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I think you put modok there because he’s an underused character with few players that know how to use him. once you play a good modok, you’ll know he’s not an easy matchup.
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Woah, hold your horses there buckaroo (Why am I a cowboy?)
I think you just missed my post. This mindset is coming from playing allot of Good MODOKs, some i’ve lost to some not, including a set with RoyalFlush’s team who is Thor**/MODOK**/VJoe. I also said I don’t underestimate MODOK at all, I know he’s really good. the only reason people don’t play MOODK is because he’s the least aesthetically appealing character in the game, only for troll purposes/being different. Other than that I see your point, I know MODOK IS good but my opinion still stands.
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**Wesker **is good. no doubt about that. He isn’t easy by any means. But his biggest weaknes IMO is how prolific he is. He’s starting to suffer from SFIV Ken syndrome: he’s really strong, but everyone knows his matchup really well now, so his surprise factor is almost nonexistent. Wesker’s don’t surprise me, or throw out unexpected shit at this point. Everyone knows what bullshit Wesker is bringing to a fight, what beats his bullshit, what bullshit to look out for, and what bullshit he can’t out-bullshit. as for this specific matchup, Deadly Reach and Armored moves makes wesker alot more honest than he wants to be, and with a team behind nemesis, he CAN be zoned out, and without too much trouble either. Wesker’s biggest weakness IS how derp-tastic he is nowadays. You rarely see any Weskers do any advanced shit since his simple shit is easier, harder to fuck up and gets solid damage. his Meta-game is stagnating, and everyone is capitalizing on that. I give NO fucks about Weskers.
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See i’m not talking about Derpsker I’m talking about “Actual” Wesker. I’ve played allot of Weskers who weren’t ABCS, Relaunch ABCS, hell someone I play with almost never teleports with Wesker at all and still beats me from time to time (Dat wavedash).When Wesker plays footsies, he can beat Deadly Reach because Wesker’s crouch goes underneath Deadly Reach not to mention c.M has enormous range, and its his main footsie tool and it beats Deadly reach by far since it makes wesker a very small target. I can beat a Derp Wesker pretty easily unless it’s dark (50/50) in that sense any character should be able to. Wesker is very predictable. But high level Weskers are very different in that regard. They punish pretty much any whiff Nemesis does (which Nemesis is going to do often because he’s Nemesis) has a ridicilious Command throw that beats out Nemesis’s point game. Has pretty damn good resets and pressure, not to mention Wesker is one of the best run away characters in the game. He can zone Nemesis pretty effectively with just the gun. He’s not #1 because there are very small loopholes in Wesker’s offense. I was a Wesker main in vanilla, and I know Wesker pretty well and the derp factor only goes so far till the point where he’s played very seriously. It is also concurrent that Wesker’s air normals can be chained into combo, all of which are faster than Nemesis’s which makes jumping difficult. Any character that makes jumping difficult for Nemesis is already a very bad matchup.
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Haggar, while not hard, has enough scary things to worry about that I cannot in good faith say it is an “easy” matchup. He has invincible punch hyper and Lariat, comboable command grabs, Corner resets that are almost as good as nemmy’s, dat pipe (that beat’s nemmy’s air normals), and a lvl3 command grab that doesn’t suck ass. While he can be zoned out, one mistake is a big mistake for Nemesis since his zoning is kinda slow and laggy compared to more dedicated zoners. He’s also a smaller target than the other Big n Heavies, so he’s not such an easy target for zoning as them. He has enough scary shit that I wouldn’t consider this matchup a cakewalk.
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That’s just listing Haggar’s strengths for the most part. Yes Haggar is smaller than most heavies, but Haggar is BIGGER than most characters. So the difference is definitely notable. He’s not Hulk sized, but he’s definitely bigger than Ryu. Haggar isn’t bad but Nemesis can zone Haggar effectively. Haggar can do literally nothing against Deadly Reach but try to Super jump and avoid it. You should never ever try to beat Pipe with anything, like many Haggar players say “Respect the pipe” Since Pipe is Haggar’s main way of opening people up. You have to respect it, see it coming, pushblock and continue to zone. if Haggar just jumps and DOES NOT pipe, by the time he should be. He’s going for an OS grab. You have to pressure Haggar since he’s bad at fighting it off, but you can’t be in his face too much because of Lariat. you have to respect Lariat and predict when the suitable time for Lariat is. Haggar can’t make Lariat “safe” even if he cancels into his hyper, he will have to DHC. The matchup isn’t perfect. No matchup in this game is ever 10 - 0, but the matchup is very highly in Nemesis’s favor. Lariat is not an anti-Nemesis tech, it’s just part of Haggar’s mainstream meta-game, you have to respec that Haggar can do that and change the matchup accordingly. That being said, Rockets are effective keepaway against a good 70% of the cast, including all heavies, Haggar included. Nemesis’s rockets are slow, but they travel fast and are at the optimal keepaway angle (Jump downforward from full screen) so Haggar becomes flowcharty where he has to Super jump. You have to not be greedy and respect that pipe is better than most of Nemesis’s air normals except maybe j.M (Colonel Gilgamesh squeals like a school girl) even if you trade, Haggar can still follow up. Plus Armor still works against Haggar as a heavy with no armor, Haggar suffers when fighting against other heavies who can abuse it.
