ya i play nemesis with unibeam assist so that lets me cover the air with nemesis while the beam gets the ground so that gives me a little more options vs magnetos and nova which i tend to zone out quite effectively but against vergil round trip is an issue but deadly reach can easily punish it before it reaches nemesis and jump back H will most times trade with vergil teleport mixups since most use really low hit stun quick beams/projectiles like hawkeye doom and mags and other top tiers wont allow vergil to combo after he is hit but then again doing that is a big risk but the benefit of the trade is that nemesis will tec flip above vergil for a jump H and the vergil player will most likely be pressing buttons thinking he got the confirm while still on the ground. vergils best tool is stinger in the match up especially after push blocking and between deadly reaches. the sword belt super can be a prob for nemmy but to ppl who dont know a well timed biohazard rush at the super flash will snuff out vergil swords if he teleports but i wouldnt advise doing it more than once. also a big issue vs vergil is that he can very easily crouch under nemesis stand H arguably his best move however the super armor will blow through helm breaker. also vergil cannot escape many of nemesis throw resets allowing you to dispose of him without using meter or DHCing. Another plus i give to nemesis is that his health makes it very difficult for vergil to kill him in one touch and due to the sword loop combos being rather inconsistant it may take 3 touches for vergil to finish him off. Also vergil is ground based character who wont jump alot making tenticle slam L an effective tool
sorry this isnt as well broken down as others i was just rattling my thoughts off let me know if you think im wrong in any aspect & im basing this off all vergils i have played against past keeping in mind i have unibeam as a gdlk assist for nemmy
side note for a nemesis gimmick : from full screen super jump with nemesis and imediatly press H on the way up but press H on the way down and that will beat most normals from the opponent under you trying to punish the first wiffed attack just be warry of air throws but that can be OS’ed into the set up
You can catch Hulk all the time everytime. You just have to alter your timing. Will also cover all techs. And don’t use the Deadly Reach reset exclusively. cM after an extended combo(cl cM cH Clocket L sM sH DP+M) is far more consistent.
Good Magnetos would rip Nemesis apart, but do note that, like Hulk, sH is your friend. And Captain America? Really? That is not an easy matchup by any means. Captain America and Nemesis have the same ‘control space’ idea in mind but if Captain America get started up, it’s incredibly difficult for Nemesis to do anything. Shield slashes just shut him down. Hard. And getting a full combo from it means Nemesis can only mess up once/twice. I often stick him in the same group as Deadpool Hawkeye since they can control all the ranges stays Nemesis in very, very well.
I wouldn’t say Cap is easy, but I also wouldn’t say he’s terrible, Anti-ground kick can be armored, DR covers his jumping pressure, and standing DR can be thrown out even if Cap has the momentum on his side, you two trade, and the situation is reset. But, on that note, Cap’s projectiles trading with rocket will leave him with the advantage, his normals are always safe, so Nemesis can be beaten pretty easily up close, and st.H 's crossup hitbox has been known to whiff a rolling Cap. Also, doublejumps make reseting with tentacles and throws a pain. TK’ed shields give you the smallest time to react, not enough to throw out that standing DR, but it can be jumped over, so the match will turn into a long game of leapfrog and throwing random tools until someone gets in or Cap gets with an air-to-air shield, so yeah, Cap’s favor, but not to the level of Mags or Firebrand.
He doesn’t change much with assists, and Nemesis never actually gives him a need to use his hypers’ invincibility to punish. His team support won’t change the basic matchup, which is a six, or at worst a seven. Certainly doable. Also, Hedgehog, submit some guides if you wanna help work on matchups, just we do look them over just to see if things are generally approved.
Also, check out my Vergil article, I spent a lot of time on it, and you made a lot of the same points it does. Earlier in the article shows little spoilerposts that contain our matchup data.
And Gil, you may wanna include all the current articles in the original post, and maybe include a list of those pending and those unwritten, it might prompt more of the Nem community to hop in and make the best damn matchup thread evar.
