Dante could be a really good assit for controlling the vertical space with his jam session. Couple that with Nemesis’ Deadly reach and you can get some pretty good pressure going. Only thing is that if you manage to get a hit with Jam Session, you combo is gonna scale HARD, so you should have in mind some set up that you can go to to land his command grabs as you will definetley need a second combo to do any real damage.
You pretty much nailed how to convert off a Jam Session hit.
And that command grab attempt is pretty good with at least putting them in block stun if it doesnt connect. Keep in mind that if you notice your opponent push blocking, that a free command grab right there since the puch block keeps them in air for longer. And actually, what you can do is if you are against a double jump character and you know they can escape, just call Jam Session, but dont go for the command grab right away. Wait for them to either A) Push block for the free grab or B) Apply more pressure. For example, I’ve been doing this set up on incoming characters. Once Jam Sessions ends, do sM to keep them in the air long enough to then kara-cancel Tentacle Slam L with either sH or fH. I throw in the sM for my own timing purposes, but you can exclude that and just kara right away. It’s up to you.
And yeah, I’ve seen some pretty sick DHC stuff with Nem->Dante. Here is a Nemesis tutorial video by ColonelGilgamesh. At the 9:00 mark, there is some pretty swag Nem-> Dante DHC stuff. It’s also a really helpful guide BTW.