Considering the fact that Morrigan’s strength overall as a character was heavily booster since Vanilla, I think I can say very well I’ve played several good Morrigans because now she has an increased in usage. Y’know the ones that fly all over the place Shell kick when you least expect it and free open up? Or do fly cancel Astral vision soul fist complete lockdown shenanigans? If a Morrigan stays at top screen and even begins to fire Soul Fists I will use Vajra assist to knockdoown Morrigan for free BWA. Weren’t you the guy who did not believe Vajra H was good for Nemesis at all? Besides, even if Morrigan does block Vajra H it forces her to come down, mission accomplished with less benefits though
I don’t think most players are going to be ready on reaction to punish Vajra, to punish vajra H assist you have to be lucky, or have to be looking to punish it since by itself it’s very hard to punish. Even if zero did hit Strider I don’t think Nemesis is just going to let Strider die, hell just crossing up movement could save save Strider, I am of course talking about if Zero is at super jump height.
That’s why i said don’t do anything stupid against Haggar, haggar is a heavy and you must respect it. Only do what’s guranteed and never try to beat pipe incoming unless your very very far away and in Deadly Reach range .I’ve played good Haggars that put him on point and if you zone Haggar and keep him out he’s not that bad. Yes if haggar gets close but only way Haggar gets close is super jump pipe or his wave dash covered by assist (Usually dagger toss). You have to respect the pipe, don’t fight it with anything and just block, and AG it away. If its a situation where Haggar- no any character is too close you shouldn’t be firing rockets anyways, since air rocket recovery is terrible. Deadly Reach covers all angles of Haggar’s main approach, and Haggar can’t fight back against it. can’t duck, no long ranged normals or invincible moves long enough, no random super. He HAS to Super jump over it, which is going to either be a Pipe (most likely) or a throw, which in the whole time he super jumps Nemesis could theoretically run away.
1 PW
2 Sentinel
3 Tron
4 Hsien-Ko
5 spot goes to a lot of people, including She-Hulk, Iron Fist, and Shuma-Gorath, the two latter being due to not knowing any representatives and I can’t think of anything that’d give Nemesis too much trouble off hand.
Rather than list 5 here, I’m just gonna state some guys I think we overlooked for the trouble spot
Ammy’s actually not that bad really. Her inability to block in air dash hurts her allot in this matchup. Contrary to other characters, small hitboxes aren’t he worst thing for Nemesis since it allows more room for j.H to come out. Her keepaway isn’t too hard to get past. Even against good ammy’s I’ve never had too much trouble with Nemesis. Obviously don’t throw out moves that will whiff because of the dog’s size.etc I don’t find myself cringing too much.
Joe is another issue, he’s tough espicially with all the voomerangs and pressure, he’s pretty bad but not top 5 IMO.
iron fist and gorath? idk about that one, Gorath’s mobility really helps him in the matchup, crap like “Shrapnel!” makes it hard to pressure Shuma Gorath and catch him. Iron Fist also is heavily, heavily underrated. Considering on a daily basis I fight an amazing Iron Fist player, that does not use assists to close in. Iron fist’s amazing wave dash makes keepaway with him very difficult, ,not to mention allot of his combos are potential ToD, or very good resets. IF’s air throw is also combo-able which hurts Nemesis espicially in the area where Nemesis needs to jump allot to perform his best moves. Iron Fist is also an amazing pressure character it’s difficult to fight back against. Nemesis’s one plus in this matchup is Nem’s armored moves and Deadly Reach but actually this matchup is more 5 - 4 Iron Fist or neutral.
This is my match against Evul_Soldier who has a team built around Haggar and he’s quite good. This is how ideally Nemesis handles Haggar
[media=youtube]3OiNRmZ5oTQ[/media]!
Haggar: not that bad of a matchup imo, just zone and then tentacle slam his sj’s. careful if he’s close.
Iron Fist: a lot like the Haggar matchup (except he’s faster) - careful zoning and space control.
MODOK: i lost last night to a MODOK i usually beat without issue, i believe due to not establishing momentum as mentioned previously.
X-23: Air Deadly Reach shuts down lame horizontal Talon Dive pressure, but she’s still quite fast.
fun fact: in Resident Evil: Apocalype, Nemesis doesn’t use tentacles while fighting at all.
one thing I will give the shuma match up that deserves some respect is Mystic Smash. it’s fast, overheads, and hits a bajillion times. Armor killer, and it’s his best offense. Not saying it makes the matchup hard or anything, but if you think you can armor your way through a shuma fight, think again.