Maybe once we have a few more. I had wanted to do a ‘reserve’ thing, but I forgot about it and by the time I remembered, Fizzy showed up with his first post, so we’d have to put all of them in one post, or delete a few posts so I can do that.
As for the Captain America thing, a few things to mention. Captain is MUCH more effective with assists. The easy answer is that Backflip becomes a crossup, which is rather useful as we know. Select assists let Cap combo from a Charging Star, another big one. Second, while trading with Captain is doable, Nemesis is always at a disadvantage. Unlike Cap, Nemesis usually can’t confirm off Deadly Reaches, which already puts it in Cap’s favor. Past that, even if you do make contact, damage is scaled and you can’t Tentacle Slam Reset him. If the match is about trading resetting the situation, Captain will generally come out on top. And I wouldn’t exactly call a potential 7-3 matchup ‘good’
Yeah, I’ve been going at it 4-7 is doable, but you have to be smart, 8-10, you’re fucked, 3 and below is derp mode. Good point on comboing after charging star, there’s an attack Nemesis cannot really react to at all. I am well aware of Cap with assists becoming crossupland, which is why I put in my post that you will always lose at close range. I actually play Cap from time to time, I’m not great with him, but I’m not bad, and he’s too perfect on the team to switch out for anyone else (shame, I wanted to play Taskmaster, because I know him way better, but Cap can setup rawtag combos for Frank West, and his shield slash assist is really cool for Frank and Vergil)
We could always make this kinda the place where we flesh out the supercool matchup thread, then make a new thread of the final product, all pretty and organized, then ask them to slap it on the permanent section so it gets a lot more views and opinions.
but ya if your going to factor in cap with assist nemesis will have assists too my usual game plan vs cap is to stay at full screen and keep him out because you are right when he gets in it pretty much over but any air deadly reach will stuff charging star/hyper charging star and air shield slash which are his main tools. assuming that cap and nemesis both have horizontal controlling assists it evens them both out. and other than stars and stripes and raw launcher cap will have to respect jump H from nemesis. i dont think that the match is that much out of nemesis’ favor stand H will not whiff on a crouching captain… and cap really cant avoid normal standing deadly reach either. yes you have to change your game up vs cap and play a lot more lame ( but it puts the matchup more in nemesis’s favor) maybe this matchup seems easier to me because im used to playing more lame with nemesis) i feel like its more 6-4 mainly because cap doesnt have a sliding type move to get under air deadly reaches. you might be thinking he can cartwheel call assist but the reach would hit the assist if cap is close enough to cartwheel through and you should have time to block when he recovers from the cartwheel.
Actually, I don’t have to factor them in since that would eventually boil down to what assists are picked. Nor is that the intent of the ‘assist’ section. Certain characters greatly benefit from assists in various ways, which is what I highlight. Nearly everything in this game can be eschewed when assist vs assist comes into play. Rather, you make note of any particular strategies or combos that would stop Nemesis SPECIFICALLY, and make note of how much better that character is and how often he’ll have that assist on deck. As in, if this character combination was around and Nemesis was fighting it, how effective would he be? Dormammu is annoying and hard, but Dorm with Missiles/Disruptor backing him is practically impossible. Morrigan + missiles tells a similar story, but if this were the Ammy thread, it would say ‘Oh, but smart reflectors will combat this strategy and it’s not as deadly for her’. Some characters, this doesn’t matter much, such as Hulk or Sentinel or Strider. But notable combinations should be brought up and analyzed. In the case of Captain, by including something to let him crossup his close-up game is amplified, and any ranged assist that further pins down Nemesis will just stop him altogether. sH vs Backflip crossup is pretty much useless since something like Tatsu or Arrows will just rip through armor, and even then he can just block or duck since the hitbox will sail overhead. He can totally avoid the standing tentacles by ducking and punishing with a Charging Star quite easier. You have Tentacles only to keep him out. Rockets are out of the question since he can Star on reaction and blow through it. At any range that tentacles might hit, a connected Shield Slash yields a combo, while yours yields highly diminished returns, so lame Nemesis is watered down while Captain is running on all cylinders.
