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

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. :slight_smile:

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. :slight_smile: It’s also a really helpful guide BTW.

Jdog forgot to link the video, so here it is

[media=youtube]vpgywhE5twM[/media]

made a list, checked it twice, felt like salt!

this list is for those that can :s:isst (launcher plus assist) nemmy to land air rockets in the corner.

EXCELLENT (double rockets possible with strict timing, have all day to confirm if just one rocket is used.)

sentinel assist a (read a book!)

nova assist a (finicky due to character size and spacing, scaling makes it fruitless!)

strange assist b (easiest to confirm, gives a whole marvel second with one rocket, scales super hard like novas even with both rockets!)

GOOD (less confirm time but can still land any follow up depending on height.)

hsien-ko assist b

amaterasu assist b

strange assist y (better of the two because of scaling!)

modok assist b

skrull assist y

BAD (can only follow up with :s: or worse yet only hyper!)

firebrand assist a

phoenix wright assist y

trish assist b

EDIT

strider assist y (hyper only.) this gets special mention that may or may not put this into the good category depending on the team youre running. if you can manage to end your combo with this it will work anywhere on screen.

For the record, backthrow combos into the corner can rawtag in Dormammu with the easyness. st.LM cr.H QCF+L will allow for a st.L after Dormy comes in, st.Lcr.Mst.H QCF+L allows for a st.M, though it requires more timing, and doesn’t work on all hitboxes the same. Hit with the tip of the tag, and Dormy can combo off it. This one bolts doesn’t really work for, as the stun suck, it ends midscreen, and the wallbounce can already been used. However, still fun stuff. If you can find an opportunity to use Nemmy’s assist here, you may be able to TAC to your third character, in this case Strange (which will be insane, if I actually learned his TAC setups into flameloops). As always, Modok and Shuma are unique circumstances, same with tiny guys, though I think the st.L thing works on all of them with no timing changes necessary.

Any throw into the corner from midscreen can DHC to Chaotic Flame, and if they’re right off the ground when you DHC, you can followup with st.MS MMHS, and extend with an assist, no wallbounce used yet. With Strange assist it costs three meters, but with the ending Chaotic Flame I net 1.1 mill off a Nemmy groundthrow midscreen.

Not the best assist, but note the extremely pimp throw conversions.

Also, fullscreen Dorm/Nem THC combos, I do it off TAC combos a lot, can end with a charge, teleport, dark matter them fullscreen into a dark hole Chaotic Flame, which is overkill, or I’m currently experimenting with charging again after the dark matter into near-inescapable zoning thingies with Bolts, with a third charge just around the corner.

Nem/Dorm, STILL GOOD. But the team composition better be dedicated to Dorm, then it’s amazing. Otherwise, eh, i’sokay.

Also, thought of a practical use for the above list. Nem TAC swag. Corner, up or down, they fall with a DR then immediately launch, j.H Rocket, and then stuff. Can’t think of much for side TACs there, but your second person in a Nemmy team, if they’re not a bigboy, has air options for TAC swag (Nova, Doom, Mags, something), then they may have a TAC reset into Nemesis, making games just that more annoying for them. Testing it out after I record Nemmy resets, for combovid sake, my plan is to do a short Dorm combo that nets me one or two charges (supereasy), TAC to Nemesis, this with bolts, end with punches, Stalking Flare, third charge, Big meteors, and actually never experimented with 3 charge flare followups, so that’ll have to wait, thinking carpet, dark matter, dark hole, super.

I know Im a little late to the party, but after many folks telling me that I should use Hulk’s AA Gamma Charge assist on my Nem/Hulk/Sent team, I finally decided to give it a little bit of lab time. It’s awesome! Since Nem doesn’t really have a good GTFO move like Hulk, AA GC does the trick with its invincibility on start up. Plus you get a full combo if it hits if you follow up with jM jH S. you can add another jM to it, but initial labbing showed that the S wouldn’t connect. It may have to do with character height.

The only issue here is that the most damage I can get from a combo starting with AA GC is around 550K - 600K. So more times than not, you’ll have to go for those resets with command grab. Also, most of my combos that I had with Hulk’s Gamma Wave aren’t possible, since I don’t have that option of course. That’s how I would get my most damaging combos with being able to add Rocket shots. But AA GC purpose is more to start off combos than it is to extend them for damage.

But in either case, it’s possible to have different team set ups based on assist selection with my team. If I want to play a more “Keep the opponent close, but not too close” game, then Nem on point with Hulk AA GC assist is the way to go. If I wanna play a more “Get in that grill and really mess the opponent up” kinda game, then Hulk on point with his Gamma Wave assist is the way to go, since the THC with Hulk’s Gamma Tsunami and Nem’s BWA hypers lead to major damage + follow up from anything…be it at the end of a combo, or a throw/command grab with Hulk.

