Rated T for T-Type: The Nemesis Combo Thread

If you could fill me in, I would appreciate it.

okies.

now, I also reccomend checking out the video thread, that has alot of this in video format.

but anytime nemesis has a wallbounce or a floorbounce he can combo off of (with his normals, not hypers, so RL slam H is a no-go), he can convert that into a 80% foolproof reset. during any wallbounce or floorbounce (for example, after a clothesline is easiest and the most common, or after a wesker OTG, or even after a Tentacle slam) if you hit the opponent with s.L, they will air recover.

the s.L must be done when they are around Nemmy’s stomach/crotch. that way it will catch both forward and back techs. so you hit them with the s.L, and then input Tentacle slam M. NOTE. do not cancel the s.L. think of this as a link, rather than a cancel. if you cancel it into Tentacle slam, it will come out too soon and miss. if you “link” the throw, they will tech EXACTLY when the active frame of Tentacle slam activates, thus landing you a reset. This is a VERY consistent reset, and once you get the timing down, is as consistent as a standard combo. I shit you not.

it’s a little weak to neutral techs (since they fall quicker) but that can be fixed by hitting with the s.L sooner (thus, higher). its a guessing game there, but people directional tech more than neutral tech (at leas online) so yeah. you’ll be fine.

this is a very open reset, and allows for plenty of experimentation. go wild my friend :slight_smile:

Thanks man! I appreciate your help.

you’re very welcome, any time.

I do seriously recommend looking at the video thread. it has more info than I have time to write XD

mother fucking troll success!!!

new corner combo, no jumping attacks, no launchers, two assists, one hyper…

from command grab - 791,400 damage.

maxed out from standing :h: in a corner is 934,600 damage.

definitely character size dependent…my hands hurt!

EDIT - forgot to list the combos, theyre pretty much the same combo haha…both facing the corner…

:hcb::atk:, :m::h: w/:a2: (nova assist b,) :qcf::s:, cr.:h:, :qcf::h:, cr.:h: w/:a1: (spencer assist y,) :qcf::s:, :dp::atk::atk:

:h:, :dp::m:, :m::h: w/:a2: (nova assist b,) :qcf::s:, cr.:h:, :qcf::h:, cr.:h: w/:a1: (spencer assist y,) :qcf::s:, :dp::atk::atk:

EDIT 2 - command grab combo bumped up to 803,200 damage by removing :m: after the grab!

never going to use this team but its definitely noteworthy…

nemesis (y,) sentinel (a,) nova (b.) corner only no wallbounce used…

:h:, :dp::m:, :m::h: w/:a2: (nova assist b,) :qcf::s:, :h:, :s: w/:a1: (sentinel assist a,) j.:h:, j.:qcf::s:, j.:qcf::s:, cr.:h:, :qcf::s:, :dp::atk::atk:

ill let this sit for a few hours before posting the damage it does!

EDIT - the above combo does…950,300 damage!

EDIT 2 - i found an extension to this combo but it only works on chris so far. i added a :qcf::h:, cr.:h: inbetween the last cr.:h: and :qcf::s: in the combo above.

full combo is now…

:h:, :dp::m:, :m::h: w/:a2: (nova assist b,) :qcf::s:, :h:, :s: w/:a1: (sentinel assist a,) j.:h:, j.:qcf::s:, j.:qcf::s:, cr.:h:, :qcf::h:, cr.:h:, :qcf::s:, :dp::atk::atk:

new nonsense does…977,100 damage!!!

Thats a pretty SWAG combo with 2 air bazookas. Damn, i need to try this :stuck_out_tongue:

after some more experimenting ive come to the conclusion that i cannot hit the one million damage milestone with my main team.

peak damage ive been able to hit is 978,700!

with this knowledge and proper team setups optimized combos (for damage) should always be hitting 800k or higher with damage peaking into the 900k range.

