cL->(delay) cL/Tentacle Slam/(whiff) Deadly Reach to Tentacle Slam/Blockstring/jump away etc.
Prolly not as effective as say, Vanilla She-Hulk’s or Wesker’s mixups, but the +1f mid range cL is pretty nice imo…
cL->(delay) cL/Tentacle Slam/(whiff) Deadly Reach to Tentacle Slam/Blockstring/jump away etc.
Prolly not as effective as say, Vanilla She-Hulk’s or Wesker’s mixups, but the +1f mid range cL is pretty nice imo…
Oh I see. my mind was thinking Stagger as in the status effect, so I was a wee bit confused.
In my experience, I dont fine that works very well, at least online. alot of people just LOVE to fire off dem jabs when theyre in a pickle, especially against slow, heavy characters, and Nemesis lacks the fast Armor that hulk or sent have, so there’s not enough of a “DONT PRESS A BUTTON!” factor to keep them from jabbing out.
For some reason, it works for me online since a lot of people like mashing adv guard on a blockstring that isn’t a blockstring (as in, it ends up counting as a dash or some crap and they get frame trapped). Realistically yeah, there is a large enough frame gap (8f iirc) that many could punish, which is why I typically use the cL from max range…
Actually this reminds me, I should test the hitbox of that thing…
I actually probably don’t use Tentacle slams enough outside of resets…
The only time I consistently use it is when I XF cancel out of something to make it safe (like a blocked BWA), so I bank of catching people off guard.
prolly not the best use though…
how fast is nemesis’ armor anyways? If i ever heavy with hulk i break through almost any attack, but with nemesis it “works only half the time.” Aside from the quote of myself from yesterday tho, i would like to know starting frames and ending frames where nemesis’ cL and QCF L are not armored.
nemesis is usually such a simple character to use for me. c.L into QCF L usually frame traps, but when both are blocked i mash back or forward heavy (usually back, cuz if i can guard their counter attack then i’ll take that result as well) and the result is me armoring their attack to win the clash, a throw, or a throw tech. it is so amazingly simple and works against most people online. I’m learning to mixup my game a little and throw in j.df H’s and the command grab when i can frame trap with it (usually in corner).
on the curiosity end, who does everyone use as anchor on their nem team? I’ve been using Wesker(b) / Nemesis(b) / Akuma(b), And as far as this team goes (my main), wesker and nemesis will never break away from their roles. I’ve found that i rarely hold 3 bars for my THC, but when i do it seems akuma doesn’t bring much to the plate on that end. I’ve tried using phoenix, which also worked very well, but restricting me to saving 5 bars ends up making me end combos early when i could usually kill with a two bar wesker nemesis THC, H with wesker into reset throw. Not that THC on my third character matters, but if their are any suggestions for this team, i need to make it clear that the hyper givin does not mess up the nemesis ground bounce if i do get three bars and use it.
QCF-L is -2f on block (even worse if they’re air guarding close to the ground). They can throw you for free if you get too close, or snapback with a little distance.
There is armor data on the general thread. Most of his moves take 10f+ for armor to come out (sH and SRK-L being the fastest at 10f armor iirc).
I myself anchor Sentinel.
I think a lot of people here either have Anchor Wesker or Anchor Strider. I go with Strider myself.
WHHHHHHHHY?
Favorite anchor, several of my wins were from him (with and without derp factor), better anchor than most of my other characters (lol Hulk, Tron, Nem etc), his assist is too good for me to place him on point/second and honestly, I’m a little confident in my Sent. Never lost faith in XF3 Sentinel…
Nemmy’s armor comes out very slow. Where Hulk’s activates immediately after you press the button, Nemmy’s armor activates only when he’s actually swinging (or charging). I usually go cr. H xx QCF L so that if they swing, they eat the armor, since Nemmy can’t really win a footsie war. If they blocked it, I just block and advancing guard to be safe, since most people think they can punish it and start pressing buttons. Until I meet the one smart player who knows that it’s safe and just throws me.
The only anchor I ever use is Spencer. His his assists are also very good. The horizontal wire grapple helps stop projectile throwers, and pulls them in so I can launch them before they get knocked down. The slant wire grapple can stop people jumping to get a free combo, but also can extend Nemmy’s combos if after an air combo, he OTGs with Tiger Knee Rocket Launcher and Spencer pulls them back down for a combo, but that’s very easy to drop.
I anchor Skrull because I’m weird.
Well, since wesker is my 1st position/meter build/reset master, i can’t use him as anchor. So far, akuma has the most damaging THC hyper that doesn’t mess up nemesis ending ground bounce, aside from hulk with AA gamma charge, getting rid of him will take a lot of lab time with another character. If hulk wasn’t such a crappy anchor (projectiles rape him), i can’t use him, so i’m still looking into other possibilities. I have thought about hawkeye, who’s normal arrow assist would work fine, but that is definitely gonna take some lab time.
