knockdown on the opponent like most other assists, but since it beats out almost all of them, that’s a free Rocket on the assist minimum. The reason you are thinking of Rocks is because of the pressure and setups it gives, right? Think of this: Nemesis is a character who has outstanding normals as we all know. That means that for Nemesis to be at his best, your opponent needs to fear calling assists, which Plasma Beam does
Also, jumping into a grab? Rarely works and not worth the risk. You really have to predict it because of how slow the grab is. Even then, with only Rocks backing him up, that’s not a lot of protection on obvious whiff.
Doom plasma beam has been Nemesis’ favorite assist since day 1, rocks are really just a bad drones as Gilgamesh said.
For those Wesker/Nemesis players out there: what do you generally do after extending a combo with RL Slam? Never tried to see if j.H j.df+H loop worked off it, so I generally do QCF+M, S, j.H xx MW, but I would guess there would be a better damaging extension.
im a little late but that has also been my main since basically day one of umvc3 i feel they have good synergy. but in the past week ive been slowly transitioning to nemisis (RL slam), captain america(still havent decided on assist but have come up with some setups with shield slash), dr.doom(hidden missiles) i feel the synergy of my new team is so high. ive got my combo with nemmy to use hidden missiles as an OTG combo extender. this was hard to do at first but ive got it down now. plus with this team easy DHC into doom and cap’s lvl 3. i want to know peoples thought like which is better team or anything i should change. plus if anyone has similiar teams i got some tech im willing to share.
Um, I’m sort-of torn between the first and second. I like the first, I’ve always thought, while maining neither, that Nemesis/Wesker and Taskmaster/Wesker were two damned good pairs. Nemesis plus horizontal projectiles is also the shit. But you have that with cap, and shield skills may be slower and less durable, but those multiple shots are great for coming in or setting up command grabs (I use Haggar/Cap, and I find it’s really fun). And missles are boss. They don’t seem as obvious as Nem/Task/Wesk, but they seem equally synergy-ed. My one problem is I’ve never liked Doom on anchor, because people can runaway pretty effectively against assistless doom and suffer very little chip. He seems like he can get in easily, but only if the opponent’s set on hitting you. I like Wesker better on anchor, and the first team combination just sounds so painful, but I dunno. It’s a really tough call. Oh, and you should DEFINITELY go shield slash on Cap. I refuse to believe he actually has other assists, I’ve found so many uses for it. I may say try mixing the team up a bit, because I bet Cap and Wesker would work well together.
Oh, and I may have to take you up on that tech offer. I’ve been thinking of a team to spotlight Viewtiful Joe for quite a while, and I got a wonderful incarnation on random one day. Joe/Task (vert arrows)/Wesker. I need Wesky/Taskmaster stuff, and wanna see if I can replace Wesker with X-23’s ankle slice and not lose synergy (I’m decent with Wesker, I just don’t like him as much). So, yeah, Wesky/Taskmaster stuff, but that’s not Nemesis related, so this may not be the place to discuss that.
Um, I’m not sure about Rocket Slam assist, but with Launcher assist, off a lot of knockdowns early on in combos, you are able to otg gun into nemesis’ rocket assist, teleport to the other side of the stage, land a ground normal before launching, and you are able to do a complete air mmhs without reseting, quite a few shots into the combo. Then obviously otg gun MW. In the corner this is even easier, no teleport. You can also go from the otg/assist into QCF Light and Level 3 in some cases, but that seems just as easy with the rocket slam.
since i sorta main nemesis as well, here’s my team
Wesker(gunshot) / Nemesis(RL Slam) / Hulk(anti air gamma charge)
noob friendliest team of all time, it still has it’s more advanced perks!
Pros:
[LIST]
[] RL Slam assist gives wesker relaunch. even the most basic combo scores 1 bar.
[] Huge damage boost to nemesis combo thanks to Wesker OTG
[]Nemesis rocket hyper lands him next to the opponent and causes a huge bounce, giving Hulk maximum effectiveness for his DHC’d meteor smash hyper, the strongest lvl 1 hyper in the game.
[]while as wesker, if you have 2 or 3 bars, a gunshot into THC is 100% synergetic in corner (as if you do a relaunch combo you will definitely have enemy in corner). This centralizes my purpose in the hulk assist of choice, as with such assist you get the ground pound rock falling hyper. At the end of either 2 or 3 bar THC, nemesis bounces opponent, offering an opportunity for wesker to mixup/reset after one hit into air recovery. again noob friendly, as LT/L2 is much easier to do than a QCF motion.
[*]most combos that start with any of these characters end with the opponent dead, save for thor and other top health characters
[/LIST]
Cons:
[LIST]
[]If battle doesn’t go quite as planned, and your left with Hulk on anchor against any player with projectiles, it becomes really hard to move in on them.
[]Hulk assist to ensure 3 bar THC has its maximum potential does not help nemesis control the ground space. With most battles, you’ll have to rely on j. df H to control it.
[]if order reversed around, hulk doesn’t DHC well into the other characters (gamma wave hyper > rocket launcher hyper of nem’s is very strict in both timing and placement, and if opponent falls out nemesis gets bad punish)
[]nemesis and hulk are naturally anti-noob friendly, with many punishable normals and the like. If your a noob playing this team, you had better keep wesker alive. <-- not a big con really, depends on player and i’m not half bad with them.
[/LIST]
Hulks purpose tends to shy away if you don’t have meter with nemesis or 3 bars with wesker, and since his assist doesn’t provide much backup to nem or wesker, it is slowly pushing me to pull him out of the equation. It’s the sheer damage and simplicity of nem and hulk that made this team come to fruition, but the lack of an appropriate assist for wesker or nem and hulks craptacular anchor skills is something that may have to be addressed. i can’t put hulk before nemesis because of the loss of the DHC damage between them, and i just natually want wesker on point in a match so he can test the waters. Looks like i may be going back to THC lab to test new recruits to replace hulk.
Anyhow, i’ve done pointed out a few flaws with this order and why i won’t move hulk to a different position. What do you guys think? Any THC suggestion to go with the nem/wesker combo? The suggestion can easily be corner only and with wesker gunshot and nemesis’ hyper otg’s it doesn’t have to have any special attributes.
Ummm…yeah…Hulk assist is freaking fantastic for Nemesis. Nemesis has a legit keepaway game going, and having an assist with armor only solidifies the runaway. In addition, the reason why Nemesis is particularly prone to make use of AA gamma charge is because he can get a full combo. Sounds useful to me.
i’ve been trying to hold nemesis on more of a rushdown character than a keepaway. Afterall, his only projectile is a rocket launcher that you have to tiger-knee every time you use it. The fact that he moves so slowly makes it harder to keep the pressure going, which is why i don’t want to use the AA gamma charge, instead, something that will hold the pressure while nemesis recovers, like cold star from ammy. Adding the fact that my reaction speed to hulk connecting isn’t worth crap, i usually cant combo out of it myself.
Thanks for the insight on appropriate use, but i do need a new assist/anchor for my team. I have tried ammy out this morning (against cpu, primarily to test effective use of cold star and THC with ammy) and so far it’s going ok at best. Ammys final attack portion of her hyper launches opponent to the ground and causes them to recover before nemesis falls, making it unsafe for him. DHCs work out fine, as wesker or nem into ammy slowdown or lvl 1 offensive hyper (whatever the name is) can add damage either way. Taskmaster formed up well in THC, but if i’m to add him as an anchor position im gonna have to practice A LOT with him (i suck with task) and best damage output came from the vertical arrow assist which only fixes clutch-factor moments. finally super skrull has no downsides besides i overused him in vanilla and didn’t really want him to be one of my characters in ultimate.
That being said i need to add that my vanilla team consisted of Dante / super skrull / trish. I wish that suggestions avoid those three characters.
You’d be surprised how effective Nemesis keepaway is. You forget that in addition to Rockets, he has Reach. That’s some decent enough range to work with. In any case, Nemesis keepaway isn’t like normal keepaway, where you just keep at it being annoying. Your job is to make them come to Nemesis. Nemesis’s options on approaching characters are phenomenal.
If you’re shopping for a new anchor, might I suggest Strider? His assist is one of the most helpful for Nemesis and he survives well on his own. Plus, Wesker makes a lot of use out of Strider assist too. The DHC from Nemesis is crap, but Strider brings a lot else to the table.
i would certainly need someone to train me some strider. Aside from teleport/uroboros madness, i have no combo potential with him. Not to mention aside from uroboros i’m seem to have some timing issues with connecting his lvl 1 in a combo. Also my dare to be different attitude is what has strayed me from using strider in this team as i don’t want to replicate other nemesis based teams (i’ve seen the word vajra in this thread more than any other). As far as DHC from nemesis, with wesker as my point character and determining my opponents character health levels, if the situation calls i can try to save 4 meters to DHC one of his level 3s (probably the animated scene lvl 3 of his).