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Spencer has some flavor’s of what I said above, realy good, has a bit of a derp-factor, has really good tools, metagame hasn’t gone many paces as of late though. He’s got better legs in terms of Metagame than Wesker IMO (once Spencer’s derp shit stops working, he’ll still have the tools to go deeper). for this specific matchup though, I’mma say he’s cautious for Bionic Arm alone. without meter, I’d call it an even matchup. both characters can fuck with each other from full screen, both have command grab shenanigans (although menny’s are better), both have damaging combos, both have excellent tools for neutral game and footsies. What will keep Spencer honest in this matchup is Nemmy’s armor, Reach (especially standing), and rockets. standing reach and rockets come out at the perfect height to catch spencers trying to quickly zipline in off a normal jump, and armor makes that approach less safe as well. Nemesis’s normals are better in footsies due to range, armor and safety on block, and while Spencer deals great damage, nemesis can always reset him for a kill, he doesn’t have a surefire way out of resets. When he has meter, Arm is a danger that pushes Spencer into the slight advantage, but it can be baited, and BHR beats it if you can feel one coming.
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My main gripe with spencer, is not bionic arm (That hitbox is ridic though) is that he has an offensive air dash. Where he can get into Nemesis for free, and crossup at the same time. If you let Spencer get to you once the matchup is very difficult for Nemesis. Considering that Spencer does tons of damage and a skilled Spencer can make ToDs very easily. Plus his grapple can easily hitconfirm off of full screen.
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EASIEST
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[]Tron Bonne
[]Hsien Ko
[]Pheonix Wright
[]Hulk
[]Sentinel
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HARDEST
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[]DEADPOOL
[]Hawkeye
[]Zero
[]Arthur
[]Doom (if he’s on a team and has missiles on assist. it’s that much of a Nemesis killer IMO)
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@Phoenix Wright: it’s hard to place him “in matchup” since there aren’t enough good PWs. the good ones i’ve played though made very effective use of his fast normals because they have pretty deceptiive range. I’d like not to include him because most people don’t just play him correctly and no one has an idea of his potential as an actual character rather than a gimmick. Even though tentacle slam L and deadly reach goes through Maya, we can’t assume all PWs turtle.
@Hulk: Having caution about this because of Gamma Charge, yes deadly reach beats Gamma Charge, but in an ideal situation Deadly Reach will not always be there to meet Gamma Charge. Not to mention it’s very fast on startup and leads to like the lowest hit highest damage combo in the game. It’s Gamma Charge as a mobility and pressure tool. If Nemesis gets the upper hand yes, then he should win. I’m not saying Hulk is a hard matchup its just that Hulk definitely has more tools to fight Nemesis can than Haggar does since pretty much Hulk’s j.S is pipe.
@Hawkeye: As a hawkeye main, i’ve beat other hawkeye’s because i exploited Hawkeye’s blindspot of jump height at full screen. Hawkeye either has to aim his s.H shot (which most people never do), jump and do triple arrow, or do scatter shot/triple piercing. This is a momentum based matchup where I’ve actually forced allot of Hawkeye’s to stop zoning and get closer to me because i’ve used rockets to beat whatever they can throw out. Hawkeye does NOT do well under pressure at all. One hit from rockets is a soft knockdown, this forces hawkeye to recover and jump again. This gives Nemesis enough time to fight back. Plus you have to take into account Deadly Reach pressuring Hawkeye, which he can’t fight back against unless he does slide to run away (Which you guys I think missed out as his run away tool, which I use allot when an opponent gets too close). The matchup is not in Nemesis’s favor i’m not saying though. Hawkeye can use Trick Shot L into Freeze shot that is a free ground bounce / hitconfirm on Jumping opponents (and grounded opponents if Hawkeye is close/fast enough) i’m saying that this matchup is actually do-able but difficult.
@Arthur: Interesting, though I do think Arthur has difficult dealing with pressure, though he is safer to reach than most people because of his size. Idk I hardly ever play Nemesis vs Arthur. Since most people just use him as anchor, and point Nemesis is rarely alive by that stage in the game
@Doom: Depends, Deadly Reach can zone Doom effectively, rockets can beat plasma beam but not photon shots. Use s.H and Tentacle Slam M to beat foot dive, don’t let doom rushdown and pressure Doom as well with reach and j.M j.S for anti air. I think honestly this matchup is not too harsh IMO. I know Foot dive randomly crosses up but I guess that’s not a Nemesis matter thats more of a vs all matchups and the character itself. Photon Shot can beat Nemesis’s advances but it does crap damage so people hardly ever do it. Doom is almost always constantly in the air so air-air deadly reach deals with him significantly.
@Hidden Missiles: It does do well to hurt Nemesis I agree, but the question is how much does this hurt him as compared to the majority of the cast? I know you’ve recently played some crazy keepaway built teams with Hidden Missiles, but as an assist the best startegy is to use an assist to cancel hidden missiles, or get up close (If you can) and Deadly Reach the assist. As one of the first things about Deadly Reach was found is that it is an excellent assist punisher.
@Zero: Also possible, but I do think j.M j.S and the fact that Nemesis j.H covers so much range helps him in this matchup. Zero can just run away yes, but I don’t see him doing too much damage honestly. Plus that’s what assists are for (vajra H) I don’t 'see this matchup being easy. But I don’t think Zero has enough anti-Nemesis tech to make it one of the worst. Of course Zero is a pressure beast.