Rated T for T-Type: The Nemesis Combo Thread

Why I must say this sounds like a fancy combo! :slight_smile: Ill have to try it out when I get home.

As a heads up, there are 3 characters I didn’t get this to work on. Dormammu, Frank West, and Nemesis. Nemesis and Dormammu are big. Too big. The Flare will hit them too fast and I couldn’t link meteors. It might be possible, but the fact that I couldn’t for some significant amount of time means something. Frank West isn’t hit by the groundbounce portion of BHR, so the bounce isn’t reset. While you can substitute Ground Bounce Assist for Rocket assist, I find the Ground Bounce is more consistent for the combo.

Nem can link normals after back ground throws in the corner…?! God I feel so stupid :shake: …good stuff JDog

Expanding on the combo I mentioned earlier with Nemesis/Dorm/Doom.

Normal sized
Corner:cl, cM, sH, DP+M, cM, sH, QCF+L, jM, jM, jH, sM, sS+Assist Call Doom(Missiles), jM, jM, jH, jS, (Missiles OTG) Angled Deadly Reach, Biohazard Rush, Stalking Flare, Power Red, Power Blue, Meteor Shower, Fire Carpet+Nemesis Launcher Slam assist, Dark Matter, Dark Hole L, Chaotic Flame.

A big problem that happens when doing this from corner is that the OTG from Doom puts the opponent up high. Ordinarily this doesn’t mean much since they tend to be corner carried regardless, but if done from corner and not very well, Nemesis actually crosses under the opponent, and while you can adjust accordingly and Stalking Flare will come out fine, it will carry them out of the corner and away from combos. As long as your timing is decent, Angled Deadly Reach should put them close enough and low enough to connect fully and face the right way.

Not in corner:cl, cM, sH, DP+M, cM, sH, QCF+L, jM, jM, jH, sM, sS+Assist Call Doom(Missiles), jM, jM, jH, jS, (Missiles OTG) sS, TK Cancel into Standing Rocket, Biohazard Rush, Stalking Flare, Power Red, Power Blue, Meteor Shower, Fire Carpet+Nemesis Launcher Slam assist, Dark Matter, Dark Hole L, Chaotic Flame.

There’s not much difference here, but you want to do this instead of cH or sH for a reason I’ll go into in a little bit

Goliaths, Midgits, Tron: That means Dormammu, Sentinel, Nemesis, and Arthur, Firebrand, Rocket Raccoon, Ammy.

Corner: cl, cM, sH, DP+M, cM, sH, QCF+L, jM, jM, jH, sM, sS+Assist Call Doom(Missiles), jM, jM, jH, jS, (Missiles OTG) sS Biohazard Rush, Stalking Flare, Teleport H, jS, Fire Carpet+Nemesis Launcher Slam assist, Dark Matter, Dark Hole L, Chaotic Flame.

It’s important that you use sS while the missiles are coming down. Stalking Flare functions differently on the above mentioned than everyone else. For big guys, they get hit by Stalking Flare too fast and reach the 20 hits before you can cast the meteors. For small people(and Tron), they aren’t hit enough times and they just keep going up and up, past where the meteors spawn from and missing them. Remember, if you use sS, the game registers everything after as an air combo until a hard knockdown occurs, so teleport->S smacks them down to the ground.

Not in corner:cl, cM, sH, DP+M, cM, sH, QCF+L, jM, jM, jH, sM, sS+Assist Call Doom(Missiles), jM, jM, jH, jS, (Missiles OTG) sS, TK Cancel into Standing Rocket, Biohazard Rush, Stalking Flare, Teleport H, jS, Fire Carpet+Nemesis Launcher Slam assist, Dark Matter, Dark Hole L, Chaotic Flame.

One final note, whether you jS or Meteor for the knockdown, take a step back to guarantee all of the Flame Carpet hits.

[media=youtube]afWWJ8ir0ik[/media]

Well, I’m labbing Nemesis/Nova/Bolts like crazy, I think it’s a terrifying team as far as combo potential for Nemesis. Currently, I cannot get more damage than 869,700 for a meter. Corner only, very unlikely confirm.

j.H cr.H Clocket H st.H+Centurion Rush Clocket H st.H S+Bolts sj.HS second bolt hits S, Hyper. Fuck the M and L buttons, don’t need 'em.

And for midscreen, just Nova assist, I’ll let people know when I can more consistently get Strange in on the action (too much stun and they literally fall out of the second bolt before I can land the second j.S, which happens way after Nem’s hitstun gives out, odd), I can get the following:

j.H st.MH Clocket L dash j.HS st.H+Centurion Rush Clocket H, st.H (works when you hit the opponent with the top edge of Centurion) S MMHS, Hyper.

I get 843,000. With a MHS at the end, it’s still exactly 843,000, with a st.M instead of the inconsistent st.H, 831,900. With a straight S instead of st.M, 833,900. With a cr.L st.MH at the beginning instead of a jumpin (and without the st.H or st.M before the launch), it gets its lowest possible damage of 798,900. This combo refuses to scale, and it’s a good midscreen combo with the right spacing. Take in out both j.M’s in the air combo, 857,700, maximum damage.

Final note, found a way to use both assists midscreen, involved taking more normals out of the same combo.

st.H Clocket L j.HS st.H st.H+Centurion Rush Clocket H, st.H S+Bolts, j.HS second bolt hits S, Hyper. 868,400, and for some reason all the normals needed to be inputted really fast or it would drop anyway. Except for the slight delay on the st.H before Centurion Rush hits, so it doesn’t whiff.

