After spending a bit more time with the game I have to agree with Substantial that you don’t need an OTG assist with Nemesis. Now that we’re starting to discover relaunch loops and maxing out his combos it doesn’t actually do drastically more damage to OTG and follow up with another rep as scaling (both hitstun and damage) at that point tends to make the combo impractical and not do heaps more damage anyway, plus it’ll sometimes fail and they’ll fall out before you get a chance to land your super.
That said I don’t think having someone like Wesker on your team cripples your team significantly, you just need to be careful to fill the remaining slot with someone that will help you control the screen and get/keep Nemesis in. I like keeping Wesker in my team because he’s great on his own and Nemesis helps him too but I think I could take him out for someone else without really losing that damage as a lot of characters can DHC for more damage than Maximum Wesker does. What I do like using him for though is extending my combos before a reset, if I land a command grab but I know I won’t kill them I try to do a pretty full combo then finish somewhere I can OTG and then set up the reset so that I’m getting the most out of the first combo before I try for the second one.
Anyway, moral of the story if you’re willing to do all the relaunch loops and max out your damage with the trickier Nemesis combos then you don’t need an OTG assist as the damage gain is pretty minimal considering the damage you’re already doing.
Although I can see that you were being nice, please try to keep the conversation on topic. Not trying to be rude, just attempting to keep all the threads on all the UMvC3 character sub forums on topic, just like all threads on the UMvC3 boards.
I do like your positive attitude, though, Sleazoid. Beats the hell out of all the troll posts
I agree with this, even without loops, Nemesis can do 650-700K BnB’s, it’s crazy, I think he is a great point character and his assists should primarily be used for support of him getting in, he doesn’t need assists to extend combo’s, if you do that, you are just trying to hard, it’s not worth the risk of dropping a combo just to do another 80K damage
Gonna have to agree with Substantial on this one, Nemesis doesn’t need an OTG assist. IMO that slot is better reserved for helping Nemesis get in. My DHC into Super Scatter shot from Hawk gets me about 813k on a BnB and possibly even more if I can find out a way to use gimlet from it.
I can see your guys point, but it’s probably because I’m still learning to get in the habit of doing better combos. I started using Sentinel as my anchor for drones since my Doom is just…let’s not go there and seems to do a respectable job of helping me get in. For me personally it seems safer to do an easy combo to the OTG relaunch, but I’m sure in time it’ll come more naturally.
wondering if i should keep hawkeye on as my anchor…currently use his ragtime shot assist but figured maybe i’d be better off using someone else paired with phoenix wright and nemesis…the only problem is that hawkeye can really turn the tide in my favor and i can’t really see the same happening with someone like doom since my combo skills aren’t that great
I think the problem for me is I have not spent alot of time in the lab with Nemmy yet. I need to brush up on some more combos. Also I have not really done a comparison myself on the damage output, with an OTG. I will agree with the majority here that the OTG just dose not put out as much damage as a longer winded combo.
So essentially my Nemmy(slam)/Hawk(shot)/Dorm(pillar) could work out in my favor if I learn longer combos with Nem, then I lose an OTG for Dorm. Oh what ever should I do.
Nemy(slam)/Hulk(wave), Hawk(shot), might work though…
Aren’t relaunch combos dependant on the position of your opponent before the first launch? Like if you anti-air with an st.H, S won’t the tentacles whiff?
ugh. Still undecided on my 3rd character. I commonly use Nemesis as my point character, and Wesker as my anchor; in theory both can anchor but so far, Wesker’s the more reliable anchor.
In any event, I just find it slightly frustrating coz it’s the 3rd character that I’m missing. I used to have decent success with Chun Li (LL assist), as her LL would “hold down” the enemy. What I don’t like about her assist is that it doesn’t “track” the enemy, meaning my Nemesis has to move forward a bit.
Then, I tried using Strider. Vajra assist = great for Nemesis. Only 1 problem; going for the Strider route usually means that hes my weakest link. In most of the matches I played, it’s usually Wesker and Nemesis doing the damage, with Strider simply nailing with assists. If he gets out, he usually dies within a blink. Thankfully, by the time that happens, my wesker’s entering with 4+ bars of super and lvl 3 xfactor ready.
I DID have a blast using Sentinel (charge drones); he may be a bit soft but not compared to Chun and Strider. As a big plus, he hits harder than the two, which means easy damage.
Ugh. Decisions, decisions. Who knows, I might even experiment with Doom or even Iron Man.
The sentiment goes, why play Iron Man when you can play Doom? Anyways Doom is a good character for Nemesis, I don’t use doom myself but either Plasma Beam or hidden missiles works on lockdown and space control talk to Substantial about that, he uses Doom on his Nemesis team.
