So I have been working on a pretty simple corner reset that is really damaging.
J.:h: ,:l::h: :dp:
,:l:
:s:,
:h::s:, deadpool katanarama,:dp::l:, :hcb:
its pretty self explanitory but if mixed in with your game will 100% someone
So I have been working on a pretty simple corner reset that is really damaging.
J.:h: ,:l::h: :dp:
,:l:
:s:,
:h::s:, deadpool katanarama,:dp::l:, :hcb:
its pretty self explanitory but if mixed in with your game will 100% someone
so found an interesting reset in the corner:
any combo into :s:(launch) then
:h: then :df::h: (or :f::h: depending on character size) into :qcf::s:
this puts you on the ground, right next to them in a soft knockdown and seems to be +3-4 and in position to :hcb: :l:.
Still playing around with it though. Also seems you can do standing :h: and use its armor right away from this position. Can obviously cancel the :h: into :qcf: :l: to make it safer or cancel to :dp: hit confirm.
Also, found a 50/50 block mixup reset. any command grab, into low:m: low:h: :qcf: :l: (wallbounce) dash low:m: low:h: (whiff due to opponent recovery) canceled into :qcf: :l: again. the second :qcf: :l: is the reset. Changing the cancel time can make it really ambiguous.
use clothesline rocket L before you do the OTG super to move yourself further forward and you wont miss rocket raccoon with it.
also instant overhead against sentinel is pretty easy with nemesis’ jM. im not going to go into details about it, but you already know what you can get off it.
So what’s the point of doing ABC clothesline BC RL Slam in a combo? Does more damage if you swap RL Slam and clothesline’s places in that.
doesnt work on everybody.
Reset out of a “failed” 2nd Wallbounce? mindgames son, mindgames.
Also if an opponent techs back after a RL Slam L, Nemesis can jump forward and barely hit them with j.S into a ground bounce for a combo.
edit: combo above works on everyone, but its corner only.
Just to let you guys know, I don’t know if you already know this, just posting my observations:
>Nemesis can do a jump combo after a groundbounce, as his normals have massive hitstun (like Tron, Hulk etc)
Erm… from what I’ve read, the combo I’m using isn’t much, but here goes anyway:
c:l:, c:m:, c:h:, :qcf::l:, DASH CANCEL JUMP, j:h:, j:s:, LAND, j(M,:h:), s:h:, :s:, j:)m:
:h::s:), :qcf::atk::atk:
701,900. Doesn’t seem like much, but realize:** it builds it’s bar solo**, works on friggen Rocket Raccoon (so, probably the whole cast**)** and sends them far like his other bNbs.
You could probably use sH instead of cH for more damage, but I’ve seen sH whiff, so the ‘safer’ moves are used for the hitconfirm.
Edit: lol my post is cursed. That first jM keeps turning into an ordinary smiley… :razzy:
Edit2: My command throw bNb:
:hcb::atk:, c:m:, c:h:, :qcf::l:, DASH CANCEL JUMP, j(M,,:h:), s:h:,:s:, j(M:m::h::s:), :qcf::atk::atk:
629,700. Also builds it’s bar solo and works on Rocket Raccoon (but I was having ALOT of trouble getting QCF-L to connect. You have to delay the first cM by a while).
If the rocket super is whiffing you might want to backdash after the air combo, then do rocket super. And make sure the opponent is done bouncing after the last hit of the air combo, it seems to help
Its not a failed wallbounce. They recover before over the low :h: and changing the timing of the 2nd :qcf: :l: enables it to be an ambiguous into a new wallbounce. Guess I didnt explain it well enough. Was too busy trying stuff out to be eloquent.
So…i wanted to usine clothline rocket H in a combo…it works in the corner lol.
I got
jH sM cH :qcf: H sM sH :dp: M S sJ MMHS :qcf: atk atk
782 in the corner. but i think i can improve on this using desk relaunch.
Nice damage, but I have a feeling this is going to whiff on smaller characters, But this is mid-screen into combo situation yes? or can you do this straight in the corner.
Corner only so far, worked with smaller character.
I like it because it keep the opponent in the corner, opposed to the other wallbounce string
EDIT : doesnt work on DANTE for some *$^@! godforsaken reason (work on RR but not dante oO)
I like it because its the highest damage combo so far in this thread without the use of XF or assist. and yeah I just tried it, I like it though if you manage to use just c.H instead of c.M and c.H you’ll get 788k minor but damage is damage. It does work when in the corner well, just got to get used to registering that in my mind now to use clothesline H for once.
Seems to be an infinite to me…
Off of any Tentacle Slam facing the corner:
cr.m, cr.h, Launcher Slam L, wait… Tentacle Slam H
It catches air techs in all directions, but if you wait too late and the opponent techs forward, they’ll be thrown out of the corner. It’s not a huge deal, since you can cr.m -> any BnB after that happens, but it’s best not to make that mistake in the first place. Only thing I can think of to break it is a air super with invincible startup, and I think Phoenix is the only one that has it.
What about characters with air teleports? Double jumps and flight modes? they can also escape it probably.
The standing H doesn’t seem to connect for me
If the timing’s right, it grabs them on the first neutral frame, and should grab them out of the startup for any option they have. I’m streaming a tournament now, but when I’m done, I’ll jump into practice mode and make a video with all the test cases we can think of over here.
Still looking like a perfect tech trap in a game where you’re forced to tech… grats to Capcom for making great games xD
you have to time it right (ie = mash the fuck out of it after M connect, it’s a surprisingly tight link for a Nemesis combo lol)
So I was trying to mess with that relaunch idea in that video in the first post. Unfortunately, I’m finding it seems to make combos worse rather than better. If you try to do it early in a combo, it keeps you from doing both M slam and L Crocket into another air combo. They always flip out of the ending air combo at some point. And if you try it late in the combo, they flip out since you have to delay your hits to get it to work right, which gives them an opening to tech. In either case, trying to remove other parts of the combo in order to reach a point where you can end with a super just removes too much damage to be worth it.
Can anybody else make it worthwhile? Cuz it doesn’t even seem worth learning otherwise.