Nemesis' Nemesises: The Nemesis Matchups Thread (Day 1 impressions, outdated)

Matchups thread, I felt this needed making for there are certain matchups Nemesis is bad against definitely and good ones too.

I broke down the character’s into alphabetical order and I set them to different levels of matchup strength in this ranking system

Lethal = Watch out for this character, he/she will mess you up if your not diligent, and it’s difficult to fight back. better to not have this matchup
Caution= Be careful with this character, make a mistake and it could be over.
Annoying= Fightable, but this character has some useful tools against Nemesis
Neutral= Neither character has an extensive advantange or disadvantage against each other.
Favorable= This character has some flaws that Nemesis should be able to prey upon
Easy= This character can be defeated by Nemesis with little effort
Trivial= This character has a hard time fighting Nemesis and should be defeated quite easily by any Nemesis player of skill.

These are just my intial thoughts on these matchups of course the thread is open to discussion and I will change the base matchup in each character’s biography based on useful matchup information and opinions.

MARVEL
Captain America: Annoying
Captain America can deal some really good damage combos now that he has that ability to OTG with Shield Slash L, damage that is noticeable to Nemesis. His shield slash is also a tricky projectile that, like Nemesis allows Cap to combo off of a mid range distance meaning he doesn’t need to get into Nemesis’ range to deal damage. His cartweel and charging star are also quite invinicible to projectiles, so be careful about using your beam assists or rockets on him. However, deadly reach and pushblocking his shield should keep him away and stop him from spamming shield slash.

Deadpool: Caution
Deadpool can be both an effective rushdown and keepaway character which makes him deadly. His Trigger Happy can be angled forward and upwards which makes him approaching him difficult, not to mention his bolos and pinnaple surprises can be annoying. Deadpool’s teleport also allows him to get away safely or to do some assist + teleport basic shennagians . Deadpool can also duck underneath Deadly Reach and actually slide underneath clothesline with his c.H which is very dangerous. However Deadpool can be killed in a single combo if opened up with a proper DHC or XF1, once again the best tool is Deadly Reach, and if you catch him firing his guns you can punish with a jumping rocket which sort of counters his keepaway with your own. Which he can’t hit with guns at a certain distance, forcing him to close in. Due note that his c.H can be punished.

Dr. Doom: Lethal
Doctor Doom is a very bad matchup for Nemesis indeed. Dr.Doom’s speed buffs make him dangerous on the field. His new free combo footdive ialso easily opens up Nemesis coupled with an assist due to Nemesis’ tall stature. His plasma beam is also faster than Nemesis’ rockets and can outmatch him in Keepaway. Doom’s hidden missiles also stops Nemesis from moving almost all together, he’s too slow to out maneuver the missiles and he can’t do anything if he super jumps either but block. Not to mention the free crossups Dr.Doom could do. His hypers also cover the entire screen making it difficult for Nemesis to approach at all. Dr.Doom also can stay in the air for a long time, an area where Nemesis falls short on. To defend against Doom is difficult with Nemesis, keeping him out of the air is a priority and always watch for footdives. Jumping Deadly Reach straight is good anti air, I wouldn’t try Tentacle Slam M or H randomly but if the opppourtunity presents itself just do don’t think.

Dr. Strange: Annoying
Strange is a great keepaway character, which makes fighting him difficult for Nemesis. Daggers and Bolts are great tools, the eye of agamotto also keeps Nemesis at bay for awhile. The spell of vishanti also punishes pretty much every whiff, wrong input and pushblocked Move Nemesis goes thorugh. The 7 rings of ragodorr also will defeat Nemesis’s rockets and Bio-Weapon Assault. The GoH set ups can also be done freely without Nemesis interfering because if done in the air Nemesis can hardly interfere. But Dr. Strange is big and paper thin he’ll have a hard time defending against Rockets himself without the rings of ragodorr. Deadly Reach approaches will stop him from spamming his discs. His teleport also won’t give him the automatic ability to attack since his normals are very short. Strange will die in one BnB DHC’ed out of properly.

Dormmamu: Caution
Dormmamu, like Strange is an effective keepaway character. Purification and Dark Hole when predicted properly keep Nemesis at bay, if only for a shortwhile. Dormmamu’s Normals are better than Strange’s and can easily hit confirm Nemesis from a teleport. His Chaotic Flame pushes Nemesis to the other side of the screen making re-approaching difficult. His Stalking Flare is also detrimental to Nemesis since its almost guranteed that Nemesis can’t approach with it active on the screen. The Flame Carpet, while nerfed is still viable and prevents Nemesis from directly approaching on the ground. Thankfully to Deadly Reach Nemesis won’t have to get in front of Dormmamu to hit confirm him. His big size also allows him to get hit by rockets and j.H more easily. His high health however will prevent him from dying easily.

