Rated T for T-Type: The Nemesis Combo Thread

I myself have been in the lab lately coming up with new combo extensions for Hulk using Nem’s Rocket Shot assist.

Say you landed command grab L or M with Hulk on a cornered opponent. Before the combo would look like this…
HCB L or M, call Drones assist, QCF H+L, Gamma Wave L, jH, jS, sM, sM+forward, S, jM, jM, jH, jS, Gamma Tsunami, Gamma Crush, or THC with Hulk+Nem.

After you do the air series with Hulk, sometimes you are still too far away from the corner for Gamma Crush to connect. At that point you either just do Gamma Tsunami for so-so damage, a THC with Nem if you have at least 2 meters and Hulk has Gamma Wave or grounded Gamma Charge assist (you can do it with AA Gamma Charge assist, but the end of Gamma Quake pops the opponent out a Nem will be left vulnerable.), or you could attempt a charge partition to land Gamma Crush. But thanks to Nem’s Rocket assist, the soft knockdown caused by it can take the opponent to the corner. So the new corner command grab follow up would look like this.

HCB L or M, call Drones assist, QCF H+L, Gamma Wave L, dash jH, jS, sM, sM+forward, call Nem Rocket assist, QCF L, crH, S, jH, jS,
on shorter characters Gamma Wave L M or H, Gamma Crush.
on taller characters Gamma Wave L, DP H+H, Gamma Wave L, DP H+M, sH, Gamma Tsunami.

Anytime I landed a command grab midscreen I would always call Drones assist to follow up. While its a good way to get a full combo from the command grab, you use your ground bounce in the process with jS. However,lately I’ve been practicing judging the distance from wherever I land the command grab midscreen to the corner so that I can instead use Gamma Charge to put Hulk in a position where I can use Gamma Wave L + Nem Rocket to lift them up and continue the combo and save the ground bounce for later. So lets say from starting position midscreen…

HCB L or M, QCF M, Call Nem Rocket assist, Gamma Wave L, sM, sM+forward,
on shorter characters DP H+H, crH, call Drones assist, DP H+H, sH, DP H+M, sH, Gamma Tsunami.
on taller characters S, jM, jM, jH, jS, Gamma Wave L, DP H+H, crH, call Drones assist, DP H+H, sH, DP H+H, sH, Gamma Tsunami.

Great ways on maximizing off a command grab with Hulk/Nem/Sent team if I do say so myself. :smiley:

RR and T-Type have lewps. Not practical, but fun. Reseting ground bounces aplenty. j.S cr.H rocket BHR, Trap DHC, Tagin hits, Trap hits, j.S cr.H rocket BHR, Trap DHC, Tagin hits, Trap hits, j.S…

Viewtiful Joe synergy. Shocking pink assist, in corner: st.H S (call Joe a bit after the launch) j.HS, land, bomb, cr.H Clocket H, cr.H+Joe assist (same time required) DP+H, cr.H QCF+S DP+Hyper.

Looks really really cool, I’m not sure if you can link the bomb from DP+H thing indefinitely, but I’ll check soon enough.

Edit: If you’re wondering why I’m making posts about all this weird semi-practical tech, I’m making a combo video. :3

More impractical Viewtiful Joe synergy.

Joe’s bomb allows you to do the following extensions:

  1. Call Joe and corner throw, conversion.
  2. Launch and call Joe, j.HS, you can follow up with st.H or cr.H, loops 3 times starting at no hitstun decay, fewer times in most situations.
  3. cr.H plus Joe, Launcher Slam H, cr.H, this works if the wallbounce isn’t used up, OR right after a QCF+H.

With P1 infinite Joe assists, you can get ONE OF EACH in a single combo.
Doesn’t scale as well as some of the toptier extension assists, but allows for some terrifying conversions at multiple points in a combo. If there was a decent use for this in neutral, Nem/Joe might be a really sick thing. Damage: Around the same as other decent extenders, nothing fancy. Not as many rockets as you’d think. Meterbuild: Absurd. Like, he gets Taskmaster meterbuild at least, when you’re player 1.

I swear I’m done.

I lied.

Since Nem’s stronger combos go into BHR, there’s probly a list of characters who can benefit a bunch from the reset groundbounce after le super. I can’t think of it now, but that’s a good thing to compile.

Also, a list of people who can use the THC practically. This stuff, helping other characters, might be the only way this guy gets more popular.

not necessarily due to BHR resetting the ground bounce but to how it hits it allows nova to double hyper in the corner without red life.

That’s a good one. Yeah, I did that in lab for the first time yesterday after seeing everyone quote that tech at the same time over here. I read the Nova forums.

Random Tech:
Hulk is able to get two Gamma Wave L’s with the use of Nem rocket assist in the corner. Still trying to find practical application of this since this usually leads to less damage especially if my Sent is still alive. So far Ive just been using this to get an extra 24k of damage before going into AA Gamma Charge->wall bounce. But it looks cool. :stuck_out_tongue:

Don’t know if I asked this or not but for some reason I have the hardest time opening up my opponents with Nemesis. Tips?

Yeah you asked before. Duke gives some pretty good tips on opening folks up with Nem.

Me myself, I try to be patient. If you go in attacking like crazy, you are gonna end up giving your Nem up for free. My method is to just annoy my opponent with a combination of tentacles, rockets, and assist to get them to get frustrated and start doing dumb things.

Now I feel like an idiot. I remember that post now. So it seems it would have to drop Wesker so I can run Bolts. Guess I’ll give it a shot.

I try that method & I get blown up. My defense sucks ass.

Don’t worry, my defense sucks too. probly more than yours.

I mostly use bolts so I can zone. If you get them full screen, keep chucking stuff with assists covering you until you snipe an assist, then kill it if you can. If you do this well enough, you may not even need to defend.

Otherwise, annoy them. Jumping forward tentacles is good for some matchups. It gets them still so you don’t have to play defense.

Nemesis’s “defense” is his armored st.H to hit dive kicks and meteor smash, J.M to hit EVERYTHING else, sometimes st.L because it’s not slow as dirt and covers a lot of space, but I suck with that. Also Yolo launch, safe at full distance sometimes, unsafe otherwise, good if they like pressing buttons.

i just hold forward!

Does anyone have a set-up to raw tag to Nemesis from Hsien-Ko? I think I have something after Chireitou, but I can’t seem to consistently catch up to them with Nemesis to land a j.S via wave dashing.

Can someone give me the optimized nemesis solo combos preferably starting from cr.l?
I checked the OP and I’ve been doing those but as we all know OP’s are often outdated and unreliable.
I like him because he has so many relaunches and variations and I’d like to know the better ones

What do you mean by OP?

Original Post.

nemmys literal solo bnb is…

cr.L, cr.M, H, dp.M, cr.M, H, qcf.L, (dash if needed,) H, S, j.M, j.M, j.H, j.S, land, qcf.Hyper

works on everyone, anywhere all the time, builds its own bar and does 700k min (if only two rockets from the hyper hit!)

anything else is just assist optimization, meter building, screen specific/character dependent or strict timing advanced combos!

EDIT - and yes im calling it now…i appreciate what onlywingedangel did for the forums but i fucking hated how he always neglected assists in his combos or discredited nemmy harder solo combos because they were too situational.

the more anyone can learn the better…even if its useless!

Thanks man. Also one more if you don’t mind what’s combo where you use his tentacles j.h to keep them juggled long enough so that you can launcher again when you hit the ground? Like cr.lmh s mm delay h cr.h s
Something like that. Sorry for the retarded request lol. And I agree why even have a thread stickied if you’re only going to update it for a month.