Rated T for T-Type: The Nemesis Combo Thread

However, :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::h: :dp::l: :hcb::h: does work for a QCF+H followup. You can bet your ass that and most of the other combos I wrote down will be in my next combo video.

That still leaves the question of finding more swaggy Nova combos. I have a few 822k combos with him and launcher slam, but it’s just not cool enough. Bolts extension is odd for Nova, and the good ones I have yet to learn entirely.

ill look into this for you my good man! in fact i think ill TRY and compile a list of who can :s: -isst nemmy to land air rockets so we have it on hand!

And what exactly are you looking into cr.H+Nova, Rocket cr.H? Or Nova swag with launcher slam? Because one is just me being a bad Nova. The other doesn’t work for my combo, but when it does work, they have to be higher for the initial cr.H, and QCF+H works once they’re at that height anyway, so that area of search may be fruitless.

I’d say more a launcher bounce thing, as with Nova you can S and call delayed Nova, air H, land, combo. It’s for early hitstun amounts, obviously, but it looks HILARIOUS. Also, a much more practical one, S and Nova, S, j.H into followups.

What I mean is, there’s a lot of people who get juggles from an S into relaunches and other stuff that can’t do it with rockets.

Oh, and now midscreen Nova/Strange can net Nemesis 899, has to be halfway to the corner first, though.

easy enough combo, cr.M st.H QCF+L j.HS, cr.H+Nova QCF+H st.H S plus delayed strange call, j.H Rocket, land cr.H Rocket BHR.

with that combo practice doing cr.:h: (w/nova assist y,) :qcf::s:, cr.:h:, :qcf::s:.

that should help with your timing for other combos and extensions!

the reason its great especially at the end of longer combos if you can manage it is because its all forced property moves!!!

sorry duke sir the combo i quoted peaks at 790,200 with the extra rocket…however you team can get excellent damage!

my personal max with your team is 980,700.

Dayum.

So with all the discussion of how much damage one can get with Nemesis in one combo, I was wondering if how much meter one can build in one combo with Nemesis is a discussion worth having… Me myself, I kinda never expect a kill from Nemesis, so lately, I’ve been focusing more on meter gain. How much meter can I still have left over after the DHC/kill? For instance, in the lab just now, I was able to build 2 meters in one combo that started with a command grab in the corner, and still come out slightly on top in terms of meter left over, and the combo doing 948K with two assist and 2 meters. Do y’all keep track of that sort of stuff? Is that an area you look into while in the lab?

I forget to track meter…derp. I’ll go back and check what I get off my bnbs/more damaging stuff.

youre not the only one…i remember airtola saying he focuses on meter as well. only time i make a conscious decision in regard to meter is if a dhc is required.

Hmm…do y’all think that’s good though? 2 meters from a command grab and two assists? It’s so easy to tell if a combo is good damage wise, but I hardly viewed it from meter gain. :stuck_out_tongue:

I’m spoiled. My team works so well just TACing to Dormy, I always just lazy up my combos, not optimizing for meter gain or damage, and just seem to have meter when I need it anyway. I may want to try going for supermetergain instead of damage, though, as Dormy eats meter and can snap after all chaotic flames, which could get to be really useful if I build my team around it, considering his incomings are easy as hell with launcher slam and/or bolts.

Edit: Yes, two meters is good. I need to mess around with my metergain, as dark hole in the corner does extend okay late-combo, but I never used it just because the damage sucked. Also, that corner bolt juggle makes my life 50 times easier, need to rework my combos, thanks again motion!

Im playing nemesis/doom/strider right now, and the best combo i could find is j.H, cr.LMH xx M launcher slam, cr.MH xx clothesline L, dash cr.HS, MMHS rocket super, DHC to sphere flame. if you end the combo midscreen, which happens when you start in the corner, you can land and call vajra, and do a TK missile, then super. with the vajra extension it does about 950k, and is really flexible on positioning, because you can change whether you clothesline or launcher slam first, which can keep people in or out of the corner. Also, if youre shooting fullscreen missiles, you can call vajra and TK missile can combo with it, giving a hard knockdown into super. DHC to sphere flame here does like 700 or 750k i believe, which is great for just a missile hit.

take out the light attack and most if not all of those mediums (only medium needed is the one after dp.M,) and you might break a million with that DHC!