Ghost Rider: Annoying
At the bottom of the skill pool, G.Rider is an moderate fight because most players will spam s.H or j.S on Nemesis which at first can be annoying, but his real weakness is a lack of anti-air, cover a super jump or normal jumps with a good space controlling assist and Nemesis can easily get in on G.Rider. More skilled players will attempt to rectify this via assists, s.S and Heartless Spire. Thankfully neither of these moves have good recovery (Unless Heartless Spire is spammed). Just be dilligent and try to catch him. Due note Nemesis too has “chains” (Deadly Reach) as well, most G.Riders players are comfortable with players not being able to match his range but you can catch them by surprise by doing so. Still though get trapped on the ground by standing H you may have a hard time getting to

Hawkeye: Caution
Hawkeye’s position as a keepaway centric character makes him dangerous to Nemesis espcicially with Nemesis’ tall stature. Since nearly all of Hawkeye’s specials cause allot of stun time and even pushback (Scatter Shot, Piercing Shot) Nemesis will have a very difficult time closing in since his rockets won’t be able to beat Hawkeye’s arrows. HOWEVER Hawkeye’s “blindspot” is slightly above on the other end of the screen and mid upper screen. Nemesis can spam j.Rockets at Hawkeye and Hawkeye will have a hard time countering due to being knocked down, his Scatter Shot won’t be able to be inputted in time without getting hit by another rocket. However do to be cautious of Gimlet and in close situations hawkeye’s ability to crossup with Trick H and his Deadpool esque Slide.

Hulk: Trivial
An easy prey for the Pursurer. Hulk’s lack of mobility and huge hitbox makes him easy prey to Deadly Reach and especially Rockets. Hulk can be zoned so easily by rockets its crazy. Not to mention Deadly Reach will be able to stop any Gamma Charges. Standing H also trades with Nemesis’ standing H (go figure). Hulk’s huge size and easily punishable normals also makes him very susceptible to resets more so than other characters. His lack of air moves also makes him susceptible to Rocket Spam in the air. just be wary of assists covering Hulk, standing H and Gamma Crush which is invincible. Hulk can’t do much here other than preying on Nemesis’ whiffs and dropped combos and punish with Hyper Gamma Wave. Due to note that j.H on Hulk may not be the greatest idea due to his command grab. Hulk also won’t go down in one combo unless XF’ed from 100%.

Iron Fist: Favorable
Iron Fist deals some great damage and his normals aren’t too shabby, his wavedash also moves him very very quickly full screen. But this game is basically wait and punish for Nemesis, without assists there’s no need to worry about crossups or overheads from Iron Fist since his air game is non-existant. Like Hulk you should just wait for a punishable move and go for it. Iron Fist has average health and with a propper DHC should go down quickly. But when coupled with a good crossup assist Iron Fist can deal some serious damage so don’t let your guard down on this martial artist. Iron Fist can’t be zoned too well because his ability to wave dash out of harms way from rockets. BUT he can be locked down with Deadly Reach angled and a good lockdown assist.

Iron Man: Neutral
Iron Man is a pretty neutral fight for Nemesis. While he does have unibeam to possibly zone Nemesis, it isn’t the greatest tool and getting around it should be no problem. Iron Man also has repulsor blast which is a good against j.H, so its not advised on a skilled Iron Man player. His Air dash was also nerfed, so worrying about Tri Dash mixups from Iron man won’t be too difficult. Nemesis against Iron Man is also pretty basic since he does not have an ability that overly is advantagous against Iron Man its pretty blank state when fighting him.

Magneto: Caution
Magneto is pretty thin which means he’ll die from one DHC’ed combo from Nemesis. However Magneto is Magneto as always an A-tier character that shouldn’t be trifled with. He can do zoning or very good rushdown either way Nemesis is in trouble. Just keep your eye on Magneto and make sure your defense is solid. Because Max can stay in the air for awhile and start attacking from it, Overheads and high-low mixups are going to be evident. Not to mention with an assist it will be very hard to punish magneto setups. Magneto’s new move is also a nightmare for a big character like Nemesis since it will prevent him from ever getting close. The best way to defeat this is to use assists or rockets coupled with an assist while he’s pressing you away. Allot of Magneto players are very “jumpy” and move and attack allot, keeping them on the defensive may make them make a mistake more easily.

MODOK: Annoying
I’ll have more on this once I play more more MODOKs. But from what i understand MODOK can setup some invinicible shields and bombs and basically play lame keepaway That makes it difficult for Nemesis to zone in. Super jumps would be predicitable as the only way to escape this so use an assist to cover if thats how you choose to approach. Thankfully MODOK has a big hitbox and poor melee range, hitting him from afar should be no problem if his shields aren’t up.

Nova: Annoying
Nova, like Iron Fist is powerful. But whats more dangeorus is his human rocket that can hit Nemesis even if jumped because of Nemesis’ height. His Gravatonic Shield also prevents Nemesis rockets from making it in, whether its jumped or not. Nova’s normals are slow but deceiving they (appear to be slow but not unsafe unconfirmed atm). His javelin shot also acts as a mini hidden missile of sorts and can zone Nemesis pretty bad. Just note that a whiffed Deadly Reach or clothesline can be punished by human rocket, which allows for some easy damage and combos from Nova players. Nova will die from a DHC’ed combo due to low health.

Phoenix: Lethal
Basically Phoenix is still able to body anybody as she used to be but is now much more frail. She’ll die from a single Bio-Weapon Rockets or Biohazard Rush XFCed into a single hit. But her salty balls still sort of work. Since most Phoenix players are waiting on Dark Phoenix and won’t use bars you won’t see Phoenix killing Nemesis in one combo. However if skilled the meterless BnBs Phoenix players can do are damaging. Baiting her teleports with j.H is a useful tool her and can unexpectingly catch her. Due note that if DP is imminent end a combo in biohazard rush and make sure it connects and kills her. Biohazard Rush is immune to the knockback that DP causes and most of the time will kill her in one hyper depending on the health and how much of the hyper is left.

