We all know Nemesis gives some people sick THCs. Let’s list them. I’ll update the list and maybe people will be able to reference this when we got a big one. For the record, this is, for now, THCs with just Nemesis and one dude, unless someone finds a super-broken triple-team (though I think that’s unlikely). Some of this stuff, since I’m going to give the OP some starting material, may need changing/revising.
Practical THCs:
Hulk: Gets conversions off a ground throw, gets extra damage off pretty much everything. It just makes Hulk a scarier character.
Spencer: Full conversions off of the THC, conserves the wall bounce off a throw, extra 80k at the end of a combo, taunt in the middle of it
Frank: Gets two camera shots.
Haggar: When not-quite-next to the corner, you can follow up with Haggar stuff (most damaging followup at maxed-out hitstun is fH at the top of its hitbox, DP+L before they touch the ground, QCF+S, cr.H)
Dormammu: Either combos (fullscreen, certain hitboxes right in the corner), or resets and sets up a nice teleport mixup with the stomp.
Chris: Flamethrower followups
Phoenix Wright: Gets three evidence searches and a fH
Semi-Practical and Impractical THCs: Coming soon.
Not sure if I wanna have a “Terrible THC column” yet.
Anyway, that’s the OP for now. I plan on making this prettier and if people gimme tech, I’ll expand this into a legitimate list.
Hulk - Gamma Wave and Hulk - Gamma Charge both have amazing THCs from anywhere on screen. I personally play these team with Gamma charge, and it turns Hulk’s ground throw into a 1-hit kill. Airtola plays with Gamma Wave and does comparable damage, I believe.
With Akuma on point, if you do any combo that ends in corner (or near), THC with Akuma’s Uppercut Super you can get a relaunch (after Nemmy’s ground bounce). Depends on the scaling/whatever, but you can either follow up with a j.H.S. or j.S or a reset. Most of the time, they tech so catch them there.
I use Doom’s molecular shield to get Sphere Flame - Akuma gets 1 M + in damage.
Spencer THC. Used early in a combo, like if Spencer Forward grabs, will preserve the wall bounce while giving a full combo. Turns Mashing THC into a serious threat. Used late in a combo, free 80K
Doom/Nemesis isn’t the best, but you have all the time in the world to dash in and go for high/low/left/right Doom mix ups, or even just throw them because they’re afraid of the Stomp.
I also wanna say there’s potential with lolPhoenixWright.