So far I got just sHK, launch, HP, launch back down. Maybe if you tag you can get more but COMMAND grabs don’t really leave much room for follow ups from what I know/seen.
It’s better to simply view Command Grabs as a reset opportunity: all the damage is front loaded and heavily scaled. It’d probably be best to tag to your partner to setup the killing reset.
This is actually my main team. I normally Just charge up dorms hands during nemesis super. So I do LP, LK, HP, HK, launcher slam -> LP, LK, HP, HK assualt punch for wall bounce -> assauult super into dorm for charged hands. Also…
-The Assault super sets up for a relaunch combo after some charged hands.
-During bio assault if blocked you can spam teleport for cross-up opportunities.
-If you activate carpet and tag in Nemesis and they block it you can time a super hop and mix up the side you land on with a cross-up as it ends.
Nemesis has no grounded overheads making his mix-ups during flame-ball really easy to see coming. However, there is next to no hit-stun from block flare so command grab/normal pressure.
A nice trick here is to do this. As the ball is about to wear out you can dash into your opponent as they are blocking flare. This causes Nemesis to push them out of Stalking Flare block-stun and be almost instantly command throw-able.
here is a video example
https://youtu.be/7rn9AEfMu5A
Sounds good, im gonna try some of this stuff for sure.