Rocket Raccoon: Caution
Rocket Raccoon can be dangerous in the right hands. In general Rocket has many decent zoning tools and good mobility. But his most dangerous weapon is himself, Rocket’s size hampers Nemesis players from using standing rockets or deadly reach on him. Not to mention the time j.H has to go down to his is much longer due to Rocket’s Size. Combos on him may be different or difficult due to this size. But thankfully one tag with him should kill him with a single max damage Nemesis BnB.

Sentinel: Favorable
While Nemesis’ advantage over big characters is noticeable Sentinel being Sentinel is still a threat. Sentinel’s mouth lasers can outspeed Nemesis’ rockets. His flight mode and wave dash also puts him at a general higher mobility and manuverability than Nemesis. Thankfully Deadly Reach, Tentacle Slams and jumping rockets all easily hit Sentinel because of his size. Confirming combos off of him should be no problem. He’ll also most likely die from a single DHC’ed Nemesis combo

Spider-Man: Favorable

She Hulk: Neutral
She-Hulk is sort of a mix of grappler, and a fast, but heavy character. Sorta like Nemesis. She Hulk can move around the field pretty quickly but is susceptible to keepaway. But not as much as other characters, thankfully Nemesis can out-range She hulk with Deadly Reach and keep pressure on her. However that Slide can easily punish Nemesis’ long ranged moves. Just be careful of that slide. Thankfully the Slide has been nerfed so dealing with it is not as much of an issue than it was in MVC3. Her damage was also nerfed pretty bad.

Shuma Gorath: N/A (Need more Info)
Super Skrull: Neutral
Kl’rt has got some tricks up his sleeves but not a true threat to Nemesis. Nemesis should only be worried about his Meteor Smash and his Command Grabs. Which, due to Nemesis’ size makes him more vulnerable than most characters to these moves. Meteor Smash you’ll need to start blocking earlier and The command grabs will have an easier time hitting Nemesis because of his size. Thankfully outside of these moves Skrull has poor normals and Nemesis should be able to beat his easily. Just bait and punish those meteor smashes and you should be fine. However due note of more skilled skrull players using assists to crosup Nemesis.

Taskmaster: Lethal
Taskmaster is a jack of all trades, great priority normals, range ability to zone effectively and high damage. Which makes Tasky a difficult opponent against Nemesis. Because of Taskmasters ability to combo even more out of spidy swing he, like Nova can combo off of Nemesis at a high height level. The Aim of Hawkeye can also easily outmatch Nemesis’ rockets as they’re too fast for Nemesis to counter with. Getting close on Taskmaster might be more than just arrow spam. “Shield Skill” can easily catch Nemesis players off guard going for Deadly Reach. his combos also deal allot of damage and should be very noticeable and dangerous to Nemesis players. Approaching from Super jump may also be problemeatic due to Taskmaster’s ability to outzone even the air. Ways around this are few, assists will be your help here simply locking down Taskmaster from using arrows any way you can and getting close may be your only hope. Kara-canceling c.H into tentacle slam also helps very much so in this matchup.

Thor: Favorable
While Thor is a heavy character this gives Nemesis an automatic advantage against him. As he will always be vulnerable to deadly reach and rockets. Despite this Thor is allot more mobile than he used to be his “tri-dash” is now a bit more viable with assists. his mighty spark also beats out Nemesis’ rockets. Thankfully his normals are 10x worse than Nemesis’ are and can be outranged and beat by speed. Do note that you might not be the only one going for command grabs here. Be careful of c.H into Mighty Hurricane, as well as right after a blocked clothesline series. His Damage, like Nemesis is high so do note. Thankfully Thor does not have many ways to approach other than airdashing quickly deadly reach and air rockets should have no problem with this.

Wolverine: Annoying
Logan, while nerfed is still a dangerous opponent for Nemesis. His speed and dive kick is still a big issue, not to mention his damage is still very good. While the invincibility on Berserker Slash is gone it may have been better for other characters but Nemesis cannot punish this as well as most Nemesis players will want to stay safe. Deadly Reach Ground and rockets don’t work too well against Wolverine because of his small stature (5’3 wut) Just be careful of those crossups with berserker slash and of course the infamous Wolvy Dive Kick of death. However an incoming Wolverine dive kick can be stopped by a timed s.H due to armor. staying in the air can also help against Wolverine players.

X-23: Annoying
While less damaging than her cloned original. She is much faster than him and it can be easy for Nemesis to be punished for whiffed moves. Her feint also allows her to crossup with assists quite easily and can be a tricky thing to follow espicially with someone big like Nemesis. She can move across the screen very fast. Even through the air using variatons of Talon Dive. Though because of this she is forced to do rush down, alone it will be difficult to lockdown X-23 because of her high mobility but granted she’ll die quickly to a DHC’ed combo. Out ranging X-23 will also be easy because of her lack of projectiles and long normals (Crecent Scythe is the only one that could match Nemesis in range) As long as she doesn’t move underneath angled deadly reaches it is possible to lock her down. s.H may or may not be useful because of a tendency of X-23 normals and players to hit multiple times in a short time frame, depending on the situation. She can escape a Bio-Weapon rockets or even defeat Biohazard Rush with her invincible hyper so do be careful of that.

