how does nemesis beat zero. this seems impossible.
i try to peel off at least 30% of his health with Air Deadly Reach/Rockets; if i’m successfully keeping him away i try to look for a port that leaves him a little out of range of hitting me, then just raw launcher his flying spinning hitbox of doom and murder him - this 100% unsafe if your spacing is wrong. if they’re good or get in on me, chances are i’ll get blown up (or try swapping out Nemesis)… Zero is probably my worst matchup as a player regardless of who i’m running. anyone else have some tips (Nemesis/general vs Zero) because i have to respect the anytime cancel into lvl3 buster.
I dont think anyone denies that the Matchup if 5/5, since you have the exact same tools, there’s no distinct advantage. But at the same time, a Nemesis vs. Nemesis fight is a very stressful, very risky matchup, for BOTH players. It’s all or nothing really, and whoever gets that first bit of damage in is going to have an advantage since defensive Nemesis shuts down aggressive Nemesis’s rushdown very well.
Onlywinged angel isnt going by normal number matchups, he’s going by more of a threat level kind of matchup system.
as OWA says, caution=be careful with this character, make a mistake and it could be over. I think that is an accurate description of that matchup. they’re both have equal tools, but must be VERY cautious around each other.
It’s like the difference between two people of equal fighiting strength and prowess having a fist-fight, and the same 2 people getting into a gunfight (once again, assuming their abilities are nigh equal). yeah, both are 5/5 matchups, since both people are equals, but I think we can both agree that they’d be ALOT more cautious and nervous in the gunfight than the fistfight, since 1 fuckup means… getting shot.
now, as I was writing this I just thought “well what keeps all other mirror matches from being “cautious” as well?”, and I think that for characters that are made for rushing down, getting in and mixing people up, you can’t do that “get in the firs hit and lame them out” tactic Nemesis can against himself. His defense > than his offense against himself, whereas for a character like Zero or Mags, since their rushdown in better than their defense, they can take back that damage easier than the opponent can defend it.
I hope i made at least a little bit of sense there.
My hardest problem is ANY character that can teleport, especially online. What can Nemesis do about this aside from hopefully having a perfect block game ?. It seems everything I throw out is block punish. All of his normal attacks have such long startup times, it’s so easy to teleport and fuck him.
j.H is a good anti-teleport, since its hitbox is everywhere.
I also find that cr.H is good, not because it stuffs teleports, but because it gets me out of their range after they do (if they teleport behind. If they teleport in front of me… sucks for them). it messes up their spacing and can make them eat a punish if they do something with alot of recovery (like dante teleport to j.S)
j.H and his armored moves. Also I found c.H gets Nemesis out of the way of most teleports if used on reaction and if it missed you can turn around quickly and unexpectantly with Clothesline L. But mostly j.H, as long as you can see where the teleport is going or at least you know he’s going to teleport j.H destroys teleports pretty easily.
Don’t Ever, Fucking let Zero get close. I pretty much out-range him with all my moves and retreat when I get too close. It sounds weird but I play zoning against very heavy rushdown characters like Zero. The guy can’t get close by air because air-air deadly reach but Zero being Zero he’s going to find a way to get close. Pretty much I try to stay very defensive and punish what I can, I try to get Zero out of range (But still in Nem range) and then punish with Clothesline or Dirty Noodles. Thankfully once you open up dat Zero he’s most likely going to be dead.
Yeah, zero only has, what, 850 health? Not Nemesis’s TOD range, but still low enough to kill with a DHC. And if you don’t DHC, the zero will probably get panicky and try to tag out ASAP, so you can bait a raw tag with chippy moves (clothesline blockstrings are surprisingly good for chipping people down. It takes off chunks.) and happy birthday them.
Cr.H helps me the most I’ve noticed, since it can fuck up zero’s spacing, and the whole ser armor thing. Using that and well timed Biohazard rushes can fuck up zeros day when he does get too close for comfort.
