Rated T for T-Type: The Nemesis Combo Thread

it seemed to work, however I set Dr. Doom to random air tech and sometimes he teched forward, I still got him however this forced Nemesis to face the other direction and thus ended the tech trap though it still allowed him to combo. However my timing might be off by a bit.

Its because it only works when you don’t do Clothesline or RL slam in a combo. I say its only useful if you happen to tag someone with a standing special randomly. might as well do it for the xtra damage.

Actually even then it seemed to do less damage overall, compared to simply going into the other available special, doing and air combo, and doing a super. Even if it does and I’m just doing it wrong, it hardly seems worth the effort for something that’s so easy to mess up… for me anyway.

It probably is timing-specific. I had Dante set to front tech and I could throw him back in the corner, although not consistently. Then again, even if you only manage to loop it twice in a row, if you land the combo afterwards, they’re done.

Speaking of Dante, I used him to check a few things, and I managed to pull him out of his double jump and hammer. The only thing I was having issues with was catching his dash. It could be my timing, but if not it’s the only consistent escape option that there is to get out of the loop.

Technically all other combinations are futile against the two biggest ones we have atm

That is King of Penguin’s corner combo (788k) and j.H c.H Clothesline L s.M s.H RL Slam M Special Air Series -> Rocket Hyper which does around 750k

Unless you go for resets. the point is though if you do tag someone with a random launcher theres not much else you can do besides that relaunch combo so you might as well go for it, If you get’em with a magic series then incorperating the special moves is a much better option I agree.

I’ve been using: c.M, s.H, Rocket Slam M, s.M, s.H, Clothesline L, dash, jump j.M, j.M, j.H, land, S, j.M, j.M, j.H, j.S, OTG with assist, Bio Assault or TK Rocket, it’s been a reliable BnB for me.

What im doing in the corner for reset is. nemesis/hulk(AA)/sent(drones)

j.S+A2, m, S, j.L, j.M, j.H, j.f+H, land F+M+H+A1, HCB+H

jump S plus drones as cover, hit confirm into st.M,S launch, magic series into F+H (lots frame advantage) land , dash forward, call hulk anti air incase they try to flip out to other side, use H air throw to reset.

I guess team giant isn’t just for looks and kicks eh? NIce work, whats the damage on that?

Just wanted to throw in that damage/meter gain should probably be included with each combo in the OP.

Look forward to it.

Hey, sorry guys, but my BnB is slightly off what I had actually been doing. That one does work in the corner though.

s.M, s.H xx Rocket Slam M, c.M, c.H xx Clothesline L, nj. M, j.M, j.H, S, j.M, j.M, j.H, j.S, Biohazard Assault works midscreen on everyone, far as I recall, hard on Raccoon though.

Combo does 754, 000, builds 1.1 bars.

Messing with the “starting with a random launcher” idea, I’ve actually come up with something pretty nice. Seems that after you do the MMH air combo (delaying each hit as long as possible) you can land and hit them with a s.H, and do some other stuff before launching them again. So we have:

s.:s:, jump, (delay) j.:m:, (delay) j.:m:, (delay) j.:h:, land, s.:h:, :dp::h:, s.:s:, j.:m::m::h::s:, land, :qcf::atk::atk:

Does 725k. Not too shabby! Plus I’ve noticed if you simply try to go right from the first air combo into a launcher while doing it midscreen, the launcher will miss since they’ll be right on top/in front of you in the air. So landing and doing a s.H will actually hit them.

Oh and also regarding that midscreen combo: You could get that up to 779k. Like so:

j.:h:, s.:h:, :dp::h:, c.:m:, c.:h:, :qcf::l:, dash, s.:h:, s.:s:, air series, :qcf::atk::atk:

Is there any reason you’d do a c.H after landing a j.H? s.H does more damage and comes out a bit faster, and probably doesn’t prorate any worse. Also doing Slam M before Clothesline L in a combo seems to net more damage for whatever reason.

Regarding why to use s.H over c.H, and vice versa. I find with some characters, after s.H, they may be too far away for a Clothesline to hit, but this can be rectified with a c.H.

Might you be able to do a truncated version of this off a relaunch? Or maybe even the whole thing, provided HSD allows it?

Not sure I know exactly what you’re asking. Which combo is “this”? And what relaunch are we talking about?

Sorry, should’ve clarified. I wad referring to the one starting with s.:s:, and if you could start it off one of his relaunches where you end his air magic series with an air Deadly Reach, then do a s.:s: when you land.

Eh, pretty sure the HSD would fuck it up, yeah. You pretty much can’t do a relaunch at all after very early in the combo, since they’ll recover out of it before they fall low enough to hit them with anything after you land. So you couldn’t do two relaunches in one combo. Or even one relaunch later in the combo, for that matter.

Desk did a 2 relaunch combo :stuck_out_tongue:

Also, just to let you guys know, Nova centurion art assist let you have a 2nd groundbounce, i dont have any solid combo yet but i believe it might help nemesis a bunch to get a consistent 1meter ToD combo on most of the cast ^^.

Well yeah I think I’ve just barely gotten two relaunches using the j.:d::h: method. But just barely. It’s not something I’d regularly try to rely on, or suggest to others, heh.

I hope you don’t think Desk invented that. @_@
Also I’ve played with the Centurion arts assist, the HSD is way too severe in any extended combo and RLSlams are like the only thing you can do afterwards that won’t drop it.

I’ve found that after a blocked magic series ending with Clothesline L, a forward throw can really come unexpectingly on your opponents, its worked so far. But I fear do this too much and the opponent will suspect it, like any other throws. Also ending with Clothesline M if your lucky can catch your opponent off guard to when you think your unsafe, but I Wouldn’t recommend it, but hey it’s worked once.

honestly the only way I see you get a combo off of s.S to start the relaunch series is just randomly the move is super-unsafe so I wouldn’t throw it out there. and if you want anti air Nemesis’ standing H or his crouching Medium are very good at it. espicially standing H because of that armor.