(The Rest Soon)

Capcom

Akuma = Favorable
Akuma for whatever reason now has lower health than before and can be potentially ToD’ed by Nemesis with a max damage 1 meter combo. His Tatsu will fall prey to Deadly Reach and Rockets (Rockets unconfirmed atm) and thus approaching Nemesis will be difficult for him. Not to mention his poor normal range. Hit confirm Akuma once and it should be over for him. You must watch out however for if your playing keepaway against Akuma to be wary of Shinku Godaken that would punish your zoning game. As well as Godaken spam that can make it difficult for Nemesis to move around with getting hit. Tatsu shouldn’t be too much of an issue unless Akuma goes for the air Tatsu over Nemesis, which does work more on him than it would on other characters.

A.Wesker: Lethal
Wesker is potentially one of Nemesis’ worst matchups in the game. Wesker’s damage output is even greater than Vanilla and coupled with assists can be comboed to 80-90% hp. Wesker’s j.S can hit and combo off of Nemesis very easily because of Nemesis’ size and due to Wesker’s teleports you may be seeing this often. His samurai edge also locks down Nemesis pretty efficientlly especially if covered by an assist. Wesker’s counter super also prevents him from being hit from Biohazard Rush and the stomp of Bio-Weapon Rockets. Wesker can also zone Nemesis pretty efficiently himself with Samurai Edge + Back teleports (or Front if in corner) or SJ, Samurai Edge. Even by himself Wesker can play it safe against Nemesis and rush him down pretty efficiently. Coupled with a beam or lockdown assist Nemesis is going to have a very hard time even moving or doing anything on the field due to the amount of lockdown Wesker + Specific assist can create. Because of Nemesis’ tendency to use his air moves (Angled Deadly Reach, j.H) Wesker can create an easy but unseen crossup with his samurai edge teleports + assists, he can combo pretty much off of Nemesis’ foot as Nemesis’ jumps for a deadly reach or j.H into a full combo. Deadly Reach can even be escaped by a teleport and punished. Nemesis will also have a hard time killing Wesker because of Wesker’s relatively high hp (1 mil) Unless XF or DHC’ed twice most likely. Rockets could be near useless as Wesker can teleport away from them and approach Nemesis quite easily. Luckly Wesker caught without an assist covering his teleports (i.e blind teleports) can be baited and punished easily by an early j.H if you can lock Wesker into a corner he’ll have a hard time calling an assist to help him lockdown the field if angled Deadly Reach + assist is in play. Nemesis s.H will also come in handy and be able to punish any attacks straight out of a teleport.

Amaterasu: Caution
Like Rocket Raccoon Ammy has a good advantage being a small character making the hitboxes for Deadly Reach, Rockets and j.H difficult to connect. The Sun goddess has a variety of good, fast normals that can catch Nemesis off guard. Espicially on whfifed moves. Amaterasu’s zoning stance also makes it very difficult for Nemesis to close in. Her whip and cold star attacks zones Nemesis very effectively and makes it difficult for him to close in. Leaving him the only option to hit Ammy with an assist for enough time to close in in super jump, which would be very predictable. It is good to note that Ammy has low health and will die in a single DHC’ed combo, losing the ability to block in air dashes hit Ammy severly and at that height Nemesis can counter with a Deadly Reach. It just may be so that Ammy players will actually stick to the ground to use their small size advantage to get close to Nemesis.

Arthur: Neutral
Arthur’s poor normals make him purely nearly a zoning character (Though he does have combos don’t get me wrong) Because of Nemesis’ size Arthur’s effort to hit Nemesis with projectiles won’t be an issue dagger toss will cover all of Nemesis’ body mass from a jump height and so forth. Golden Armor Arthur can also chip Nemesis to death and Golden Crossbow can make it difficult to approach. Thankfully Arthur has problems dealing with normal range pressure. Get close with angled deadly reaches and Arthur will have a hard time fighting back. However get stuck on the other side of the screen with a block string or golden armor lance/crossbow spam Nemesis could be in trouble if he does not get out of that situation ASAP. That is to say Arthur is only a serious threat when under the effects of Golden Armor, but don’t underestimate a good arthur player even w/o Golden Armor.

Chris: Neutral
Chris’s zoning is awkward, and the most effective form is assists + Super jumped Magnum and gun shot. Because of this Nemesis won’t have too much of a hard time closing in but may have a problem hitting Chris at Super Jump height. Chris’ new ability to cancel dashes make him much more mobile on the field, but this does not save him from his poor normals range. Nemesis can out range him easily with Deadly Reach or even some of his normals (c.M) he can also be locked down pretty well with TK’ed rockets. Despite all this Chris should not be underestimated, in the hands of a good player Chris combos are very damaging and players should bee aware of such damage. Chris is also beefy, he’ll take a beating before dying and can’t be 100%'ed by Nemesis without the use of XF. If Nemesis is locked down, even if blocking Nemesis players must be aware of Chris’s very good chip damage potential, Flamethrower might even be useful stopping Clotheslines and charging c.Hs. Magnum Shot coupled with gunshot also make for an effective zoning tool espcially against Nemesis who in general has a hard time against Keepaway.

