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

To be fair, the reason why I chose Missiles over Plasma Beam was because Bolts, I think, does the job of Beam Assist. Also, the shenanigans of you crouch them, you gon’ get slammed. It’s actually the reason I’ve been straying from my original team, because having two assists that do the same thing feels really redundant to me.
But as you said, yeah, really considering Nem/Strange/Doom now, because that early X-Factor is really nice. Either way, both my Doctors are pretty fraudulent, so let’s hope no one kills Nemesis…

If you want, I can help you learn as much of von Doom as I can contribute, since you’ve been helping me with Dorm.

To be honest, your Strange is around as good as mine, Fuzzy. I’m kinda terrible without XF, I’ll help if you ever need it, though.

I’ll have to hit you guys up for that. Doom I feel like I’m starting to get used to his movement, but Strange is… well, strange still.

A good thing to note with Nem/Bolts is on larger characters as well as anyone trying to get dominance on the ground, just a simple DR forward and calling bolts at the same time, it all combos on a standing opponent, giving you time to follow up, which means nearly the longest-range conversion into full combos of any normal, in all of mahvel, except for maybe Vergil’s stinger, and this is WAY safer and still really fast.

I need help building my Nemesis team, I’m putting him on point as the main focus of my team. I find he can deal with air quite well and needs horizontal coverage as an assist. I don’t want to use sentinel as an anchor because hes terrible at it and my heart is set on magneto being my hard anchor with em disrupter as my beam assist. So with Nem/X/Magneto using what ever nemesis assist because he shouldn’t ever be off point unless I dhc. I haven’t decided on a mid yet and that’s my problem. I’m thinking either MODOK with barrier assist for reset and zoning help (my primary focus atm), Dorm with purification for air coverage and resets (second preference) or lastly deadpool for match up problems and unblockable. I would strongly prefer MODOK but not sure if he can operate with just em disrupter assist, dorm would seam Ok but I find he just doesn’t add the same tactics. Also MODOK plays and dash cancels his air normals like mag so he’d be easier to pick up for me.

Has anyone tried synergy with MODOK and nemesis, my big question is how well does the shield assist cover nemesis, I haven’t done much testing with it but it would help a lot with covering horizontal movement and block annoying high durability projectiles such as drones and daggers. The main focus of the shield is for corner and incoming character openings / resets to block any options on the ground as well as cover nemesis on recovery frames if the grab misses. It also lasts quite a while and MODOK gtfos off the screen quite fast making it easy to cover, the only concern is hypers with invulnerable start up do stop deadly reach pressure from covering it such mach speed, hulk meteor or far reaching level 3’s like Arthur. Edit As long as Modok is fine, I’m perfectly fine with the opponent wasting their meter and possibly X factor to kill nemesis through the shield cover.

Combo extension isn’t a primary concern because of nemesis’s terrible scaling so neutral game is the primary goal with zoning in mind. Going for Nem/ assist / anchor. Should nemesis die my only concern is Xf3 metered magneto. Also keep in mind that nemesis will dhc into anyone so for the most part any character could take the middle slot.

Any feedback, thoughts or advise would be welcome.

Hrm…for barrier assist, watch out for the usual beam supers, if a Dorm or Akuma is not blocking a Deadly reach while you’re setting up barrier, good luck to Magneto, but I could totally see it working. If nothing else barrier forces them to jump in, and can you say j.M?

I have not looked into Nemesis/Modok too much. For zoning, Mags will be pretty powerful at sniping assists, and Modok/Mags sounds good. My biggest/only concern would be the damage, but that’s not too big a problem if you don’t plan on damage. Also, I bet there’s some 2-meter stuff with Nemesis not using his wallbounce and DHCing to the top of Modok’s hitbox, otg goop into Nem’s rocket assist, if it’s too slow put a psionic blaster in between, then wallbounce and as many followups as you can, that might give the team damage. Nem carries to the corner often, so that might be consistent, but I have not tested to verify, the two supers should scale like crap, though.

Now I’ve got a question for you. Have you tried Nem and purification? If you’ve got tech I’d love to hear, I run Nem/Dorm and find Dorm’s great, except when I need an assist other than bolts.

Finally, for the Nem forum at large. Nem/Nova/Strange. Why has no one run this yet? It’s amazing! I’ll try to make a vid for Nem/Nova synergy now that I have a bit more tech to talk about. Also, have to figure out how to hook up the recording device to a different and infinitely confusing tv setup.

