Rated T for T-Type: The Nemesis Combo Thread

Put the M after you say Launcher Slam (you can just say RL Slam) and L after Clothesline, it makes it easier to read. Also when you say normals put in s. before it so it makes more sense as a standing normal. Yours was a bit difficult to read for a second. These are fine combos, a good adaptation of using Samurai Edge to your combo extension intelligently. Instead of the thousands of other people who do LMHS MMHS Wesker OTG S MMHS Super.

Try chaining less moves with more heavy attacks for more damage.

I agree with these types of combos. Putting in M Slam early in a combo gets better damage overall.

In addition, I suggest saving the wallbounce if you plan on X-factoring after the Rocket Assault. You can get some extra damage by doing clothesline L (wallbounce) into Slam H for a hard knockdown into another Rocket Assault.

Slam H is higher damage than Clothesline L, but it is harder to do anything after it causes the wallbounce. It is entirely dependant on how high up the opponent is when Slam H hits for the wallbounce. It is possible to get a standing S(launch) if the Slam H is used for the wallbounce as long as they are at Nemi’s eye level or a little higher. Slam H hitbox is bigger than you think.

I have been skimming, but I haven’t seen anyone mention how to always hit all the rockets during Rocket Assault after an air combo. You can do a small backdash in nearly every case, and all 3 rockets will hit everyone except Arthur or Racoon. Obviously if you are near the wall, you don’t need to backdash.

Whew, any extra tips/input is welcome.

Delay the air series as in accorandce with HSD, (j.m, j.m j.h j.s all with slight delays between them) that way by the time you reach the ground you can backdash (or forward) to compensate for character size and distance. Back-dash works the best but if close to the corner (not in a corner though) best to forward dash.

I’ve been whiffing :qcf:+:l: after I land and cancel into rocket super. It’s been working pretty well so far.

You must be a lab pro, thats quite creative, and looks very useful.

i would use this but i can see myself doin the inputs too fast and getting biohazard rush

random corner combo is wacky.

j.:h:, c.:m:, c.:h:, :s:+ spencer armor piercer assist, j :s:, j.:h:, j.:s:, TK j. :qcf::s:, :s:, j.:m:, j.:m:, j.:h:, j.:s:, :qcf::atk::atk: (813,800 damage)

That is an…awkward combo, granted 813,000 for 1 meter and a spencer assist is good. Wow, can’t believe someone found a way to combo in a tiger kneed rocket.

Frustrated by leaving some “threat” characters alive, and not knowing what to do even if I XF out of BWA. I’ve come up with a practical XF1 1 million damage combo. For killing threat characters that is

Follow with the basic BnB, because it builds 99% of a bar, the very next hit will build two bars, regardless. so unless starting from zero bars, this combo will work. Though technically requires 2 meters you will build A bar with this combo so it will work from 1 bar.
**As the stomp on Bio-Weapon Assault lands, XFC, and then use *****Rocket Slam H ***then Bio-Hazard Rush or Bio-Weapon Assault again. its 1.1mil damage

Watching OnlyWingedAngel’s latest video got me thinking about how to get more damage out of the corner reset. After fooling around for awhile this is what i came up with.

j.:h:, c.:m:, :h:, :dp::m:, c.:m:, c.:h:, :dp::l:, :hcb::h: (490,200 damage) follow that up with the tentacle slam bnb and anyone with less than 1.15mil is dead for one bar and everyone else is a DHC away from death

you need to delay the RL slam L as long as possible after the crouching H. This makes it so if the character forward air techs they aren’t out of reach of the tentacle slam H. For backwards and neutral air techs hold forward for a split second before doing tentacle slam H.

i only tested this set up on captain A, ammy, hulk, shulk, ryu and wesker so im assuming it works on a majority of the cast

let me know how this works for you

Ok. I’ve been working on my Nemesis/charachter/Strider team.

1st team I’ve been working out was Vergil and I got a pretty solid DHC from Nemesis to Vergil’s SS combo that is death on everybody except Thor or Hulk.

(Nemesis) c.:m:,:h:, :m:Tentacle Slam, c:m:,:h:, :l:Clocket, dash (if necessary), :h:,:s:, Air :m::m::h::s:, Bio Assault, DHC to Vergil SS, (Hold :l: during hyper animation for Round Trip), jump, Helmet Breaker, jump, Helmet Breaker, Round Trip (release :l:), Lunar Phase, call Strider, High Tide, trick down, Vajra hits, High Tide, Dimension Slash.

Damage = 1,000,300+

But I don’t really like any of Vergil’s assists. They don’t add anything to Nemesis. Rapid Slash probably is the best for him to push the opponent away for some tentacle/rocket work.

So now I’ve been testing Trish because I think Peekaboo would be invaluable to him. Nemesis BnB into Maximum Voltage gets to a tiny bit over 1,000,000 damage if I mash.