Chun-Li: Favorable
Chun-Li in general is bad against Nemesis. She has poor range, a slow and punishable air dash and poor damage. The only upside really to Chun-Li is her ability to easily hit Nemesis with her legs. She can be zoned pretty effectively and keeped out, her “mini-hadoken” only serves the purpose of putting clutter on the screen, thankfully Nemesis can just rocket punish this. Chun will die quicly to a max damage DHC’ed combo Do be aware of some of her invincible moves however as they can trip you up. Chun-Li generally does poor damage in her combos so expect TACs.

C.Viper: Annoying (Need more info)

Dante: Annoying
Dante can be either be an easy or a bad matchup against Nemesis. He can match Nemesis’ range with his normals and several of his specials. He can keepaway pretty decently with missiles and his combo damage output is always long and huge (no pun intended) Dante can also create an instant overhead with his teleport -> special and straight into a combo and considering the size of Nemesis’ this could be a problem. Dante is also pretty tricky with his air dash, low to high mixups are going to be very evident with him as well as assist + teleport shennagians. Thankfully if you manage to predict a teleport you can punish it pretty badly and kill Dante most of the time with a proper max damage combo and DHC. He’ll also have a hard time under pressure from Deadly Reach. but he can punish Nemesis Rockets pretty easily if given the opportunity. In the hands of a very skilled Dante player, Nemesis will most likely die from a single combo, but the same goes for Dante albeit much easier.

Firebrand: Caution
Firebrand is, on paper a bad matchup on Nemesis. Firebrand is emphasized on aerial control, with a very long and easy moving flight mode and several air specials as well as a very good and fast dive kick that easily combos. Nemesis being 8 feet also doesn’t help considering you’ll have to react faster. Deadly Reach and rockets won’t work on him too well because of his small size and mobility. HItting him if he chooses to remain in the air will also be difficult like most Nemesis matchups against airbourne opponents. Luminous Body and “The Homie” also make it really difficult for Nemesis to react at all to anything Firebrand dies even if you hit Firebrand with “The Homie” activated the helper can react and combo-break Nemesis. It is best not to engage Firebrand while The Homie is in play and or zone him. The upside to this matchup is that Firebrand’s relative damage ouput is very low, his basic BnB does low damage for a combo and is not as dangerous to Nemesis. In an extended combo there is also always a chance for the opponent to drop the combo mid-combo, this is also aided by the fact that Nemesis has allot of hp. Firebrand’s firebolts are also pretty slow, so in the air he can’t really do much other than go for dive kicks which you can attempt to punish with s.H if timed correctly.

Frank West: Annoying
This matchup heavily depends on the current level of Frank. at Level 1 Frank is more of a “neutral” matchup. Frank is similar to a Ryu but with better mobility and normals at this point. HE can combo off of Nemesis pretty easily from a jumping attack and has that slide that can go under clothesline and deadly reach, and is good for punishing a move that was just pushblocked (Clothesline). His “Pie” attack is can be annoying somewhat but luckly isn’t too fast and doesn’t stop Nemesis too much. His zombies also come out pretty slowly so you won’t have to worry about them. He does have a drop kick though it is kind of predictable. His damage is actually a bit above average as well as his health. So dying in one combo is unlikely for Frank. On the otherside of the spectrum Frank’s combos easily extend and with assists can lead to a high damage combo (I play a bit of Frank myself and its pretty easy to get allot of damage). His camera can also stop anything covered by an assist by Nemesis in an omni-direction. Thankfully its recovery is pretty bad and can be punished easily. If however Frank does get to level 4 or even 3 he becomes much more dangerous to Nemesis. But more importantly, level 4

At level 4 Frank is a monster towards Nemesis. his Chainsaw normals are ridicilious in range and damage, his j.M can hit Nemesis very easily at mid-distance and it combos easily as well. Not to mention the range, but the damage is heavily increased. His invincible super also punishes any whiffs or even Biohazard Rush. His Shopping Cart super is surprisingly deceptive, as it hits behind him as well so do be warned. if coming from the air on a level 3 Frank he can counter with his Servbot super which is both invincible and hits air, similar to She-Hulk’s air grab super. At level 2 he gains access to his roll, which is similar to Captain America’s cartwheel, which allows for confusion and easy crossups from Frank something to watch out for.

Despite these advantages Nemesis can still outzone and zone Frank pretty well since Frank has no anti-zoning capabilities, even in level 4 outside of slow zombie attacks and his “Pie” attack which still does not help much. In level 1, Frank does not have his role and becomes allot easier to block, besides the slide Frank still has a bit of a problem getting in on opponents. Just do be wary of Frank as he gets close and his slide attacks. Level 4-5 Frank is very dangerous and its best to just stay away via deadly reaches, an XF’ed Frank level 4-5 should be very dangerous and unless confident, should not be engaged directly.

Nemesis T-Type: Caution
Surprisingly, Nemesis may be his own worst enemy in a mirror match. It can be said that Nemesis is a very momentum based character. Whether he controls the majority of the space of the stage or not is important to his meta-game. In a Nemesis vs Nemesis mirror match both players will attempt to control the space either through zoning or rushdown. Either way Nemesis has trouble dealing with both kinds. The rockets are useful against himself, and air deadly reaches as always will depend on who guesses right first and whoever hits first. Either way this matchup is dangerous considering the Nemesis who gains the first momentum boost of the match (First combo, corner pressure.etc) the other Nemesis will have a hard time combating that pressure. The other Nemesis will most likely be attempting the same strategies that you will use to rush down, as Nemesis is with his dirty noodles being so good at combating rushdown, Nemesis himself is no exception, and unless he hits first (which is what really depends in this match) it could go downhill. Needless to say Nemesis is can pressure himself so well it depends on who gets the first strike. Whether through zoning or effective rushdown.

