Rated T for T-Type: The Nemesis Combo Thread

… no.

It was late at night, so I might not have been in the proper state of mind. I was a bit focused on trying to get rejump combos than anything else.

… really?

So I got the idea for these combos from umvc3ing’s videos featuring Shuma. Basically if you are in the corner, you can do Sentinel’s normal S, jH, fly, jL, jH, unfly sequence, but you hard tag into Nemesis as soon as you can so that as soon as Nemesis recovers from the hard tag, you can link a S and do whatever you wish. You can also do this trick from a command grab with Sent in the corner. I couldn’t get this to work on small hit boxes though. Experiment and find your own follow up for all you Nem/Sent players!

That first combo was sick. Death by no meter.

With my Nem/Dorm/Hawkeye team (to be pending), most of the team hypers tacked on the end will miss, with the opponent popping out of Dorm’s flames before Nemesis comes crashing down.

A combo I noted that doesn’t is… okay, I guess. I’ll have to investigate some more.

[corner]
j.2H (3 hits) land S jMMH st.H 236L (st.H) S jMHS THC

Deals about 800 k for three bars.

Nem/Dorm THCs are wonky, better when Dorm’s using them and he can get charges into dark matter when it all connects and teleport confusion with the step when it does not all connect.

I can’t lab to check at the moment, but perhaps try off the same confirm:

j.2H s.S j.MMH Angled-DR, land, st.H QCF+L (in/near the corner you can probly instead end it with QCF+H cr.H QCF+S instead of this next part), dash j.HS, (think you can add a dash here if you want to move a bit more forward) cr.H QCF+S DP+Hyper

If this leaves them in the corner (which it should often do), DHC to Dormammu’s Stalking flare after they bounce a bit from the final hit. It should juggle them right for you to get a meteors (1 red 1 blue) that pulls them down, THEN call Nemassist (launcher slam or rocket launcher, slightly different timings on the two, both work) and flame carpet, dark matter into dark hole, blam. That’ll do way more damage for the same 3 meters. I always set my versions of this up with bolts, but this seems like a decently reliable solo setup for the big-damage Nem/Dorm DHC. This one’s my personal tech, ground bounce is reset when Nemmy BHR’s. You also get to feel really cool when you land it.

Fuck, I need to start playing Nemesis/Dorm again.

Also, if you have to do rockets super, just DHC to chaotic flame and snap if you have the third meter. Sometimes you can relaunch afterward with st.M if the Nemmy combo into Dorm was small enough, but that’s rare and pretty hard to time (DHC has to be so that they’re at Nemmy’s belly after the step when he DHCs out and Dorm comes in for the flam)

I’ll keep that in mind when I get off work today.

Speaking of which, I almost didn’t recognize you with that avie. :3

I felt a switch was in order. Goron Freeman is too cool. By the way, I’ll test Nem/Dorm assistless (until after the DHC o’ course) combos later in the week, and be back with some info.

With my Nemesis combos on my Hulk/Nemesis/Sentinel team, Im in the process of adjusting them so that they corner carry and I dont use the wall bounce until the end of my combo. At which point I do QCF L and hard tag in Hulk for AA GCH+H follow up (Which does 96K…same as Nem QCK ATK ATK super…105K if we count the 9K that comes when Hulk hard tag hits.).

If I used the ground bounce, it causes a hard knockdown, and I can just hop over the opponent’s body and do Gamma Tsunami. If ground bounce wasnt used before Hulk does AA GCH+H follow up and I still have Nemesis rocket assist, I call Nemesis and do GC M, and do Gamma Crush after Nemesis’ rocket hits and causes soft knockdown.

Just felt like I havent posted in awhile and wanted to put this up. :stuck_out_tongue:

So tried the st.S confirm with Nem/Dorm, and I got an easy one.

st.S MMH DR, cr.H QCF+H (near corner) cr.H QCF+S, DP+Super, Dorm Stalking Flare DHC, charge and pop meteors, flame carpet and launcher slam assist, fH Dark Hole Chaotic Flame. I forgot to get the number…but it’s more than 1.1 mill, I can tell you that.

I forgot using j.S to groundbounce doesn’t really work after you’ve launched. I’m dumb.