Here’s what I wanna know: what is nemesis’s best answer for punishing block strings that aren’t blatantly unsafe? Like, what’s the best way to get rid of and punish ammy HHHHHHHHHHHH?
haven’t played much H H H H Spammers (Ah I used to get salty at those all the day back in mVC3, still kind of ez-mode combo) essentially Advance guard and s.H punish I guess or even launcher punish since its technically Nemesis’fastest and largest hitbox normal (Besides s.H) though heavily unsafe on block. I’d try to jump out of the situation and try to reverse the pressure with some j.H or j.M’s
I’m no Morrigan expert, but you should probably stress how damaging and disruptive a good Morrigan’s Fireball Game is, what with the clone and the absurd number of Fireballs she can have on the screen at once. Just watch any of Dieminion’s recent showings. Now imagine Nemesis standing in the middle of that and see how long he lasts. Perhaps Favorable at normal levels, but Lethal at extremely high levels.
People are already copying this strat lol let me tell you, first two weeks of UMVC3 = rushdown Morrigans, Post-two weeks, Morrigan sits on the back of Vergil teams, and Astral Vison + Soul Fist spam, yeah i’ve dealt with it.
Capcom part 2 (too big of a post) holey moley
Strider Hiryu: Caution
Hiryu is a mixup and crossup god. His self projectiles, teleports, and wall clings make him an utmost difficult character to track and defend against. He’s Nemesis’ best friend when he’s on his team but against, he’s one of his worst enemies. Strider has allot of quick normals and mobility that lets him get the sneak in on Nemesis. His teleports are silent for the most part and make him appear slightly above the opponent, meaning Nemesis is always in danger of overheads. combined with his sneaky double jump he can do several high/overhead attacks at Nemesis, and he won’t even have to move because of Nemesis’ size. so its pretty much instant. Formation B makes Strider even more safe than he already is by having an unseen projectile. Strider can also full-screen hit-confirm with Gram H, leading into a wallbounce. Ouroboros is pretty much impossible to counterattack against. So just jump high and stay on the defensive.it’s best to chicken block to be safe since its hard to tell Strider’s attack height during Ouroboros (Low-mid or high).Nemesis can’t really zone Strider because of teleports. Jumping rockets is oh so- vulnerable to Vajra H. Strider will automatically whiff standing rockets due to his size. Strider is in the family of characters who will auto-whiff Bioweapon Assault’s last hit because of his small size, backdash post landing after j.S and immedientally cancel into BWA to hit The good news is that Strider’s vitality is really really low (750k) a single combo for the most part is a ToD. Espicially with any non-combo hits. His damage is relatively low, even with extended combos. At best his combo damage is around 450-550k damage (550 being only the best). Without XF. Most Striders however are played on anchor and will have both Ouroboros and XF3 to their disposal. In this event, continue to wait out Strider’s XF like Ouroboros. You can try to stay safe with j.H since it will beat all of Strider’s teleports (though you can’t follow up) In XF3 Strider is a true menance his speed and damage is now even crazier. Deadly Reach will have a hard time hitting due to Strider’s size, so Nemesis’ best friend here is j.H since it will cover all teleports
Ryu: Annoying
Ryu, the most basic of basic of fighters. Is an interesting matchup against Nemesis. His Tatsumaki is both a quick overhead and hits Nemesis easily at standing even if Ryu jumps due to Nemesis size. Hadoken is a good keepaway because it slowly moves across the screen, giving Nemesis a hard time approaching. However Ryu can’t beat full-screen rockets with his Hadokens at all. But, Ryu can punish nearly anything fullscreen with Shinku-hadoken. Denjin Ryu is not too much to be worried about, except damage wise. Ryu does some pretty solid damage on his basic combos and thus is a relative threat to Nemesis. Ryu is short ranged in his normals and almost entirely relies on Tatsu L in the air to open up opponents. This means he is susceptible easily to being poked to death by Deadly Reach and j.H to protect yourself from Tatsu (since the j.H has a larger hitbox and is not an extension of Nemesis’ hitbox himself). Ryu has 1 million which means he’ll take a few punches before he goes down