Felicia: Annoying
Air Delta Kick was the worst thing for heavy characters and most other characters in general to happen in UMVC3. This upped Felicia’s mobility and air game tenfold. This way she has become allot more of a threat than before, her OTGs have also improved and resets are also easier for her. These buffs have made Felicia essentially a new kind of “Wolverine”. With very effective rush down and pressure. In this case Nemesis will have a hard time hitting Felicia with Deadly Reaches because of her tendency to become very small and awkward hitboxes in her attacks. She’ll also move a bit too high -> low and fast for Nemesis to be able to hit with air deadly reaches on occasion. Felicia regardless is still vulnerable in many of her attacks. Air Delta Kick can be countered in the same way Dive Kick from Wolverine can be countered, using s.H or chicken blocking. j.H can also catch Felicia unprepared in one of her roll attacks since Nemesis’usual hitboxes and range will out range Felicia he can barely out range her in safe attacks but it is noteworthy that Felicia is one of the few characters who can punish clothesline if blocked on pushblock and can move under most variants of Deadly Reach. Though her health isn’t too high so resets/DHC will bring a single DS dead.

Hsien-Ko: Easy
Hsien-Ko’s only real threat to Nemesis is multi-hit specials and her range. Her keepaway is poor since the randomness of her items are usually not too helpful. The Pendulum Swing does create a crossup based on assists but this can be just be pushblocked and punished. Hsien-Ko is short and will barely get hit by standing Deadly Reach. Though angled deadly reach will hurt her will. Nemesis’ rockets also beat out Hsien’Ko’s gongs dude to “Splash” damage. Her air dash and mobility is poor outside of jumping and assist covered air dashes, Nemesis shouldn’t have a problem matching these approaches with noodles, rockets or armored c.H attacks. Angled Deadly Reach works espicially on Hsien-Ko since she has a hard time dealing with pressure. Against Gold Hsien-Ko is difficult if only temporary. The best thing to do is not engage her directly and just zone her with Rockets, she won’t get stunned so super jump to get out of range and constantly tag her with Deadly Reach whenever you can, Hsien-Ko players can get a bit greedy and take her temporary hyper armor for invulnerability and forget that she does take damage during this mode and the damage can build up if you hit her with rockets/deadly reaches enough since each hit is 102,000 damage. Unless you can kill her, her armor will outlast Biohazard Rush’s super armor.

Jill: Neutral
Jill’s mobility is very good, her range is decent and her damage is pretty good for such a mobile character. She is full rushdown and will most likely be going for overhead/low mixups against Nemesis. In the sense that this matchup is very much neutral. Unlike X-23, Wolverine and Felicia Jill has no special “gimmick” that helps her immensely. Her size and mobility can be pressured against via Deadly Reach (though standing variant can miss because of crouching) since Jill is going to have to wavedash to get close to Nemesis or super jump. Her zoning game is also non-existant so is a plus for Nemesis.

Haggar: Easy
Haggar’s only way of approaching is super jumping since his ground mobility is terrible. Because of this, All forms of deadly reach can lockdown and zone Haggar pretty effectively, notably rockets work great against Haggar. “The Pipe” (Forward Heavy) in the air will beat out j.H in horizontal and vertical range so trading these in air-air confrontations is not a good idea. Air-Deadly reach however will keep you safe. TK rockets are also very good at forcing Haggar to block and into the corner, forcing him to a predictable super jump to get across the screen. Most likely a pipe attack as well. Due note that Haggar is a damage truck just like Nemesis, he can go for a force you to block with assists to approach and then fool you into the defensive to go for a command throw (Just like Nemesis :stuck_out_tongue: ) Getting under one of these throws is a bad idea and the damage can be very bad for Nemesis. Just when in range of haggar and coming out of a move when tagged in the air be always aware and watch Haggar, his command throws is going to be the true danger of him. However Haggar’s lack of armored moves and good normals makes it easy for Nemesis to beat Haggar in range and armor. Essentially higher priority normals due to armor.

Morrigan: Favorable
Morrigan’s inability to block during air dash hit her, but in the same way she got a buff to her air dash being able to manuver in awkward and hard to punish motions. Because of her enchanced air mobility, unless Nemesis consistently fires rockets and deadly reaches Morrigan closes in very easily. Morrigan’s damage output however is still low without the aid of assists and difficult combos. So ToD from Morrigan isn’t a threat. Though if Nemesis is able to properly block and punish Morrigan is toast. When Morrigan zones however Nemesis can have some trouble fighting Morrigan as Soul Fist spam espicially when in Corner-Super jump range. Soul Fists move slowly and thus like a Hadoken Nemesis’ big size hampers him into getting close. Though outside of zoning Nemesis can easily hit Morrigan on the ground if he plays it smart.