Im hoping this thread is still active. I got two serious problems with Nemesis.

1)How do I open my opponents up? Alot of his moves are unsafe as hell. I try and bait my opponents by using RL-M and very seldomly RL-H because they have armor but my little trick doesn’t work on advanced/tournament players.

2)How in God’s name do you battle a zoner. I run Vergil/Rapid Slash and some times I can hit them with an Air Rocket launcher but that only lasts for 2 hits before they adapt.

Hey, lucky I checked the forum right now. We’re active when there’s something to be active about.

  1. Delayed strings into DP+M only get you so far. How I open most people up is to get them in a sitatuation where they have to block, get close and then cr.L or command throw, which is unsafe as hell but a way to open people up. Some assists can make throws a bit safer and get you closer faster, drones and bolts are a good example. Mostly, however, Nemesis gets most of his hits while on defensive, j.M on jumpers and superjumpers, st.H for armoring people. st.L and st.S are rarer punishes for people who don’t think he’s got that speed/range respectively. If you can get them locked down with an assist, jumping at the right distance will make a j.H come from either side and get super ambiguous. And I use bolts to confirm a tentacle from far-across the screen. And airthrows. That’s about it. Nemmy doesn’t have much, but he can land hits.

  2. I try to counterzone them with deadly reach. Nemesis needs pretty specific assists to be effective against any decent zoner. Nemesis/bolts is my pairing, which is effective because tentacles, while possessing no projectile durability, can smack most people from far away, and it covers all of bolts’ startup, allowing for chip/more tentacles/wavedashing. Drones has more durability, which is useful, but one tentacle doesn’t cover its startup all the way. It is more useful for command grabbing and going in, as you have a lot more time to move. Both of those assists can keep them still for an air rocket. In addition, Tiger Knee’d rockets are way faster and cover a slightly better area. Other good ones are triple arrow and disruptor, as they’re fast and can disrupt (hehe, pun) the opponent’s assists and tools. Taskmaster and Arthur’s horizontal projectiles have good durability in zoning wars, and give you time to do stuff.

Big problem here is it’s team-specific. Even with that, some zoners are naturally good matchups against Nemmy. Morrigan, Deadpool, Trish…I’d say more tk rockets, occasionally slow their roll with your noodly appendage, and if that doesn’t work, Vergil kills zoners, get him in with a DHC or something.

So basically if I want to get in and open more people up, I needs assists that can pin my opponent down?

I wanna switch out Wesker but I need his OTG assist for tentacle resets. Maybe I should just drop him for Strange. That’d be kinda hard because have zero knowledge about Strange and Final Round is two weeks away. Would that really be a wise move?

Two recommendations for you. #1 Nemesis needs NO ONE for resets. He does an absurdly good job on his own, setting up untechable resets solo if you’re proficient enough. #2 Do not mess with your bread and butter if a major tournament is a few days away. That’s just not a good idea.

I understand that. I should’ve been more clear. When I said I use Wesker’s OTG its for reset in the corner.
For example s. L,M,H,S, sjM,M,H,S(land)Wesker OTG, f+H, hcb+M

OR

(land)Wesker OTG, jH, hcb+H.

Wrsker’s assist just gives me more opportunities to create resets. I have a BnB with Nemesis and its about 734K w/ Wesker OTG. I don’t know if that’s good or if I can do better.

what is your 734k combo? are you using rockets into hyper or air series into hyper? what is your other assist?

not to be rude but unless you lab a hell of a lot im willing to bet that theres ALWAYS a way to up damage…impractical or not!

also welcome and dont be shy…i suck but try to help when i can!