I’ll also give him his Lvl 3, which is TERRIFYING.
aside from that, business as usual.
fun fact: Nemesis in Resident evil: Apocalypse is ass.
Whole series is ass
maybe except RE1 which at least had some scary moments in it. RE2 movie though at least tried to make a live action Raccoon City but it ended up being more metropolitan than the actual Raccoon City which is more or less a minor city whom does not have any major skyscrapers and mostly just 2-3 story buildings.
This is completely related to Nemesis I say.
i love when JCVD tells that one guy he’s lost his balls - it’s been quite a while since i’ve seen it, perhaps i’ll watch it again… on the most important day of my life.
can anyone guess what day that falls on?
Also, I genuinely think the SF movie is a damn good film. No it’s not perfect and it take alot of “liberties”, but god damnit, it got EVERY SINGLE STREET FIGHTER in their accurate costumes by the end of the movie. Most video game films cannot boast that, with even half the cast.
I don’t know about that. Ammy, unlike a lot of other characters who got really hurt on the airdash, can always switch weapons and with good prediction block in time. Her standing and crouching medium also have a large enough hitbox that they can slide through Nemesis’s range pretty fast. Nemesis’s jumping heavy will lose out to Ammy’s when she’s got the sword, and that sword dive can be cancelled into a weapon change, starts in a blind spot of nemesis’, and gives her a decent way to either get in or bait armored normals, and then punish. Also, you can’t underestimate Ammy’s counters at their ability to ruin Nemesis’s means of approaching. An assist will help, for sure, but Ammy can deal with it better than most, given how many tools she has. She takes some work in this matchup, but when she does, Nemesis is going to find it tough as balls to get close or zone effectively.
Again, MODOK is a challenge, worse than a neutral matchup for Nemesis, at least. His shield will give him the momentum in a zoning war, and then he’ll keep that momentum with his beams, unless you’ve got a high durability ranged assist on your side. Nemesis can’t do much with a super jump, and his normal jumps can be locked down by MODOK’s analyze cubes. Once MODOK has you locked down, that rushdown is tough to deal with. It is definitely a war of momentum with these two, but MODOK has the easier time of it than nemesis does. Good news is definitely that MODOK can’t handle Nemesis close up, and worse MODOKs can be kept on the defensive with use of armor and command grabs. So, though unfavorable, fighting MODOK is certainly not a lost cause.
To say it again, you’re underestimating Morrigan a lot here. I play all the time with a Morrigan main, and that character is the bane of my existence (he now uses Trish, which does not make my life any easier ) She is completely lethal to Nemesis, despite her lower damage output and lack of easy resets. Her shell kick has high priority, and, because her hurtbox is so small, can occasionally beat out Nemesis jumping h. Shell kick is also an armor killer, multiple hits. I have timed it so I used the armor for just the first hit, and have punished it, but it takes so much prediction that it’s not worth it (more often than not I get hurt trying that). Her teeny-tiny hitbox when crouching makes a lot of his zoning tools crazy ineffective, and she’s got some pressure when you consider her clone getting in and using flight-cancelled shadow blades into more shell kicks. Nemesis just isn’t fast enough to react when she’s that close up. Her ranged game can also lock down much more mobile characters, so for Nemesis it’s death. Having seen ChrisG and Dieminion’s recent tournament exploits, Morrigans had better know a good zoning game, which nemesis cannot handle, especially as she can zone from Nemesis’s blind spots. She’s also got that invincible hyper to fall back on, so she in some cases can take some offense, and return to zoning. Coupled with a good ranged assist, she destroys Nemesis. Her only weakness is the inability to kill Nemesis without multiple combos, but she can easily use them to set up her zoning, and both close and far has tools to take down nemesis.
Wow, I’m being awfully pessimistic here. That said, I use Nemesis all the time, because I think beyond the resets and damage, he’s surprisingly fast, and has the tools to get around anything with the correct assist and a little thought (I’m thinking Vajra, Hawkeye’s triple arrow or Doom’s missles, but there’s quite a few).
Don’t think i’ve seen you post around here, you must be new. Welcome to the Nemesis sub-forums.
If you look at when those were posted. It was pretty much week 1 impressions, I’m trying to get around and rewrite them with new matchup experiences based on the current UMVC3 meta-game
On morrigan, you’re right it is harsher than I wrote, but it’s not entirely a lost clause (dat j.S), oh and since you mentioned Vajra H for lockdown assists for Nemesis. It’s not only the best lockdown assist for him, it’s his best assist Overall him and Nemesis are a very, deadly combination and many other Nemesis players would agree to me Strider’s Vajra is the assist of choice. I also use Greyhound for hawkeye and it also works for crossups, help in projectile wars, lockdown and keepaway).