i feel i throughly depends on how charging star happy the captain america is im no guide writer im just going off what i have seen in game experience and not listing it in an orderly manner. and considering i play nemesis exclusively with ironman assist and skrull orbital grudge assist ( which is highly underrated for its get off me potential.) because unibeam controls the ground so well and at full screen will beat out a charging star i have no problem against cap since i can hit confirm off almost any deadly reach with unibeam and i can 1 touch him with an ironman TaC both are my biases upon looking at the matchup. but outside my team and in more of a neutral game context if he shield slashes you dont have to punish you just have to force him to block then the shield will lose its hit box so air and standing deadly reach can easily force that but if the cap isnt in derp auto pilot mode and does the jump shield slash m instead of the L version can be an issue. the biggest thing about playing cap in anymatchup is to just block. his main mix up is the cartwheel which is pretty easily blocked offline and can be pushed blocked to be avoided in some instances even with assists and generic counter hit setups which means dont press buttons vs him. since nemesis zoning and space control relies on physical attacks and normals i feel that can deal with cap since charging star cant go thru physical attacks and persistant air deadly reaches dwn and dwntwrds can deal with shield slashes. tho cap does have the advantage up close with faster normal and can instant overhead vs nemesis i feel that the matchup is in nemesis’ favor.
‘Just blocking’ isn’t a good thing and isn’t a solution. Just blocking leaves you in a position of weakness, something Nemesis is very bad at. Every blocked Shield Slash at a range you can counter with DR is a free mixup for captain if just blocked. And past Cartwheel, you yourself mentioned he can instant overhead Nemesis, which is a far stronger mixup anyways than cartwheel. Charging Star may not go through physical hits, but what’s to stop him from Cartwheeling into DR’s blind spot and punishing?
I’m gonna make a tally
Captain America:
-Shield Slashes give Nemesis fits
-Can instant Overhead
-Rocket is useless in this fight
- Ground Shield Slash H, the fastest Shield Slash, hits Nemesis while he’s standing or jumping, and even while crouching.
-Double Jump makes mockery of resets
-Gets fully damage off most Shield Slash hits
-Much better up close because of 4 frame lows and Cartwheel
Gil, I agree with ya, the Cap matchup is bad for Nem, but not as bad as you think. You forgot:
Nemesis:
-Standing DR trades with all shield slash pressure but standing H shield and TK’ed L shield
–Can jump over TK’ed L shield
-j.M beats all of Cap’s air-to-air normals
-st.H beats all of Cap’s jump-ins
-Jumping forward DR faster startup than all air shield slashes
Anyway, I think both of you raise some excellent points, but let’s drop the Cap matchup, why don’t we. It’ll go back and forth for a while if we do not, and there’s so many matchups yet to cover.
So, how the fuck do we fight Zero?
Be brave. Zero’s go fishing for hits more than anything else. Surprise them and knock them out of the sky with jM. There’s really not much point in blocking in this matchup given how strong Zero is at opening people up. Try to keep the fight at odds with Zero(Him above, you below, etc) so that Zero will get comfortable that you can shake him. The lightning buster loops are the key, as sL will usually punch Zero out of his dash, if done near the ground. Try to predict when Zero will start sniping you and go smack him out of his hidey-hole. Nemesis’s being able to attack from off screen comes in REAL handy here since Zeros will usually react on sight of an enemy by releasing shot. But you can attack while Nemesis is barely on screen, so yeah, make use of it. Ground is the real trouble, since Nemesis has no real answer for Zero just running at you. Oh well, at least Zero is usually holding in his L so his attacks are about as fast as yours.
Playing against my local Zero player, yeah, I can say the best hope is that he stays in the air. Since he will often Charge Buster while Super Jumping, Air Dash and Command Dash in the air, it becomes easy to lolJumpingMJumpingS, but if a Zero player gets smart and forces you to fight him on the ground (and god forbid he does shadows -> HADANGEKIHADANGEKIHADANGEKIpewpewHADANGEKI), that’s when we have bad times.