I remember I tried Nem/Nova. The DHC did damage, but I don’t think I could find too much synergy between them, so I’d love to see your thoughts. As for Nem/Dorm, Purification is pretty slow and awkward to try comboing off of. You can’t consistently OTG with it, either. I usually go with Dark Hole, but lately I’ve been considering Liberation.

Well, I got a LOT combowise. Extra groundbounce = a combo that is mostly H if it brings to the corner early. I made up some reliable ones over on the combo thread. If it doesn’t push to the corner with the wallbounce+j.HS I usually go for a bolts juggle instead, like I did in my video. The timing is weird online and I hate it, but offline it’s pretty reliable (bolts juggling, that is). I can tk shield and switch back to Nemmy for incoming sillyness, as well as reset with Nova using launcher slam assist, not a crossup or anything but they reset low for low/high/throw mixups abusing the range of launcher slam to cover forward techs. You can centurion L into Rocket assist then Centurion M Centurion H Super for a buncha extra damage, but I like Launcher Slam a bit better. Nova has enough damage already.

And meaty incomings while calling Nova assist, while definitely not a foolproof unblockable, still annoys the hell outta people.

Also, reset with a cr.L+ call Nova cr.H results in a lot of opportunity, I switch up between throw resets and these fellas to mess with people.

If I hit with a tk rocket on an assist, usually during or right before bolts, I do one more while they’re still, go straight to rocket super, and before the jump go to Nova beam for assisthurt.

As far as neutral, Nova up close for strings, Strange far away.

That’s all I got. Nova has wonderful synergy with Nemesis…if you’re using bolts. I bet drones or another assist that greatly benefits them would work on that team too. also, it means I get an excuse to watch a bunch of Nemo matches. Research :3

My team list on my sig is old. Nem/Nova/Bolts is definitely something I wanna run. Not dropping Nem/Dorm, though. Never.

On that note, what exactly do you have for Nem/Liberation? I’ve been itching to use that assist, but haven’t labbed it enough to find anything fun.

Interesting thoughts, actually. I’d think the team merits a bit more research on my end, in that case. I only ever used Centurion Falcon Kick to add a tiny bit of damage to Nemmy’s combo, but you’ve found a lot more than that, hahaha.

As for Nemmy/Liberation… not much. You can Launcher Slam L into the Volcano and continue off of that, or you could Launcher Slam H and still get the Big Bang to OTG for a little bit more damage. It’s really just a flash factor, I moved on to Dark Hole.

How do you guys feel about Nemesis/Nova/Ammy or Nemesis/Sentinel/Ammy?

For Nem/Nova/Ammy, having for a time played Nem/Nova and Nem/Ammy, you need a really kickass neutral assist to compliment him. I’d say Nem/Nova/Sentinel or Nem/Sentinel/Nova would be a bit stronger, as Nemesis gets some great approach options once he lands a safe assist call.

Nem/Sent/Ammy, I don’t actually play Sentinel, but I don’t think he gets too much from cold star (I may be completely wrong, I only know Sent’s combos, not his neutral), if he does, great team, but there’s other options. Nem/???/Ammy, I like Taskington, Strange, Cap, or Rocket Raccoon in there, with their respective projectile assists (Rocket can probably make great use of both log or spitfire). Cap gives Nemesis some cool conversions (see JDog’s swag over here http://forums.shoryuken.com/t/rated-t-for-t-type-the-nemesis-combo-thread/136815page-4 near the bottom of the page, two different posts), Task gets use from Ammy’s assist for unblockables (use rocket or launcher slam assist to convert off the unblockable’s knockdown, but not off a ground throw :C ), Strange can use Ammy for safer strings and has bolts assist, which is great for Nemmy, and Rocket Raccoon has unblockables with Ammy, watch Tonosama for examples. All of them have a pretty damaging DHCs, and, with the exception of RR, they also lack their own ground/wall bounces, so there’s room for creative Nemesis assist extension.

Do any of Nemesis’s assist help Dorm get/keep momentum? It’s irritating that Dorm sucks start of round, but has awful assists.

Dark Hole’s a good assist, just hard to use. And multiple people are making good use of Liberation nowadays

What is your picture from? It reminds me of a Akuma if he were in Final Fantasy 2.

SFxT Cinematic trailer for Akuma/Ogre.