Dude! Thank you so much for the inspiration!!! I was in the lab trying to see if my team was capable of something similar! When I get home, I’ll make the video and post it on the video thread and as a video response to the Nemesis Tag In Community video. :smiley:

From what I’ve noticed, certain characters with peculiar tag hitboxes get easy rawtags if they hit with the tip of the tag. Most commonly I see spencer, but a lot of folks have it. Fast M’s to confirm a tag-in, as well as st.L’s with decent hitstun, work great. Frank West, for example, can tag in after a Firebrand’s air Bon Voyage (one of the reasons I still think the FB/Frank thing is good). For Nemmy, if he QCF+L’s them over his head, usually a small hitbox is good, as it’ll hit with the tip often, far-reaching tag-hitboxes will smack them like halfway in, and they’re to busy still tagging while the opponent falls. Surprisingly, I’ve had some good results with Tron tagging in off Nemesis stuff.<div><br></div><div>Dorm is amazing for Tag-ins, he gets a guaranteed hit when he hits with the top-most corner of his hitbox. </div><div><br></div><div><br></div><div>Also, for people wondering about Nem’s rawtags, try j.MS tag on certain parts of the screen. For Dormy the tag works when Nem lands in the center of the screen, and I haven’t tried much else. It’s odd and very space dependant, but with certain characters I bet that could result in some cool stuff too. Oh, and it works for Strange but I don’t have those midscreen flames loops even close to down. Bronson, I hear you’re good at that, so get on it and post it for me! :D</div>

ive said it before and ill say it again…i love playing this zombie!

screw that noise of look we found good tech with an already broken character. we zombie folk are trying to literally raise the dead with the tech weve found and continue to find!

troll part of post…nemmy has jump loops in the corner after command grab with the right assists allowing him to conserve wall bounce (or not!) and build more than a bar for DHC!

So yeah, I’ve been labbing Nem/Dorm a bit more, trying to find more synergy between the two, and now I’m looking for some dhc synergy, namely, flame juggles after a Bhr super. Gil has some know-how here, same with Fuzzy, but others may help too.

So, if I ball super before the final punch, I get a consistent two charges, meteor, chaotic flame, but by missing the last shot I miss good damage.

On larger or medium hit boxes I can charge two and meteors after all the shots, but on tiny fellows they go too high. Many times I do not use my launcher, so If I time it just right, I can charge 3 red, teleport up, smack them down, their face a splode, 1-2 dark matters into hole and flame. Nearly Thor damage on Arthur after a command throw :D. The timing’s super specific, though, and does not work often.

Off a non-command throw I can dhc, charge two red, smack down, otg and launcher slam, dark matter times two, liberation, third dark matter, dark hole chaotic flame.

Tron’s tricky, everything puts her too high up, though that allows specific jump loop combos on her, it forbids me from doing most/all of my usual dhc plans.

So, what has everyone found as far as Nem/Dorm dhcs?

Hella late, but the thing about jump loops with Nem is that the hit stun racks up to the point that they pop out when you try to do QCF L. But I guess that great for characters like She Hulk who’s DHC uses the wall bounce. Another character that can benefit from, and Im assuming you meant this one when you posted, is Spencer with that wire grapple move. :smiley:

Another tid bit of tech I’ll leave is that I’ve found really good but heavily scaled hit confirm with Nem+Sent drones assist! Basically, call drones, and do jumping DR horizantle, if it hits, land and do standing DR, and drone will catch em! :smiley: Sorta like a Duke’s confirms with Nem+Strange bolts assist, but not as GDLK. But hey, good to know that the option is there! :stuck_out_tongue:

Alright, another day in the lab and I came up with a useless combo with Taskmaster’s gamma assist (vertical shot):

S sjc delay j.M, delay j.H, delay j.2H land (slight delay) assist+S sjc delay j.M, delay j.H, delay j.2H land S sjc j.M, H, S

A combo with two relaunches that builds exactly 1 bar, and adding the 236 Hyper, deals about 630,000 damage. There is strict timing for each button (except the first S), otherwise the enemy will air recover. So, unless you expectantly catch the opponent with a raw S there’s really no point of doing this - and it pretty much goes from wall to wall (and I don’t think it can be done in the corner… or close to one).

Anyone got any better Nemmy/Task combos?

*This might have been better in the combo thread, but oh well.

any of his assists? or just vertical arrows?

just vertical arrows in corner off cr.L im getting 774k (two arrows hitting)…off j.H its 802k (two arrows hitting)

Any of his assist. I’m experimenting right now, so I don’t have any particular assist in mind.