I’m assuming that it’s Angled Deadly Reach (j.2H) rather (air) Deadly Reach (j.6H)?

Regardless, it’s give or take 1.2 mill.

I haven’t successfully tried it with Nemesis’s Rocket Assist, since the fH keeps whiffing. I suppose that you have to be faster shooting out the fH than with his RL Slam. (You have all day with that thing!)

Also, maybe it’s because I’m too impatient, but I’m having some trouble releasing the meteors. And reliably connecting cr.H after the DR.

while definitely one of his hardest command grab combos, i just wanted you all to know thats its possible!

starting just shy of midscreen towards the corner you can…

hcb.Atk, cr.M, H, qcf.H, j.M, j.M, j.H, j.qcf.S, S, j.H, j.S, qcf.Hyper.

forgot to get the damage numbers once i landed this because i was surprised it all worked.

EDIT - damage is 681,200 and builds its own meter.

DR into Cr.H is annoying to time. Off that confirm, I can get it pretty well, but it’s not always the easiest depending on height and that stuff. I think st.H is a bit easier, so possibly try that.

rocket assist, haven’t used it much, but I think you call it later than you would with launcher slam so you can get the fH to hit (you may be able to call them at the same time, but once again, I have forgotten). I like launcher slam a lot with dormammu, though (incoming nasties, good air-to-air in j.H+launcher slam teleport M and derp around, also midscreen relaunch off of easy Dorm Launch MMHS confirms), so I don’t see the need to learn rocket assist timing.

Dorm’s rockets, I time it so that it’s after he’s bounced them up a little bit for the last punch, the DHC, I mean. The timing should be a bit after the first “Run” when you start, then just charge as fast as you can into liberation and it should work for all hitboxes of juggling, well, most anyway. Some are tougher than others, though. I forget, but I seem to remember Super-Skrull being a pretty lenient juggle hitbox, good for learning the timing.

1.2 mill, dang. Well, hope that proves useful, it certainly does damage, but sometimes to get the confirm Nemmy doesn’t gain as much meter as I’d like.

Also, Motion, sick combo, gotta try that myself.

I can never get the j.qcf S to connect, I keep landing before that. Any tips?

I don’t know if it has been posted before, but just before the opponent’s starting position, (So about 3/8 from corner), you can:

Command Grab > cr. M > H > 623H > (dash) > TK j.qcf S > (cr.M) > S > j(MM)HS qcf Hyper
–> all optional - 668 (builds nearly one bar)
–> without options - 677 (builds about 70%)

Depending on the spacing, the dash can help position the OTG rocket.

good luck its pretty tight timing!

a few tips!

first practice just getting the air rocket to connect…try j.M, j.H, j.qcf.S to get a feel of doing the air rocket after the j.H.

second you most always have to land your j.Ms as youre leaving the ground to allow yourself time and height to be able to even air rocket after j.H.

third practice landing L after youve gotten the air rockets to connect consistently.

fourth when going for S just mash but be ready to follow up when it hits haha!

for reference…

round start - hcb.L cr.M, H, qcf.L j.M, j.M, j.H, j.qcf.S, S, j.M, j.M, j.H, j.S, qcf.Hyper.

builds your meter and is easiest to land.

Thanks for your advice!

About an hour of practice, with me about to keel over any time now, I’ve managed to land the easy combo about one in ten tries. Though what’s the point of the land > L? Is it to check for height consistency or something?

yeah its just a timing tool or as i see it…a damn good troll reset!

if it makes you feel any better before giving you some advice, ive only landed the combo i posted previously about four times ever! it has to be frame perfect up until the launcher part…ITS NOT EASY AT ALL!!!

I can get the “easy” combo you posted nearly every time I try now, but I cannot for the life of me do the command throw combo. I messed up so many times last night! How are you spacing it? You said midscreen towards the corner just a little bit, I’m trying it from starting distance, just dashing up and QCB+L. Is that right?

yup thats it…it really is that hard!

Im landing it pretty consistently. What I do is do jump forward and jM at the same time after QCF L. Love this combo Motion!!! :smiley:

hes talking about the one with qcf.H!

you have a long time after qcf.L haha!