Spencer: Annoying
Wire grapples and high damage make Spencer a very difficult, but in a traditional sense character to face. Spencer has multiple ways of overheading Nemesis, and even crossing up
While Spencer can’t zone Nemesis, his rushdown is dangerous. In the hands of a well conditioned Spencer player, Spencer can possibly ToD Nemesis with select DHCs or even XF2. Nemesis will have a hard time keeping Spencer out of range thanks to his air mobility. Even Air-Air deadly reach will eventually fail to stop Spencer’s repeated attempts to get in . At close range Spencer will try to rushdown Nemesis with overhead to low mixups, and will be quite sneaky thanks to his generally good normals Spencer has the advantage of being quick and difficult to zone, he can get in on Nemesis fairly easily if a Nem’ player isn’t careful. What is good about this matchup is that Deadly reach still has its uses of poking and temporarily zoning/damaging Spencer, using armored moves to trade with Spencer’s approach-attacks. BIonic Arm can also be stopped by a well timed Bio-hazard rush, surprisingly.

Strider Hiryu: Caution

Ryu: Annoying

Phoenix Wright: Favorable

Trish: Lethal

Tron Bonne: Favorable

Vergil: Annoying

V.Joe: Neutral

Zero: Caution

One thing I wanted to add about Ghost Rider is that he can cancel his s.:h: into his diagonal upward chains and can also kara-cancel his Heartless Spire into a backdash.

Also, assist matchups, as odd as that may sound, would be nice too. Like Hidden Missiles will give Nem a hard time, especially in conjunction with Rider or Hawkeye and the like.

Hsien-Ko and Haggar the only Easies : (

Good list so far, though. Keep it coming!

So, been playing around with Nemesis a lot and the best guy around here is a MODOK player (PW (testing, or Chun when serious)/MODOK (Shield)/Doom (Missiles)) and god damn that is a terrible matchup for him. He’s a better player than I am, but we tested a lot of stuff and some results:

  • MODOK can chill and Balloon Bomb higher than Nemesis’s C grab can reach, which forces Nemesis to superjump at MODOK if he wants to get in. Which Balloon Bomb is great at stopping. Luckily, j.B or j.C to j.S to combo is tons of damage, so you can punish mistakes hard…-if- you can get high enough without getting hit.
  • Unfortunately, Nemesis also has no answer to Psionic Blaster + Hidden Missiles. Deadly Reach on the ground is too slow, and in the air it’s better but you can still get clipped by Balloon Bombs or Psionic Blasters or Hidden Missiles.
  • If he reads a wrong move, he can dash in and j.S, which leads to half your health and/or a triple DHC for a shitton.
  • Vajra makes this matchup way, way, way better.

Doom is similarly bad, because of the ability to wall with Photon Shot. Still trying to figure out how to get around it, though it’s more possible. If he takes to the air to zone you, you can wavedash under him if needed and air-to-air him - it’s annoying, but beatable. MODOK’s ability to stay in the air forever is where the real problem is.

Chun is a nice matchup - she’s fast, but her damage is meh and her overheads are scarier than her lows - her cr.A can be blocked standing. Because of that, she’s weak to j.H air-to-air, as well as Nemesis’ fantastic anti-airs. Because she has to commit so much and her dash forces her to move towards yo, throwing out qcf.A in response to anything she does will slam her away into a death combo.

I don’t think the Wolverine matchup is as bad as you make it out to be.
s.H destroys divekicks/drill claws/any jump in Wolverine can think of.
Deadly reach makes it impossible to approach via berserker slash
Wolverine can’t reliably get in on Nemesis without assists :T
It’s probably neutral at best since if Wolverine actually does find a way to get in(good assist calls/bad reads from the Nemesis), he can fuzzy guard + instant overheads
I only say this because I was playing with probably the best local Wolverine in a ft50 with Wolverine and point and he was never a huge threat to my Nemesis @_@

I don’t think I really agree with Frank West being “annoying” to Nemesis, I think Nemesis matches up very well with Frank

Considering i haven’t been using s.H as anti-air I seen your point. I’ll bump him down to annoying, as there’s always a margin of error couupled with assists.

Depends on which Frank, on level 4 his normals are equivalant to deadly reach-esque normals and ridiclious damage. Even at level 2 his roll + assists allow for very easy crossups. Point vs Point Frank can combo off of Nemesis in the air on Nemesis on teh ground because he’s so tall even when he’s crouching. I found this sort of a problem when facing a mixup between low and high attacks then a surprise Frank West attack from the air that I couldn’t block. Frank’s Not too bad of a matchup against Nemesis he can have some problems closing in if you play zoning Nemesis but at best he’s neutral.

Maybe I facing noob Weskers then. I don’t have as much problems with him. His Jumping :h:, :h: are good answers for his teleport. His assist is one of the main problems with that tho.

With the gun you can shoot rockets/ deadly reach. Have a decent assist help you out and yea. He can get lame out as usual tho by him.

I really dislike the frank matchup, ran a bunch of sets with Jint last night and he uses Frank point(paddle assist) ryu(tatsu) and Captain America. I feel like playing a more zoning game gives nem a chance to breathe. But close to mid range i was gettin blown up. Though Jumping C plus my Nova centurion rush assist served pretty well, wonder what the rest of the nemesis folks think?

Seeing as both frank and captain america have a similar roll pressure.
You can L command grab him out of his roll, even when he is behind you.As the setups involving the roll aren’t usually tight blockstrings, and that his L command grab is 7 frames (His fastest move, even faster than his lights) and has a huge hitbox, it grabs him out a lot.Same about captain america and his roll.
I know it sound stupid, but got it once by mistake, and then tried it as a legit intention, and it really seemed to work, lol.