The reason hawkeye, IMO, is a good anchor for this team is simple. His THC hyper won’t ruin nemmy’s ground bounce, and he can burn hyper bars punishing whiffs like a good boy should. Akuma has great chip factor as anchor, so he can also burn stored up hyper bars. This is another trait my anchor should have. Usually, unless i’m just screwing everything up, either my opponent is missing some characters, or he has saved them with tags, and my anchor should be going into chip destruction mode. Maybe i’ll spend some time in the lab with doom! I never liked doom, but you can’t ignore the beauty of hidden missiles, and he has one of the best solo combos in the game. Until i get better options, i’m looking at no change
Thanks for the frame info. i knew of safety and frame traps i can do with cr.H xx QCF L, however the armor on those moves sorta escaped me and the fact i relied on it too much has lost me a few matches. I’ll try to be a bit more sparing with them, and adjust my playstyle to being a bit more safe to that effect.
I’m playing Nemesis (Rocket)/Doom (Beam)/Wesker (Gun shot) and I’m looking for a new anchor, but I just don’t like the thought of using Nemesis without an OTG assist to extend my combos and do more damage when I need to. I’m trying out some characters, and I was wondering what you guys think of Felicia with Sand Splash as the assist as my anchor. My playstyle is leaned towards controlling space through aggression.
Sand Splash might work but I’m not sure if that comes out fast enough or if she makes a good anchor.
Far as I’m concerned, an anchor MUST be able to make their own mixups, and I don’t really see Felicia having that much. There aren’t many anchor Felicias running around that I’ve see, the only one is Justin, and he’s JUSTIN. I’d keep Wesker or learn to cope without an OTG assist, since most of the good ones besides Wesker 1) require a bounce of some sort or 2) Don’t make good anchors
Hm. I was also think Ammy, since Cold Star is really good with pretty much anybody, plus THC can punish Doom missiles.
I run Nemesis (CR)/Felicia (Sand Splash)/Doom (Beam). I do Nemesis BnB (ending in air MMHS) --> call Felicia --> dash forward --> deadly reach --> M tentacle slam. Works on mid-large size characters for free. Doesn’t work so well on small characters (unless your timing is godlike) so I just skip the reset and use Felicia to extend into S Air HS or DP+H --> Rocket hyper. Then DHC into Felicia and/or Doom if needed.
I thought about switching Felicia and Doom order but Felicia with Doom Beam makes more sense than Doom with Felicia Sand Splash.
My for fun team is Nemesis / Sent / Skrull
this team hits sooooo hard
Ever consider X-23? I’m absolutely in love with the gal, and she has a few benefits akin to Wesker. A low otg assist, one of three in the game (and I really doubt you’re wanting to put PW on anchor). As with Doom, Wesk, there’s probly a nice way to keep them still, and hit them with a high and a low. Her benefits include that unblockable lvl3 on entry, and about 50 billion annoying-but-effective loops in X-factor. And her combos by the time you reach level 1 XF can reach upwards of 1 million, and level 2 XF and beyond her combos become easy mode. She’s aggressive as fuck, and has decent mixups, and because you can talon attack during her M Mirage feint, the equivalent of Vanilla Berserker Slash. Not bad considering an XF-cancel will make that hard as balls to get around.
She’s my second, but I’ve used her as anchor, and MY GOD, some of those comebacks were silly. Not Dark Wesker silly, but still. I do warn you though, using her otg for the tentacle slam reset has odd timing.
And for Felicia, XF3 Felicia is terrifying, mixups or no. She has MASSIVE frame advantage on air delta kicks in X-factor, and great command grabs that lead to godly damage as an anchor. She also has the little helper, which is more useful than most give credit for. Problem with that is I do like Nemesis with an otg. See, this is my problem, I don’t (rather can’t) use Doom, would missles otg be available for comboing, and Felicia could use her low assist? Because that slide would certainly be more useful for Doom. Problem then is the lack of a previous beam assist, but the reward may be worth the cost. I have no idea, just speculating here.
My very first main team I ran in Vanilla was Mags/X-23/Doom so I have some X-23 experience. I was always hoping to find my next Marvel 2 Cammy and she fit the bill nicely. But now in Ultimate, I love going nuts with Felicia and Doom beam to back her up.
I feel Doom beam > Doom missiles for Nemesis. With incoming character: j. m + call doom beam, j.m --> land --> L tentacle slam. Works VERY well if they’re not expecting it. If the incoming character blocks, tentacle slam connects. If they try coming in pushing buttons, beam connects and gives Nemesis enough time to BnB. Once the player sees the L tentacle slam, they’ll try jumping instead so I just adjust my spacing and M tentacle slam.
Makes sense. Who doesn’t like beams? Also, fun setup. I think I’ve done something similar with hawkeye arrows, but I’ve never made it a conscious plan.