Rated T for T-Type: The Nemesis Combo Thread

Is the following variation of S’s combo legit?

j.H/c.M (choice for mix-up), s.H xx s.623M, c.M, c.H xx s.236 L, nj.M, j.M, j.H, s.236L … s.63214M, c.M, c.H, 236L, nj. M, j.M, j.H, s.S, j.M, j.M, j.H, j.S, s.236AA

Are you asking if this bNb works? The second bit is a reset right? I got it to work in Training Mode. 587.1k for the meterless bit. 621k for the command throw combo (1.2 mil total). I have the same command throw bNb, except with an sH after the jMMH series. It adds…8k and builds a tiny bit more meter.

Much obliged.

This is why I fail. Is there a place where the buttons are shown? I can never seem to pick them all out in a video.

Yeah dude, I’ve been using this. It’s legit.

Does anybody have a solo combo that builds 1 meter off of a command throw?
I have one but it requires an assist (I usually tick -> Kara command throw anyways which already builds the meter)
But for reference purposes, does anybody have a solo combo that accomplishes this? I have to use plasma beam assist which makes me lose 100k damage if i DHC @_@ without a dhc I get 860k.

Did you miss my post towards the bottom of the first page?

Edit: Wait, you get 860k off a command throw?!

Although I sometimes use sM after the air series instead of sH because, y’know, online. :coffee:

Yeah, I read right over that unfortunately(I was in a rush this morning) but thanks, and yes I do but I worded that wrong. WITH a dhc I get 860k off a command throw. Dat sphere flame. :c

It would have to be a reset or some kind of frame trap. Since its a throw it won’t combo when an opponent is in hitstun, so you would have to let the opponent out of both block and hitstun and then trick them into thinking your attacking when actually you go for the level 3. For example, call up Sentinel drones then c.H the opponent doesn’t dare fight the armor of c.H nor drones but what you can do is kara-cancel (cancel before the active frames of attack) into the level 3 once your in range.

I used to do combos involving both Launcher Slam and Clothesline but I’ve since removed them only because I came up with a combo that’s as damaging, but easier, and gives my team a better DHC option.
My team (Nemesis, Iron Fist, Wesker) specific combo is:
j. :h:, cr.:l:, cr.:m:, cr.:h:, :s:, j.:m:, j.:m:, j.:h:, j.:s:, Samurai Edge assist, dash, j.:h:, j.:s: (ground bounce), st.:h:, :s:, j.:m:, j.:m:, j.:h:, j.:s:, Bioweapon Assault

That alone does about 730k iirc. But with my team, since I saved my wall bounce, I DHC into Fists of Fury with Iron Fist, and then I can follow up with a M rekka to another FoF or just do Spirit of the Dragon. The combo builds at least a bar so this is possible from 2 bars and it kills almost everyone.

well.

From a jH starter, Nemesis clothline/launcher slam combo does about 800k dmg by itself. without assist, with wesker samurai edge you can use it at the end to do rocker launcher into super armor super for i think something like 900k with 1 bar.

The 800k damage only comes if you somehow use Clothesline H in a combo and time it perfectly so only s.H attacks connect (with the occasional standing M) I’ve seen a Samurai Edge assist with Nemesis do an easier 850k utilizing Rocket Slam H, but it looked pretty situational.

Do you think you can do more damage if you use j.S first off the assist then follow up with instant overheads j.M j.M j.H then relaunch? Its possible but idk if the hitstun decay or damage scaling would allow it.

How is damage with just two bars though? This is similar to my Hawkeye where I DHC into Breath of Fire, depending on location the opponent gets sent to the other side of the screen getting hit by 8 explosive arrows then I can follow up with gimlet which hits around 880k.

Just fyi, most of Nemesis’s combos leave him just short of building 1 meter. Using ground deadly reach for 3 hits in the combo before :qcf:+:l: or :dp:+:m: will net you a full meter for a combo, but drop your damage by ~30-40K.

ex. c.:l:,s.:m:,c.:h: xx :qcf:+:l:, dash s.:m:,c.:h: xx :dp:+:m:, :s:, sj. :m::m::h::s:, Bio Assult does 719.7K, just shy of building 1 full meter

c.:l:,s.:m:,c.:h: xx :qcf:+:l:, dash s.:m:,c.:h:,f+:h: xx :dp:+:m:, :s:, sj. :m::m::h::s:, Bio Assult does 680K damage, but builds a full bar.

If you have a small bit of bar already built, go for the damage combo, you’ll get the bar. But if you’re starting from an empty bar (or get 1st hit of the match to combo) it may be wise to get the meter for the hyper or subsequent DHC.

Just thought I’d share.

Agreed. Raw 1st combo usually lands Nemesis 1 hit away from the actual 2nd bar. But this is why standard Nemesis gameplay I think should start with safe pressure pokes with Deadly Reach and Rockets. I’ve built 2 bars before finishing off the opponent with a combo before.

and even at that point. If enough Deadly Reaches hit. Nemesis won’t even need to use bar to finish the opponent. Which even adds more bars in reserve for the next character.

What’s more useful, the M RL Slam or the H RL Slam? I find after a M RL Slam I can’t follow up but with the H RL Slam I get a free hyper/hard knock down or mixup opportunity.

Found this combo with Nemesis and Ryu, it works best with beam hyper’s to be honest.

St: LMH, forward H, L Clothesline Rocket, CR.H, S, Air: MMHS (try and delay the S as much as possible.) Wesker Samurai Edge, (on impact) H Launcher Slam, Bioweapon Assault, Ryu Hado Kakausei, Jodan Sokuto Geri and end with Shin Hadoken. 923K. Or take out the Hado Kakausei and do Shinku Tatsumaki Senpukyaku for 891K.

Note: you can substitute any other character who has a power up normal for Ryu. Eg, Dante, Vergil, Zero or Morrigan for example. Furthermore if you manage to hit that hyper when the Hit Stun Decay isn’t that high you can follow up with a combo from the following DHC power up hyper.

I haven’t used that team since like week 2, but I imagine it’s purely situational on if you have a ground bounce to use and your meter situation

Sorry, what’s situational? My combo or the follow up?

the choice between M or H RL Slam

I’m with you now.

Just came up with these combos (or just variations on a single combo), and I’m not the best in training mode, so I’m not so sure how viable/efficient they are. On the plus side though, they don’t require very much execution at all.

c.L, M, H, M Launcher Slam, S, j. M, j. M, j. H, j. S, samurai edge, H, L Clothesline, S, j. H, j.S, Rocket Super= gain 1/5 bar after the super 770,400

J. H, M, H, M Launcher Slam, S. j.M, j. M, j. H, j. S, samurai edge, H, L Clothesline, S, j.H, j.S, Rocket Super= gain 1/5 bar after the super, 805,400

My second is Ryu, and I can just DHC straight into Shinku Tatsumaki for 980k or so. You can throw another M in after the launcher slam, but it drops the damage by 12,000 in exchange for very slight meter gain. You can also do a reset after the Samurai edge, H section. Just let them pop up, and if they tech forward you can grab them with the H command grab, and if they tech backwards or remain neutral, the M grab will get them. If you get the reset, they will probably die without you having to spend any meter. Both combos (and the resets) work anywhere on the screen, but sometimes at midscreen the second rocket in the super will whiff and lower the damage by a bit.

Does not work on Rocket Raccoon unless you substitute c.M, c.H for the first M, H, and even then, the super will whiff.

Any criticism will be most welcome.