I like this format for matchups, is very well constructed.

In my opinion Thor match up for Nemesis is a “neutral”.

"While Thor is a heavy character this gives Nemesis an automatic advantage against him. As he will always be vulnerable to deadly reach and rockets."
Thor Mighty Spark L is a very fast zoning tool, but the deadly reach is also very good, so it’s a tie in my opinion. The smarter player wins.

"Despite this Thor is allot more mobile than he used to be his “tri-dash” is now a bit more viable with assists. his mighty spark also beats out Nemesis’ rockets. Thankfully his normals are 10x worse than Nemesis’ are and can be outranged and beat by speed."
Thor air normals are very fast and have good priority. Every good Thor approaches by the ways of the super jump > j.H/ j.S/ Mighty Strike.
Thor mobility >>> Nemesis mobility. Under the pressure of a lockdown assist (for example Cold star, Sempu bu, etc) Nemesis can be opened up by Thor tridashes j.L > c.L > repeat.

"Do note that you might not be the only one going for command grabs here. Be careful of c.H into Mighty Hurricane"
c.H is a terrible way to kara-throw a character with Thor, the best way is by doing a tridash jump canceled by j.H into Mighty Hurricane. And dont forget Thor Mighty Punish have startup invincibility, so Nemesis should be very careful at close range.

"His Damage, like Nemesis is high so do note. Thankfully Thor does not have many ways to approach other than airdashing quickly deadly reach and air rockets should have no problem with this."
I agree with this. Thor might have a hard time invading Nemesis air space with his air normals, specially because of Nemesis j.H > j.S. But remember a fully charged Mighty Strike M has projectile invulnerability and superarmor, and can be continued for a 100% combo. A bad j.Rocket input can allow Thor to simply jump and perform a Mighty Hurricane air grab.

*sniff. I struggle the most against characters that can zone better than Nemesis; ESPECIALLY Arthur :frowning:

Any tips? I get the part where I ahve to close the gap with angled tentacles but between Nemesis’ bulky weight and arthur’s zoning, I’m kinda in a rut. WHile I do acknowledge Strider’s vajra assist helps a ton, I’m asking help as if it’s a 1v1 case (aka, the two other partners have been killed off by both teams).

I absolutely hate the golden armor+x factor+lance spam or alt. with the crossbow spam; once I block/eat one, I’m kinda “trapped”. Makes me want to wish that Nemesis has a true “armored move” (as in Juggernaut’s Headcrush-like armor…). :frowning:

i’ll give it a shot man thanks…

Nice thread but how exactly is Nemesis vs. Nemesis a “caution” rather than a “neutral”?

Because Nemesis is one of his own worst enemies, play a couple Nemesis vs Nemesis mirror matches with another good Nemesis and you’ll see what I mean. At best its a “Annoying”

For me at least, it’s one of nemesis’s scariest match ups. One fuck up, and your nemesis is gone.

It’s weirdest mirror matchup I’ve ever seen in a fighting game.

To me though, these “levels of matchup strength” are used to suggest that one character has a distinct advantage over the other.
If we go by the logic of how much room for error the opponent character gives you, then Hulk wouldn’t be “trivial” as any s.:h: or j.:s: can be easily hit-confirmed into 750k+ without DHCs.

The room for error can be applied to any character though. Hsien-Ko can do a ToD apparently but on paper that’s not going to happen. Advantages are there yes, doesn’t mean you will always win. But looking at how many tools Nemesis has against Hulk its pretty safe to say he has a good advantage in his favor. Sure people mess up but that applies to any character matchup, regardless of good or bad. Like me whiffing against Hsien-Ko or Arthur and getting up opened pretty easily.
The same goes for Nemesis, any normal can be confirmed into 730-800k combos pretty much.

I only brought that up to point out a flaw in an earlier posters argument.
To me, having Nemesis as “caution” suggests that this other Nemesis has a tool that gives him an advantage over you when he clearly does not.
Anytime he manages to get a hit confirm on you, it’s blatantly apparent that you could have done the exact same thing.

If you really believe the Nemesis-Nemesis match-up isn’t 5-5 (aka NEUTRAL) then I really don’t have much else to say anymore.

MODOK keepaway can be a pain in the ass. At far and mid screen his beam beats out TK rockets and j.d+H zoning. He can also fly at sj height and call assists + beam which is very difficult for Nem to approach.

I’ve found it best to stay on him from the start. If you can get in on him early, he’s very susceptible to j.d+H just inside max range of the move. You can rinse a few cycles of just doing j.d+H’s and MODOK doesn’t really have much retaliation outside of using assists. Once they get jumpy from this you can mixup j.H; s.H; QCF+L; L Grab. If he’s floating or using square dashes, f+H xx rocket works well. The fly at sj height situation can be tough, best way I’ve found to deal with it is to try and sj as you start to notice start to go up. If you can get above him you’re good to j.d+H xx rocket or j.HS. If he gets up before you usually have to wait between beams and try to sj straight up and j.f+H. sjing from far range diagonally a him usually gets you hit with beam. Also be careful on the ground because he can call assists as long as he didn’t use his sj to get up there.