BUT (and this is where I got the question) I want to use Round Harvest for the DHC and then switch to Nemesis, but it seems I can only superjump to :s: but I would have already used the ground bounce once in the combo so I don’t really get anything out of it.

This has been THE INVINCIBLE SWORDSMAN saying:

Any ideas?

you need more than 1000 000 only to deal with hulk, nemesis, thor and chris basically…

did you try Round Harvest into tentacle grab H ? it might be some kind of inescapable trap if you got the timing right?

Doing that is kinda weird. There’s some kind of totally random way that Round Harvest hits. When it hits someone it takes the opponent up and they go back and forth while rising to the top of the screen. The random part comes in once at the top because the may fall out of the Harvest left or right before recovering. This movement can throw off your :h:Tentacle grab. You may have to walk forward or dash backward after getting swapped in.

This has been THE INVINCIBLE SWORDSMAN saying:

It’s like trying to catch a fish.

Rapid Slash is the best assist for Nemesis from Vergil i’ve found. Unless you want to extend combos, but like Colonel-Gilgamesh stated before you can set up assists for Nemesis any way you want. But I’d highly advise that they help him control space in some way.

Rapid Slash is great for playing a zoning Nemesis, every attempt to get close is negated by Rapid Slash since even on block it sends them back. Which might force them to the air where Air-Air Deadly Reach is a godsend.

As for extended combos, DHC’ing into Spiral Swords and then into a Vergil combo can you get you 1.1million + if you’re really crazy (I wasn’t too crazy with Vergil).

I found a new combo video by Persona. Since he left a transcript, I’ll copy paste it here with the video. I also placed it in the Seeing Stars Thread.

Nemesis can kill lower stamina characters in 1 combo. No assists, no DHCs.

Uploaded by personaworld

[media=youtube]1CFOzn5RWgk[/media]

Ultimate Marvel vs Capcom 3 combo video showcasing what Nemesis T-Type is capable of, be that old, new, practical or impractical.

-COMMENTS-

He may hit like a truck, but with the overall hitstun scaling in Ultimate, his overall damage isn’t really much. Speaking of hitstun scaling, I may have to start using assists since there’s not really much the characters can do alone anymore like in the vanilla version.

-NOTES-

Will type later

-TRANSCRIPT-

  1. Amaterasu: jp H, H xx qcf H, H xx dp M, S, jp M-M-H-S, qcf PP

  2. Strider: jp H, S, jp M-M-H, H xx qcf L, H xx dp M, S, jp H-S, qcf PP

  3. Arthur: hcb PP, qcf PP, qcf PP

  4. Amaterasu: jp H, H xx dp M, M-H xx qcf H, H xx dp S xx dp PP

  5. Sentinel: qcb L, S, jp M-M-H-S, jp qcf S, S, jp M-M-H-S, qcf PP, XFC, dH xx qcf H, dH xx dp H

  6. Chris: jp H, H xx dp M, M-H xx qcf L, dash H xx dp H xx qcf PP, XFC, dH xx qcf S xx dp PP

  7. Sentinel: jp H, M xx dp L, XFC, jp M-M-H, H xx dp M, H xx qcf H, H-S xx snap back, snap back

New Jump Loop i’ve been using, does damage that’s pretty darn close to a BnB’s albeit a couple 20k less, I use it on incoming characters and punishing jump whiffs, note I use instant overheads so meaning pressing the move as soon as up is pressed

(On Jumping Opponent only) j.:m:,j.:m:,j.:h:,j.:m:,j.:m:,j.:s: s.:m:s.:h: :qcf::l:, xx <Dash> (Or not if you are in a corner) s.:h:,s.:s:, j.:m:,j.:m:,j.:h:,j.:s:, :qcf::atk::atk:
Does about 720,000. Due note on smaller characters (and by that I mean anyone smaller than Captain America) you have to skip the second j.M in the second rev in order for it to land or if the opponent is too close to the ground.

just out of curiosity, what do you guys think is nemesis’s highest damage, viable combo?

solo it’s simply starting jH, sM SH 623M sM sH 236H sS sj MMHS rocket super. it’s about 800k dmg. you need to start it no further than middle screen so 236H happen near the corner.

My bnbs at the moment are:

for an upcoming character in the corner: j.M, j.M, j.H, lands, j.M, j.M, j.H, lands, s.M, s.H, Launcher Slam M, s.S, superjump, j.M, j.M, j.H, j.S, lands, call Wesker OTG, dash backward, clothesline rocket H, c.H, s.Rocket, Biohazard Rush. Does more or less 800k

j.H, c.M, c.H, clothesline rocket L, dash, s.M, s.H, Launcher Slam M, s.S, superjump, j.M, j.M, j.H, j.S, call Wesker OTG, c.H > (midscreen) Launcher Slam H, BWA / (corner) s.Rocket, BHR

Always do Launcher Slam M before the Closeline Rocket. Also, Nemesis can Self-OTG with his rocket.