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I don’t know about that. Ammy, unlike a lot of other characters who got really hurt on the airdash, can always switch weapons and with good prediction block in time. Her standing and crouching medium also have a large enough hitbox that they can slide through Nemesis’s range pretty fast. Nemesis’s jumping heavy will lose out to Ammy’s when she’s got the sword, and that sword dive can be cancelled into a weapon change, starts in a blind spot of nemesis’, and gives her a decent way to either get in or bait armored normals, and then punish. Also, you can’t underestimate Ammy’s counters at their ability to ruin Nemesis’s means of approaching. An assist will help, for sure, but Ammy can deal with it better than most, given how many tools she has. She takes some work in this matchup, but when she does, Nemesis is going to find it tough as balls to get close or zone effectively.
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Depends if Nemesis is fighting Ammy with sword, is he using j.H to trade with sword dive? Is he on the offensive when Ammy is attacking with the sword. How is weapon charge a blind spot though for Nemesis? Nemesis’s blindspot is directly above him usually, and the area outside of his tentacles for j.S Nemesis doesn’t really have a blindspot outside of course super jumps. I don’t see how you can bait a Nemesis armored normal, when his armored move is almost always canceled into Clothesline or Rocket Slam, Clothesline only being -2 on block being somewhat safe. The counters I will concede though they make Deadly Reach difficult to use, but in that matter Deadly Reach in the ammy matchup should only be used as anti-air since it will whiff on ammy in all other circumstances. In fact Nemesis’s s.H whiffs over ammy half the time so it’s not a good idea to use unless Ammy is coming at you with an air dash. Is Ammy going to react and make her air dash blockable every time Nemesis sees her approaching? I find that hard to believe, espicially when you have something like Deadly Reach or Raw launcher that both have erogenous hitboxes and fast startup.
On all that stuff about Morrigan, I agree. She’s a tough matchup, but can be taken down. I’ve done it more than a few times. And I know how amazing Vajra assist is in general, it can be argued that it’s one of the best assists in general, and it’s even better for Nemesis. I prefer Hawkeye’s Greyhound mainly because I am crap with Strider.
Good point. I got stuck in that hypothetical zone of thinking for matchups, where you think of all the possible tools the opposing character CAN use, rather than what they WILL use. I think I read a similar argument about Jill earlier, and didn’t really agree with it. I agree here, Ammy won’t be untouchable for Nemesis, but that counter is irksome, and she does have very fast normals and more ability to punish than a lot of folk. I have not actually matched them up against each other much, I never see great Ammy players around, but I’m predisposed to worrying about them.
In the matchup with Ammy, she always should fight with the reflector equipped. Nemesis lose to Ammy at close range due to cr.L speed, cr.M and the instant overhead j.L, the reflector can counter every “safe” attempt of Nemesis attack and nullify his zoning game. Deadly reachs are NOT good at all in this matchup, Solar flare L is too dangerous. The beads are also a good choice against Nemesis because of the range and projectile. Nemesis normals and resets whiff a lot because of Ammy small hurtbox. The matchup is clearly in Ammy favor.
Calling Morrigan a favorable matchup for Nemmy is … i don’t know, she is a Nemesis killer. There is nothing Nemmy in his best level can do to catch Morrigan out of her spam or to stop her rushdown covered by soul fists, and i’m not even talking about Astral Vision. If Nemmy can have Vajra, Morrigan can play with missiles (missiles stop vajra), and it’s not like Vajra is a threat at all for Morrigan, fly cancels are a 2 frames thing.
@Duke, yeah, unfortunately there are not a lot of very good Ammy players out there, Ammy is a smart character with low damage output, people prefer herpaderp characters with ABC 1000k combos (looking at you Wesker). The funny thing is, Ammy neutral game is way better than all the herpaderps, and she is also the goddess of matchups, i don’t think there is actually a matchup that is bad for Ammy.
Yeah, it’s tough making calls with Ammy, because though I’m a okay Ammy, I use her pretty exclusively as priority city with disc and shopping cart and a set-up to level 4 frank. I would have to use her all the time to learn her technology, and there’s a reason I’m here and not the Ammy threads. Knowing how big the follow-ups to her counter are, I respect the disc. Thing is, Nemesis has a lot of tools, so even if Ammy has a counter to every tool of his, it doesn’t mean Ammy will use the right one at the right time. I’m honestly not sure how the matchup is with Ammy and Nemesis anymore, but I know it’s at least slightly bad for Nemesis.