Phoenix Wright: Favorable
I think we all know how PW works. Outside of turnabout he’s a bit below average (surprisingly fast and sneaky normals but crap range and damage) and decent keepaway. In Turnabout he is something to be feared. Ace Attorney is pretty much instant death anywhere on the screen and is completely safe (yeesh Dark Phoenix eat your heart out). Keyword, don’t let PW get to Turnabout. There are 12 pieces of evidence PW can collect 6 wrong 6 right, and 1 extra piece of evidence (meat heals his HP, not just Red health)but while the percentile for PW getting evidence is unknown, the good evidence he gets seems to happen more often. He can bring up Maya as a super-version of MODOK’s Dorito shield, Nemesis can both hit PW with Tentacle Slam and Deadly Reach (angled) to through Maya’s shield because of its hitbox. Maya can withstand 250,000 hits of damage or 10 real life seconds befoe going away. Because Nemesis can apply allot of unpunishable pressure on PW he’s going to have a hard time collecting evidence. Even calling assists out because he’s going to be hit like crazy with Deadly Reach. His two supers are interesting. He calls Maya in one and is basically an unpunishable if hit (Maya does allot of hits, more than Biohazard Rush can sustain) it doesn’t do allot of damage but the point is it gives PW free time to collect evidence.
Trish: Lethal
Tron Bonne: Favorable
Vergil: Annoying
V.Joe: Neutral
Zero: Caution
All tron jokes aside, I genuinely think that the Tron match is trivial.
There is nothing she has to answer nemesis’s tools. Her zoning tools are a joke, and are beaten by reach and rockets anyway, so she’s very easy to zone out despite her mobility. She has no super armor to worry about, but still has a huge ass hitbox, making her aproaching nemesis nigh impossible.
Nemesis has superior command grabs and better Kara cancels. Most of Trons best pokes are also 1 hitters, and mostntron players try to avoid her multi hitting moves due to her HORRIBLE hitstun decay and damage scaling. You don’t really have to worry about random supers from her, as most of her supers are iffy on block, and suicide on whiff. She is meter hungry as well, and has surprisingly mediocre damage without meter for a heavy character.
Drill is her best approach, but once again, it destroys her combo damage, and is rather easy to see coming, avoid, and punish. Push block makes it a joke in regards to chip or pressure as well.
I literally cannot think of a single thing she has that could be game changing, or that would make a nemesis worry about the matchup. The biggest “worry” during a fight with tron would be her lvl3, but she’s so easy to zone that if the nemesis player sees she has 3 bars, they don’t ever have to get near that throw box.
This matchup makes hulk, Haggar and hsien ko look like fair fights.
Word of cauton
**Haggar Pipe >>> Nemesis’ j.H **(In hitbox size)
it’s one of the few moves in the game that can beat the hitbox of J.H by sheer size, and since the pipe isn’t part of Haggar’s hitbox, Haggar will win the trade 80% of the time unless j.H hits pipe on startup.
What’s the most effective way to beat Spencer air dash + beam assist?
Predict and punish, with standing deadly reach I would assume, or rocket him in the face. If there’s a beam assist, jump rocket.
I think what happens to me is that Spencer goes over deadly reach/rocket, and I get hit by assist, which allows enough time for Spencer to start a combo.
That would probably mean super jump height, whats your assists? You can try to meet Spencer at Super jump height and get out of the way. Even if you get hit at super jump height Spencer won’t be able to follow up.
Felicia (buckler) and Doom (beam). It just seems I call Doom at the wrong time and I get happy birthday’ed. I need to stop pressing buttons I guess.
If he’s jumping up above your head (cancelled SJ height) then you need to air to air deadly reach him. It will stop him in his tracks.
Regarding his assist, a well timed jump will dodge those, so as long as you’re smart about your jumps, you should get out of that fine