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.