yes but there are many things that factor into making it or any of nemmys resets as tight as possible. for one invincible air hypers are obvious. then theres double jumps and air dashes that work when nemesis is sloppy. the not so obvious ones are character specific and involve anything from character size, teching correctly, and neutral teching and jabbing out to alter their own hurtbox just ever so slightly so that the command grab whiffs.
to be honest i hate that reset because i feel it only hurts the nemesis player as a whole when they rely on it or go for it too often! theres so many more options available with assists but even then nemmy solo has some (although slow!) tricks at his disposal.
To be honest I feel the same way, I just wanted to check with other players just to be sure. If there’s no escape then Nemesis IS the most dangerous sprite in the whole game.
You know what also is inescapable? Firebrand+Skrull using a snap-out loop. That’s worked real well for Firebrand so far…As much as I would like to think so, Nemesis having an inescapable reset would only just make him barely noticeable in the UMvC3 Tier List. Resets require a hit to land. That is not something Nemesis can do well vs skilled players.
Well in my opinion I’m not feelin’ this “Tier List” everybody came up with. I’m sure it can be perfected on skilled players. How you do the Firebrand+Skrull loop?
That’s likely due to internet. Internet favors heavies like Nemesis and Hulk heavily. Hulk/Sentinel is as good as Morri/Doom online.
Land hit with Firebrand. Get them to corner(not even an issue, but whatever). Build a meter. Snap out enemy character. Call Skrull to pin them down on incoming. Set up unblockable. Opponent gets pinned, then hit with unblockable. Build a meter. Snap out enemy character. Rinse, repeat.
It’s not even THAT hard. But Firebrand often has such a terrible time dealing with the likes of Vergil, Zero, Morrigan, Doom, and the other ubers that he dies too quickly. and then you lose.
Besides, nowadays, the entire meta game is based on ChrisG’s Morri/Doom or Zero/Vergil teams. Nemesis’s options vs Morrigan= 0
I think I get it. Use tech, combo to a corner, snap-back, call in Skrull, keep 'em pinned, unblockable and repeat.
Hulk/Sentinel is sick! And that’s my point, anybody can beat anybody, it’s set on an even-keel platform. Somebody can pick Hsien-Ko and get down if the put the time and effort into it.
Tiers don’t matter once you get in, but then again, getting in is the problem. Honestly, Nem has very bad matchups against morrigan, hard as hell to land a hit. Counterpicking against popular point characters needs to happen more often, and I feel competitively tier-whoring would be less of a problem. Example, I wanna see Joe/Dante/Strange as a Morridoom Counter.
I began playing Ultimate about a month ago and started out with my team as Nemesis/Sentinel/Hsien, mostly because of how my old Marvel 3 team of Hulk/Sent/Hsien functioned, only with 1 OTG assist this time (being Sent’s Punch). As much as I love Nemesis, he was hard to work into my team because of the lack of a spray-and-pray assist like Strider’s Vajra and my overall lack of characters that I’m good at. I stopped using Hsien for a while and went with Hulk/Nem/Sent in any order but I had a lot of problems against zoning teams without Gold Hsien because of how hard it is to get in and stay in against MorriDoom or Dorm or Chris teams. Gold Hsien swing assist, although not an OTG, is okay with me since I can do the TK Rocket easier now and the invincible assist is icing on the cake.
I actually play Hulk/Nem/Sent as my main team. Yeah it can be hard against zoners. But some advice to make it easier.
Patience is key. You will be doing a lot of blocking when trying to get in, but you can’t let that frustrate you. Hulk/Nem have pretty high health, so they can afford to take that chip for a bit. You just need to keep in mind that your team can kill in one touch, especially with Hulk/Nem THC, so just take that chip until you can land that hit.
Learn to plink dash. You are gonna wanna close the distance between you and your opponent as much as you can. Wave dashing is ok, but plinking is the fastest way to get close and apply pressure.
Also, are you still running Rocket Punch assist for Sent on you Hulk/Nem/Sent team? If so, drones assist will help you a lot more to stay in your opponents face, especially with Hulk.
Don’t know if this has been stated yet, but calling Amaterasu’s Cold Star mid-combo can “preserve” one of your ground/wall bounces - in the corner. Timing’s a bit difficult midscreen… I’ll get back on that.
Corner:
cr.M st.H 623M cr.M cr.H+assist 623H st.H 623H 623AA = 691K
cr.M st.H+assist 623M -> st.M 236L 623M S sjc jMMHS 236AA = 625K
-> jc(9) j.S land st.H 236L S sjc jMMHS 236AA = 615K
etc.
And I found out that (not necessarily in the corner) you can combo with all Launcher Slams;
cr.M st.H assist 623L st.H 623M st.H 623H —> 234AA = 615K; 623AA = 622K
Other than building meter and appearance’s sake, it heavily scales the combo so there’s no real point in choosing these over his Bnb.
Team Resident Evil?
Nemesis (RL Slam)/Chris (Gunfire) /Wesker (Samurai Edge)
This is just a team that I wanted to test out, after getting thoroughly bodied by team DmC not too long ago. I wonder if characters from the same series have a preset synergy?
Wesker gets good extension from Nemesis Launcher slam, and Chris’s delay on gunfire does help Nemesis’ tentacle game and Wesker’s teleports.
I think Wesker/Nem/Chris, with those assists, might be the best for assist synergy, though it’s an odd team order by many standards. I think Residentevilrulz uses that order.