After a Nova Force DHC, I got 1.07 million max. Best part, after that specific Bolt juggle, you can whiff normals before the super for style points. st.L into part of the rocket’s startup is my favorite.

And that’s all I have for today. I plan on making a Nemesis/Nova reset guide later (they have some damn good ones), but I can’t use my recording device right now (winter break, forgot to pack a wire, derp).

EDIT: Nevermind! Apparently you can do the corner combo off a command throw exactly as notated, without the j.H of course. 754,700 damage, but it’s got really finicky timing. You can skip the st.HS into bolts juggle for 730,000 easily enough, which seems to be the most annoying part, so yeah, yay damage!

The TAC infinite is unnecessarily difficult, and I think it only works on taller characters… have any of you guys tried it yet?

Yes, I’ve tried it. No, it’s not going to be match convenient at all. I decided to learn Nova’s instead.

The Cap combos are gone :frowning: How did the slash help with the extension?

Off the top of my head, I know Shield Slash was one of the few moves that let you combo from cl cm sH QCF+S

Sorry. I was going through my channel and was cleaning up the channel and got rid of some videos. I forgot I posted them in here. But like Gil, said, it was mainly a way to help Nem continue a combo from his rocket shot. Nothing too special now that I look back on it. Lol :stuck_out_tongue:

FYI duke…nemmy in the corner with bolts has the same perk as drones! that alone should bump you into the 900k range for one meter.

max i got was in the area of 960k? sorry i really dont remember!

Wait, I can S+Strange j.H rocket, rocket, j.S? I know I can S+Strange j.HS S, as well as j.HS, j.H s.S j.MMHS, but the rest is news to me.

yes sir but its only one rocket…sorry!

Ooh. I see now. I have to delay the strange call until after I have already launched, however. But, I get the ability to land and even land a cr.H. I can work with this. Thanks! Adding a few combos with this tech into my Nemesis combo video. It’s been 15 minutes since reading that and I have already gotten 782k off a corner tentacle slam, a bit more than my previous 750k, which was WAY harder to input.

Working on regular corner combos next.

Edit: 931k off a st.H in the corner, 927k off a j.H. Yeah, you’re right, that’s odd.

Damage is fun :smiley:

This is for Nem/Nova/Bolts, not Nem/Dorm/Bolts, sadly.

Edit 2: OOOOH!!! Also, for all the Nem/Nova players, cr.H+Nova QCF+H after the wall bounce has been used, can go into DP+L for a working correct DP+L reset, that does space right to catch all techs. Testing done on Strider. And Jill. Not Shuma, but he’s weird, and that’s all the people I have on my random training dummies, so yeah.

i couldnt land this due to crap execution but you might be able to!

assuming your team order is nemmy, nova, strange in corner - :hcb::l:, :h:, :s: w/:a2: (strange assist y,) j.:h:, j.:s:, (land,) :h:, :s:, (drift away from corner,) j.:h:, j.:s:, (land,) :a1: (nova assist b,) TK j.:s:, (dash if required,) cr.:h:, :qcf::s:, :dp::atk::atk:.

you might be able to sneak in a :qcf::h: after the cr.:h: and still be able to get another cr.:h:, :qcf::s:, but thats totally character dependant!

hmm…it might not have been this combo that i wasnt able to land but one with disks instead, it seemed like the damage potential was better but i believe it was more hits in the end so scaling might have dicked it over in the end! had i been able to connect it all anyway haha!!!

i lab too much! im sad now!

Actually, I did this one :hcb::l:, :h:, :s: w/:a2: (strange assist y, delayed slightly) j.:h: :qcf::s:, land, cr.:h: :qcf::h: cr.:h: w/:a1: :qcf::l: cr.:h: :qcf::s: :dp::atk::atk:

Character dependant as hell, but it looks cool.

But I can just do a :hcb::l: st.:h: w/:a1: :qcf::h: st.:h::s: w/:a2: (strange assist y, delayed slightly) j.:h: :qcf::s:, land , cr.:h: :qcf::s: :dp::atk::atk: for a 779k that works on everyone.

Also, did a different 931k combo, and this one got 3k extra damage from adding the j.H…Nemesis combos are weird.

after wall bounce j.:m:, j.:m:, j:h: w/ nova assist b, land then back dash (opponent air recovers,) dash cancel into :hcb::m:.

catches all techs and if timing is off they are put in block stun from nova (invincible air hyper still work but why wouldnt they!)
if nova happens to get a hit instead you should recover in time to dash in and raw :s:.

can also work as a ā€œhitā€ reset, meaning force a cross up by dashing into the opponent depending on how they tech.

neutral tech can dash under opponent twice, i however suggest one dash and immediately cr.:h: since it will cross up quicker than second dash and any attack.

side tech dash once and use whatever you see fit.

nova should still hit in all of these instances so adjust your combos accordingly!

if you replace that :qcf::l: with :qcf::s: it should bump you up into the 800k range! you should always be able to rocket after crouching heavy in the corner why because…EXPLOSIONS!!!

also damn good work on those combos max i have with my main team is 826k off a command grab in the corner…however im working on a insanely hard alternative that sadly might not even be worth it in the end! damnit nemmy fix your scaling!!!

But you can’t do cr.H Rocket after a cr.H+Nova Rocket, Nova doesn’t juggle long enough, it seems. Tried it for a while.

Nearly managed a QCF+H in its place, but they have to be at the right height with cr.H+Nova QCF+H to be high enough for another cr.H, and my combo doesn’t get them there. st.H before the QCF with Nova gets them at a better height, but there’s too much hitstun at that point.