Also, general question. Is there actually a move out there that BWA doesn’t DHC into in some way? Like the only one I can think of that MIGHT not work is King Kobun or maybe Gamma Quake. Maybe Felicia LVL3.

Nem’s assists for Dorm is a constant study of mine. None help him start the round, unfortunately, that honor goes to Haggar, Akuma, Hulk, and other quick getoffmes.

Launcher Slam - Good for resets because unlike many moves, Launcher slam assist catches all air techs when they reset close to the ground. Also good to hit people on incoming when you don’t have time for flame carpet shenanigans. Relaunches midscreen from a simpler launcher confirm, and can be used late-combo with flame carpet for universal extension for solo Dorm combos, not TACs, more later. This is my preferred assist.

Clothesline Rocket - Less useful for extension, but it has a niche use for Dormy. When pressing this assist during your st.H or fH (I did this a few times in training mode then forgot about it), the rocket hits, and it allows you to convert into a very damaging combo, (thank Devilsephiroth for his tech, I’ll put up a link if I can find it after I finish typing my textwall). On block it makes your major hitconfirm a ton safer and more pressury on block, and Dormammu can totally work with having pressure. It seems his main pressure is just flying away and trying fishhook again. This is more fun. Still, my least favorite assist for Dorm.

Rocket - Definitely a fun assist for Dorm. Use it while safely zoning for just a bit more damage/chip/whatever, but the real benefit is the extra damage and metergain off Nemesis TACs. Dorm does a lot of damage anyway off a Nem TAC, but you commonly use up the groundbounce, so this allows, in the corner, which Nemesis can reliably carry to, a full TAC sequence followed by flame carpet, rocket, dark matter, dark hole, super, allowing for a ton of extra meter gain and most importantly, a kill with stalking flare that would’ve otherwise been with chaotic flame. Stalking flare on incoming people isn’t really a bad thing, is it? The reason I like launcher slam more is its catching of air techs, and the fact that if I get a scrubby confirm with a straight launcher or something, I can extend midscreen really well. Rocket really only extends in the corner or early in a combo.

And yeah, Dorm’s assists are great for some people (Strange, X-23, Taskmaster, Mags, Firebrand kinda, Frank West), but suck for others. Nemesis doesn’t get much from hole or liberation, but the matchup coverage/TAC damage/DHC damage with Nem first and Dorm second is pretty fantastic for a bunch of reasons. I’d say put some broken neutral assist behind them and go to town. That’s what I do :P.

Edit: The video for the Dormammu + Clocket combo is this one [media=youtube]5f2a0OhG7yw[/media], at about 3:58

A friend of mine pulls off stupid stuff with Nemesis THC. He gets an entire second combo off off it with Hulk. Does that work with Chaotic Flame BWA THC? Actually, someone test this out for me. Normal combo that leads into Purification xx Chaotic Flame. Except skip the purification and THC with just Dorm and Nemmy. Do you have the opportunity for a relaunch?

Also, does Akuma help Nemesis?

Relaunch after a combo-ending THC…sometimes, it’s very fickle. I find it happens most consistently when they’re at the highest on the floor after the knockdown (the thing that looks almost like a ground bounce. Then they either have to be a decent distance away or right up next to you in the corner. Then yes, relaunch city. But I’m actually more a fan of it not relaunching, that Nemesis step is a killer reset with teleports, and you don’t get too much after the Nem/Dorm THC comboing unless you’ve barely done a Dorm combo at all to begin with.

Nem THC with Dorm Stalking Flare is difficult to get anything good off, Nem’s super just lasts so long, however there is one advantage, it gives you instakill combos off a throw into not-the-corner with XF1, THC, pop it, wavedash, if you do it too fast they’ll be in a knockdown and you TK rocket to pick them up into the ball, if you don’t go too fast the ball catches them, then superjump and HS to ground bounce, then do what you can, and it does a crapton of damage. However, off a throw into the corner, BWA dhced into Chaotic Flame gives dorm a relaunch, air combo then (if you’re using rocket assist or another flame pickup assist that doesn’t groundbounce), you can double dark matter dark hole Chaotic Flame again, so the situation where that THC is useful exists but just isn’t really that common.

I think Akuma helps everyone, but Nem has nothing special with it other than kickass neutral. Still good, though, you could run it. We really have no resident Nemesis/Akuma pair here, unless Gil changed his team, so that’s all I got.

Also, does Clothesline Rocket work as an GTFO?