This just in! You can combo an air rocket off of a command grab by jumping back and shooting the rocket before you land. The front of the explosion will hit them and they will fly toward you! You can combo after the 98k damage rocket too. :slight_smile: In the corner it’s trickier because you have to dash back since the explosion won’t happen off screen. I’ve been able to get around 680k using the rocket into S BBCS OTG super. Trying to find out better combo’s but this is a start!

Did a little dabbling myself into this, and added a M before S MMHS OTG. Only does a little more than the standard combo of cM cH QCF+L jM jM jH sM S MMHS OTG Rocket, but doesn’t build anywhere close to a full meter. I believe in order to optimize this, an assist is needed.

I’ve been messing around with Tentacle Slam -> hard tag combos again. I think the damage scaling resets to normal when you do this. I’ve gotten 1.1 million with a DHC. Could probably squeeze more damage out of it. With this particular combo I think it might be possible to hard tag back into Nemesis at some point.

[media=youtube]ZOe_73Vy6zk[/media]

I might do a full video dedicated to Tentacle Slam into hard tag combos.

No, t just has no scaling at all because it’s a single hit. It scales normally for a special move: 0.9

came up with stupid combo using the command grab air rocket setup from midscreen

command grab, jump back j.:qcf::s:, :s:, j.:m:, j:m:, j.:h:, j.:s: (the air series delayed as much as possible,) snap back.

does either 455k or 485k i cant remember!

Hey guys, scrub here. Made a few Nemesis combos, wondering if they’re any good.
Be patient, I play airdashers and am not familiar with Capcom notations.

Near Corner/Corner only
s.:l:, s.:m:, c.:h:, :dp::h:, s.:l:, s.:m:, s.:h:, s.:s:, sj.:m::m:, j.:h:, j.:s:, :qcf::qcf::atk::atk:

I was working on a midscreen version, but I need to test and refine more.

I had Spencer slant shot and Dorm dark hole assists to change up the combo a bit.

s.:l:, s.:m: (spencer assist button), c.:h:, Slant shot, s.:l:, s.:m:, c.:h:, :dp::h:, s.:l:, s.:m:, s.:h:, s.:s: (dorm assist button), sj.:s:, Dark Hole, j.:s:, :qcf::qcf::atk::atk:, delay :qcf::qcf::atk::atk:

Don’t know damage yet, but this version kills Ghost Rider.
Could be able to go further with TAC.

A few things of note. First, you don’t need to do double QCF for Hypers. Leave that in SF.

Second, remove any sLs in the combo after the one that hitconfirms. It only serves to limit your combo.

Third, if this second combo has a DHC, say it rather than listing it in the combo, and make sure to add who

Fourth, add some damage for comparison.

Fifth, the combos are pretty meh. The assist one is OK and could probably be improved by removing the sLs and adding in a Clockt(QCF+L) somewhere. And I get WHY Dormammu is used, but Nemesis Hypers scale so damn hard that any move like that is actually just going to cause the combo to do less damage ovrall

please tell me you mean :dp::m: instead of :h: in both combos?

I actually do, whoops!

just realized i never posted my highest damage combo…

in the corner - :h:, :a1: (spencer assist y,) :qcf::s:, :h:, :dp::m:, :h:, :s:, (jump away from corner,) j.:h:, j.:s:, :a2: (nova assist b,) TK :qcf::s:, :atk::atk: (dash,) cr.:h:, :qcf::s:, :dp::atk::atk:.

does 978,700 damage.

notes

  • iron fists wall bounce assist also works as a replacement for spencer with no damage loss.
  • :h:, :dp::m: must be done with the opponent as high as possible after the wall bounce to allow the follow up :h: to connect.
  • jumping away from the corner after the launcher is a bit tricky to space correctly depending on character size since landing then doing the TK rocket immediately after calling the assist is probabaly the hardest part of the combo.

so basically a ground bounce assist and wallbounce assist would be needed to make this work?

yes that is correct but to reach that damage a forced ground bounce assist is needed.