If you want my (biased) opinion, play Doom. Nemesis Doom Strider(In that order) is like the Nemesis dream team. Nemesis gets all the support in the world from the assists, and if he dies then you have lvl 2 XF Doom or lvl 3 XF Ouroboros (Dark)Strider; but I digress.
Plasma beam is really good for Deadly Reach/Rocket launcher zoning and you can get combo off of it midscreen.
Plasma beam also wipes the screen clear of assist calls like drones, hidden missiles, and other annoying things that could hinder Nemesis’ ability to control the map.
If you’ve conditioned your opponent to be afraid of Vajra and they stop trying to take to the sky, then plasma beam allows you to get in very easy, and while it’s no shopping cart or anything, you can kara-command throw off of it(when blocked) for the unescapable setup as seen in Sh1nd’s video with proper timing @_@
A bnb with dhc sphere flame gets you around 970k damage if you can do high damaging bnb’s with Nemesis consistently.
Plus Victor is just awesome.
Retic: I had a similar dilemma recently and was considering a lot of character for that final slot after Nem and Wesker. For the most part though I was considering a character for the anchor because I needed a projectile/beam or lockdown assist and Wesker benefited more from having that than those characters tended to need an OTG.
The characters I played around with were: Akuma (tatsu), Ammy (cold star), Dante (Jam Session), Doom (Beam and Missiles), Frank (cart), Ryu (tatsu), Sentinel (drones), Strider (Vajra) and Taskmaster (arrows)
I ruled Frank out pretty quickly as it was really hard to do enough hits in Nemesis/Wesker combos to level him up but the others all have their own pros and cons. In the end I picked Taskmaster but I think all of those characters work in their own way so maybe play around with them a little and make your own decision based on your playstyle?
My dilemma right now is that I have Nemesis(clothesline rocket) ryu(tatsu) and I’m pondering my third character. I don’t want to use strider simply because i tryed him and his vajra assist is really good but i dont really care for him nor am i really good with him. I was also wondering if ryus tatsu assist would be effective for helping nemmy get in havent really had a chance to test it yet but in theory i think it would be fairly decent.
Hmmm. I’ll be doing a little more reading on the Doom and Jill forums. So far, I tend to win “faster” if my 2nd char. slot goes to Sentinel.
Thanks for the input.
As it is, the BEST assists for Nemesis are definitely Strider’s Vajra and Sentinel’s drones; the latter has saved my big zombified behind several times when the nail my Nemesis with a ground combo to launcher only to eat a few drones from Sent, more than enough time for me to launch THEM.
Just speculative assist ranking for Nemesis Not ranking in order but in respective assist tiers the order of which they are listed in the tiers is not by rank however.
**Blood Brothers **
Strider Hiryu - Vajra (y)
Best Friends Forever
Doctor Doom - Plasma Beam (a)
Sentinel - Sentinel Drones (Charge) (a)
Best Friends
Hawkeye - Quick Shot (Greyhound) (a)
Doctor Strange - Bolts of Balthaak (y)
Hulk - Anti-Air Gamma Charge (b)
Gold Hsien-Ko - Senpu Bu (a)
Turnabout Phoenix Wright - Press the Witness (b)
Taskmaster - Aim Master Heavy Shot (a)
Good Friends
Iron Man - Unibeam (a)
Rocket Raccoon - Pendulum (y)
Vergil - Rapid Slash (y)
Frank West - Shopping Cart (a)
Wesker - Samurai Edge Lower (a)
Amaterasu - Cold Star (b)
Trish - Low Voltage (y)
Magneto - Electromagnetic Disruptor (a)
Doctor Doom - Hidden Missiles (b)
Shuma Gorath - Mystic Ray
Trish - Peekaboo (a)
Iron Man - Repulsor Blast (b)
Arthur - Dagger Toss (a)
Hidden Missiles is kind of broken it’s so good, the fact it goes off screen and more than likely forces the opponent to block probably makes it a bit better than the other assists on its’ tier (except maybe Shopping Cart). Good list though nonetheless, I’ve been running Sentinel as my anchor and the drones have literally been a life saver at times.
The only problem with hidden missiles is that Nemesis has no real way of protecting Doom besides sitting ontop of him using deadly reach which defeats the purpose of having them in the first place imo.
Hmm this is a good point I overlooked completely in regards to work with Nemesis. Then again you could potentially do a jumping angled Deadly Reach and call it? I guess either way you’re not making up as much ground as you could with other assists.
I’ve had a lot of sucess so far with iron man repulsar, I like the way it can completely dominate teleportng chars, and it covers the space beneth me when using reach to approch