However, lately I’ve been anchoring Doom in the back with Beamu so I’ve been trying to avoid using his horizontal one.

oh ok! well in my useless personal opinion i think vertical arrows are overall the best assist to use with nemmy since they allow for an otg off launcher anywhere from one full screen space away from and in the corner.

to get the re-launches with the assist is easiest if you havent used your ground bounce but still possible (just harder!) if you did.

just do S w/A? (task assist y,) and immediately do one of the following…

j.M, j.S, (arrows pick up,) j.S…

j.H, j.S (arrows pick up,) j.S…

j.S (arrows pick up,) j.S…

use j.H instead if ground bounce has been used.

vertical arrows also allow you to combo dp.L anywhere on screen and follow up with j.M, j.S or j.H, j.S or just j.S provided you didnt use your ground bounce. a standing H is possible but the opponent is high up so a jumping attack is recommended!

in the corner with good timing you can follow up dp.L with H, dp.M, H into whatever.

Yeah, Nemesis/Taskmaster (vertical) is pretty awesome. An easy Task/Nem bnb is cr.M st.H+Vertical arrows DP+L, a simple combo of j.H cr.M st.H+Vert DP+L, st.H DP+M, j.HS st.HS MMHS, super gets around 780k.

And you can get some serious damage conversions off a command throw, but you need an anchor whose assist allows an extension off Task’s standing vertical arrows super. Example: I don’t use Dante, so forgive me if this extension is missing the sword master L ,but I think Nem/Task/Dante is amazing and a bit unappreciated here.

The combo is corner command throw, st.H+Task DP+L, cr.H QCF+H st.H S MMHS BWA, and here let the step hit them about belly-high before DHCing to Task’s vertical super, which should hit, then fH with one arrow and jam session, sharp sting, otg arrows into super. 1,132,600 damage

Or, damaging corner combo, j.H st.H delay qcf+h, st.H S (call task after launcher) j.HS, j.S, cr.H QCF+S DP+Hyper, DHC to Task halfway through the juggle, it’ll push them up then back down, fH and jam session, sharp sting, otg arrows, a third super will overkill Thor, but those arrows before the third super and after the sharpsting will probly oneshot almost all of the rest of the cast.

Optimal anchors are a good neutral assist for Task, as well as able to convert of Task’s throws. Taskmaster’s benefits to Nemesis are air control and zoning, so a faster assist is preferable to keep his ground game just a bit stronger. Two assists that do both of that, and are especially powerful for Task are akuma and Dante. If I played either of those two I’d do this team, because damn if that’s not some synergy, Task rounds out Nem’s throw combos, also you can rawtag after Nem’s backthrow (it was a rejected combo for my community video, though it’s a lot more practical than the silly stuff I came up with)

For Nemesis’s assists, launcher slam and rocket assists are probly the best. Choose whichever, though realize that rocket is pretty sick for if you don’t use Task’s assists in a combo, adds a second sharp sting extension after any DHC. Launcher slam is better for strings, and if it could combo off Task’s throws, I’d use it all the time, but right now one’s better for extension, the other actually has a small use in neutral, still good for extension, take your pick. (shield skills plus slam, one arrow, or alternatively st.H plus slam shield skills 3 arrows)

I just labbed this team. Trust me, this stuff’s the mad notes right here. Since Taskmaster can doublesuper, Nem’s crappy DHC damage doesn’t mean a thing, and Taskmaster adds a lot to Nemesis combos, turning nonoptimal stuff into still-deadly badassery that has good meterbuild and damage.

If you use horizontal arrows there’s a lot more options for team synergy, but Tasky second with vertical arrows has a ton of potential.

What do you guys think of Hulk/Nemesis backed by RR with spitfire?
I’m playing Dorm instead of Nemesis, and am currently labbing my first hours with Nemesis. I know Hulk Nemesis are such great buddies, but how does Nem go along with the Raccoon? It seems to me Nemesis links the team much better than Dorm.
The bazooka stomp hyper seems to dhc so nicely with the trap hyper to create a reset situation or go for raw damage depending on the timing… Any tips with the team? :slight_smile:

I mean it’s a pretty good assist, similar to Doom’s Molecular Shield, but I think you might get better mileage outta log trap for extending of of air throws with Hulk.

It’s not similar to Molecular Shield, it’s the super low equivalent of Bolts. AKA it leaves those gaps for grab purposes. Log owns space better, but if you can keep people on the ground, Spitfire is the way to go.

Actually its more like drones if I must say, I think it covers hulks gamma charge approach so nicely, and it allows for some crazy conversion if you clip someone with the gamma charges. plus you can extend air throws with spitfire too.
For Nemesis I actually thought of using it much like daggers assist, with the air deadly reach approach, though that was the most obvious use… I like that idea Gilgamesh, Im gonna start practicing command grabbing in between spits. Thanks!

I’ve been using Nemesis/Task for a few months, and i’m reached a point where i can do most of Nemesis’s resets almost perfectly, and after reading the forum i learned that i still have more tech to learn with my team, but a big problem with my team is what anchor i should have. I’ve been experimenting with Vergil, Doom and Chun but idk which one of them should work for my team, can someone help me with this please?