Nemesis throw loop?

It’s a pretty basic technique that’s pretty hard to escape for most charectars paired with the right assist this shit I think iS maybe the cheapest way to win. Definately rate inducing

Pretty much goes like this…

Tentacle slam … st. L … M Tentacle slam rinse repeat I haven’t done extensive testing but the only way to get out is not push anything some chars can get out by teching back mid screen in the corner its harder to escape

a video would be nice, cuz I’m not sure I understand exactly…

Hmm I will try to make one today but first I will try to explain better

Nemesis Tentacle slam results in a ground bounce if you hit them with st. L they reset. Right as your st. L recovers do qcb m and your opponent recovers as your Tentacle slam becomes active try it

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Have you tested this with forward, backward, and neutral air recovery?

Yes I put the computer on random recovery depending on corner spacing they can’t get out unless the neutral recover or have a air hyper with start up invulnerability

Someone did get out by hitting xfa ctor then hawkeyes j. H

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If you’re attempting a reset, you typically want to get as much damage as possible first. Especially since it’s not guaranteed. By doing a higher damage combo, you generally only need to reset once then do a full combo, which is usually enough to kill most of the cast. Which is much better than having to do the same reset 10x, giving the opponent more chances to escape. You can still use the s.:l: for the reset, though I feel c.:l: works a little better after a ground bounce.

-Tentacle slam, s.:l: = 186K
-Tentacle slam, c.:m:,s.:h: xx :qcf:+:l:, dash s.:l: = 309K
-Tentacle slam, c.:m:,s.:h: xx :qcf:+:l:, dash s.:h: xx :dp:+:l: = 408K

For normal combo resets, I usually use:

c.:l:,s.:m:,c.:h: xx :qcf:+:l:, dash j.:m::s:, s.:m: = 405K
c.:l:,s.:m:,c.:h: xx :qcf:+:l:, dash c.:m:,s.:h: xx :dp:+:m:, c.:l: = 457K
c.:l:,s.:m:,c.:h: xx :qcf:+:l:, dash c.:m:,s.:h: xx :dp:+:m:, c.:m: xx :dp:+:l: = 523K

The c.:l: and s.:m: enders you just :m: grab for f and b techs, neutral can escape. The :l: rocket slam you can catch neutral tech with :m: grab, but have to adjust timing for tech back and use :h: grab for f tech. You can catch all tech with :h: grab in the corner though, just slightly different timing.

Another reset is after launching, end your air series with downward DR, after doing this, :m: tentacle slam will grab both back and neutral tech, and you can grab forward tech with :h: grab. In the corner :h: grab catches all 3 techs, Neutral and back get reset in the corner, forward is reset away from the corner. Characters with airdash or invincible air hypers can escape.

Dude thanks I’m kinda new to using resets thanks for the tips gonna implement asap

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Ive honestly never had to use resets with nemesis besides when i had a bad assist call and my 3rd character is a bad DHC. Was just wondering to Brahma do you actually do that in normal matches with a DHC ready or only when you can’t build enough meter(say you started at 0 or close to it)

I’ve been learning this and I actually pulled it off online and made a guy very very very very salty. Only do it if the guy deserves it or when the sun of the east sets in the west during the blue moon when the dragons sing.

I use them quite a bit in matches. Doing one reset pretty much guarantees death on a character. My typical combo + DHC (Cap) does ~930K, less if I started with a random hit and didn’t start out c.LMH xx QCF+L. On lower life characters where I know 1 combo will kill and I have meter to spare, then I usually just finish the combo. But for those 1 mil. life characters, I usually reset unless I have them chipped down quite a bit from tentacles and rockets.

It’s also nice to throw out from time to time just to conserve meter. Just don’t get predictable in your resets or else the opponent might catch on and tech differently. In which case you can adjust between jab and dp+L resets.

can we get a video please :slight_smile:

Nemesis has an even more broken reset using a certain assist, which I will keep under wraps unfortunately :wink: however, I think this reset specifically isn’t very useful unless your opponent doesn’t understand how to escape from resets, where you can then loop them forever.

Spencer slant shot?

-_-

that didnt take long

I’ve landed two resets in one “combo” before to kill those high healthers, mainly Hulk and such. Point of the matter is, reseting AGAIN right after a reset is completely viable since nobody expects two resets, espicially from a character like Nemesis. Just don’t make it obivious like Rocket Slam L twice in a combo. Though it depends on your playstyle

If you want those dead characters DEAD say a threat character (IMO: Wesker, Zero, Morrigan, Vergil) or high health characters Resets are great. They’re a huge potential in Nemesis’ gameplay and they shouldn’t be shelved. Nemesis can max out to 800,000 un-assisted, but that’s still not enough to kill the meatier characters without a DHC and I’ve managed to take down Hulk meterless just through resets. So its very very viable.

Like OnlyWingedAngel said, the important thing about resets is being able to mix them up, and to have more than one reset setup. Having multiple situations to reset them in is good too. If you use the same setup more than once, the easier it is for the opponent to understand how to escape it and when you’re going to do it.

Example, maybe one time you try a jab reset after the wallbounce or groundbounce, maybe another you use rocket slam :l:, maybe another is after air series d+:h:. If you notice they start neutral teching, use rocket slam :l: to catch that as jab resets won’t work. Always mix them up so the opponent isn’t sure how to recover.

Also, be sure to use an assist to cover you in case the reset misses. I use Cap shield slash/Dormammu hole right before I reset, that way of they forward or neutral tech they have to block it rather than get a free opening on me. Just make sure the assist doesn’t mess up your combo.

Another thing I’ve been messing with using down tentacles at the end of my air series reset combined with TACs to try and force the opponent to tech neutral. Basically, using D or U TAC after air DR enough that they try and mash U+:s: or D+:s: instead of holding B or F for a tech.

I did some testing with the Tentacle Slam L throw loop. Its very interesting when using s.L to jab them out of stun then tentacle slam them. Here’s what some testing found

If you jab ASAP,** and tentacle slam M delayed for a frame or two** the have a tendency to tech higher while this is not a problem for back techs as they are pretty much guaranteed to be caught by tentacle slam M. However if the opponent front techs they will go over Nemesis’ tenatcles and recover safely as they will be above the tentacles when they recover

If you delay the jab so that the opponent falls a bit from the ground bounce then tentacle slam ASAP, a front tech will still fall in place to tentacle slam M, as well a back tech (though you have to be quick on back techs) However this has a hard time catching neutral techs, it does but it is consistent you must be very fast to catch a neutral tech, and this is espicially hard on smaller characters.

In that, the throw loop can work if you time everything correctly as technically it covers every single possible tech. But, if the opponent has an attack that is fast enough and far-reaching enough to beat the 8f startup of tentacle slam M, they can technically hit nemesis before he tentacle slams.

Well, if Nemesis is backed up by Samurai Edge (wesker OTG), then There is NOTHING Hulk can do to escape multiple s.deadly reach > tentacle slam M resets. He is basically dead after of a single hit confirm. No matter if it’s a back, front or neutral air recovery, he just die.

this is VERY much so incorrect… everyone in the game can get out of it for free with the same tactic… nice try tho :smiley: