Rated T for T-Type: The Nemesis Combo Thread

Yeah, I’ve got the regular punchy variant pretty well.

Also, a thought, Motion should just lab every character. He’s kind-of good at discovering stuff that no one else can do.

i appreciate the thought, i really do!

however there are a few things stopping me from doing this…

  1. my main team is oddball enough in that i can lab for hours and not be bored!

  2. my execution isnt that good to be honest.

  3. personal excuse but aside from this forum no one really pays attention to what i post with other characters! :frowning:

That is a thought to consider. If he’s (I’m assuming male, unless told otherwise) willing.

This is not entirely true, I read up on your Nova combos when I see them posted. I just have nothing to contribute, my Nova’s derp.

Motion…please take Hulk under your wing. I lab him a lot but I know you could find when more crazy stuff with him! :smiley:

youre missing out on alot of damage with that team! aside from the fact that both assists scale nemmys damage a ton with the j.M, j.M, j.H confirm i was able to average 880k for one meter and both assists and 1050k plus with a DHC into ironman!

Hello fellow Zombeh’s! So something that Ive been experimenting with Nemesis lately is using the forth hit of Biohazard Rush super(DP ATK ATK) as a oppurtunity to DHC into someone else to continue the combo since it puts the opposing character in a floaty state. Sure you could XFACTOR the blast and do jS since the ground bounce resets, but XFACTOR is such a valuable asset, and if you can save it, why not save it right?

So for my team of Nem/Hulk/Sent as an example, if I can hit a grounded opponent with BHR and they are near the corner…as soon as the fourth punch lands, I can DHC into Hulk’s Gamma Tsunami and link a sL and go into a combo! I gotta cut it a bit short since the HSD after the punches is kinda high, but itll still build the bars back from healthy characters after Gamma Charge loops.

Im pretty sure power up characters can do this like Dante and Vergil, as well as characters with counters like Task and Wesker. Im guessing Frank can probably do this by whiffing his QCB ATK ATK super after ghe fourth punch…not too sure though.

Now Im not saying to just throw this super out willy knilly, as it is the most unsafe and punishable super in the game, but it can be used to punish attempts at your opponent trying to punish a move that is normally unsafe on whiff like command grab. But yeah, Im curious about to know who else can follow up using this tactic. Get to labbin’!!! :smiley:

Dorm, Rocket Raccoon, Haggar, Strange, Dante but he gets no damage. The reset groundbounce also helps for Modok extension, especially with rocket assist. Vergil DHC gets help from Nemmy’s reset groundbounce too. So does I had a few in my long-time-ago combo video, back when I couldn’t do flameloops (I can now, and they work off BHR :D). And technically you can do two DHCs without extending the combo if you use Nova (hitting with the top of grav blaster always allows a semi-tight link to Nova Force), but some of these are less practical than others.

SELF-SERVING PLUG TO VIDEO

Personally, I think it’s Hulk, Vergil, Modok, and Strange who truly benefit most from this, in no particular order.

picky as shit to time because its height dependant but please remember that if youre going to x-factor…dp.M, cr.H, qcf.S after dp.Hyper is universally his best and most damaging option.

plus itll work regardless of HSD because each move has a “forced” property!

Hmmm…sounds interesting! Ill have to try that out Motion. Normally after BHR ends, I do XF, jH, S, sH, QCF L, sH, S, jH S, BWA super. Cant recall the damage right now, but Ill lab it and see.

Also what kind of combos do yall do to follow up BWA after a grab throws your opponent full screen? Right now I do Grab, BWA, XF, jM, jM, jH, sM, S, jM, jM, jH, S, BWA.

Fullscreen throw, BWA, DHC to Chaotic Flame (timing is picky), st.MS MMHS, flame carpet and launcher slam, fH fH Dark Hole Chaotic Flame.

:stuck_out_tongue:

the x-factor extension i posted earlier is used at max HSD when nothing else is possible or very well pointless.

ill see what i can get from doing it earlier in a combo or from the more likely situation of counter DHCing from spencer after a failed bionic arm!

after messing around with qcf.Hyper (BWA) ive noticed each rocket has different traits on hit…

1st rocket has the lowest blast height and shortest knockdown time

2nd rocket is the most interesting in that it causes a floating hard knockdown and therein the most x-factor friendly for myriad of options

3rd rocket is the least interesting and causes a normal hard knockdown but will always guarantee the follow up stomp

the stomp is a forced ground bounce

Something fun I found with Magneto’s assist B - Hyper Gravitation: depending on the timing, you can actually side-switch and “drag” the opponent behind you with cr. H. The simplest combo I found was:

cr. M, st. H, DP M, cr. L + assist B, cr. M, cr. H, QCF L, (dash) st. H, S, air series, QCF Hyper ~ 731 K

epi…fyi…from a cr.L i was able to get 764k for one meter by using the following variation to your combo…

cr.L, cr.M, H, dp.M, cr.M w/mags, H, S, TK qcf.L, H, S, j.H, j.S, qcf.Hyper.

this combo is too fun not to share!

normal jump height grab in corner into corner…

grab, j.M w/ spencer assist y, j.qcf.S, H, dp.M, H w/ nova assist b, cr.H, qcf.S, dp.Hyper.

653k on the button!

also this j.M with assist, air rocket works with a lot of assists!

get labbing zombies!!!

Sorry, but I’m not following you?

I get cr. M + assist (while I know this works, I had a hard time reliably connecting it) and then H S, but the TK qcf. L is throwing me off.

cr.M moves nemmy forward, H doesnt send the opponent as far laterally but keeps them higher up, you cant normally special cancel S hence the TK (tiger knee) qcf.L, you are technically super jump cancelling into the clothesline.

I’ve completely forgot about that method of canceling S, hence my confusion.

Thanks though. I will try it out when I get the chance.