In a perfect world, Zero makes Nemesis cry. In our world, Zero players don’t often make this adjustment, and Nemesis capitalizes on that mistake big time. Just… don’t try to reset him. Dude has an Air-Dash and a command dash.
Actually, I think a Zero guide would be difficult to write… only given the fact that I capitalize on the mistakes a Zero player makes so much, I’m not sure what a hardcore countering-you-so-fucking-hard-by-playing-brilliantly Zero player actually does.
To be fair, everytime a Zero tries to do that to me, I eventually manage to jump out and Rocket him in the face. So long as Nemesis can squirm out, he can take control away from Zero when he starts his long-range spam.
Sentinel
[details=Spoiler]
vs Sentinel: This is a matchup I am pretty sure Nemesis can just obliterate. First off, Sentinel falls into the ‘Deadly Reach can’t be ducked’ category, so that’s already a strong mark against him. Second, HSF is one of the few moves Nemesis can BHR on reaction, making it damaging to Nemesis but unsafe. Next, Sentinel cannot zone against Nemesis, like, at all because of how terribly easy Sentinel is shut down by tentacles. Seriously, he can just stick Sentinel all day and Sentinel can’t do jack about it. Air to air and flight are no good due to Nemesis’ astounding AAs. Overall there are 4 things in Sentinel’s entire arsenal that Nemesis cannot instantly shut down. The first is cM, which does beat Nemesis’ armor cold. It’s range is good, it’s armor is good, it’s just Sentinel’s weapon of choice. Next is Rocket Punch, which doesn’t have any hitbox to it, so yeah, there’s potential here. Hard Drive is of course still scary, but yields a free BWA if timed well and blocked. The last potential threat to Nemesis is that Sentinel has a faster command grab than Nemesis, though Sentinels seem to dislike using that unless forced to, so not sure how big a deal is. The problem is you cannot really make a terribly decent strategy out of these mismatched parts and each is still highly vulnerable to being zoned out by Reach. Even up close, Nemesis is capable of instant overheading Sentinel and beating out many of Sentinel’s options. It’s just a matchup where Sentinel works waaaaaaaaaay harder than Nemesis and it shows.
vs Sentinel: 1
vs Sentinel with meter: Not that different, though Sentinel does like using HSF in an attempt to be safe. Probably the biggest threat is a random Hard Drive, as any skilled Sentinel player can usually extend this combo into bigger damage. But random hard drives are really just fishing for something that won’t be there is Nemesis is smart.
vs Sentinel with meter: 1
vs Sentinel with everything: Strange to say, but Sentinel is far scarier with the opportunity to use X-Factor than actually being in it. X-Factor for Sentinel is equivalent to giving someone the Golden Dun: It’s a one off kill shot, and his best chance at landing a mixup. That said, once it is blown, nothing changes. Sentinel is fast but still capable of being reacted to, and really, you can still pester the hell out of him.
vs Sentinel with everything: 2
vs Sentinel with assists: People need to do this more often, because with some complimentary assists, Sentinel keepaway gets far more attractive and he can do unblockables. He essentially turns into a real character with a team. But the problem is that no assist that I know of can stop DR from hitting Sentinel. Even worse, DR can hit the assist as well. At most, all I can think of is Vajra. Essentially, assists will make Sentinel worthy of notice rather than a total joke.
vs Sentinel with assists: 3
Final verdict: Probably the best matchup Nemesis has, I give Sentinel a **2. **You’ll most commonly find Sentinel heading up the rear, meaning his best trick is X-Factor. Walk all over him.[/details]
I’ll expand on this later today, but for now, discuss.
EDIT: Editted in the rest of the matchup. I remember a while ago that someone told me this matchup wasn’t as bad as we believed. I’d love this person to tell me why, I can’t ignore something if it’s there.
Gil, I agree that the matchup sucks for Sent, probly a 1 or 2, but there’s a few more reasons it sucks for Sent.
Sentinel is usually pretty confident in his air-to-air ability, his limbs are huge, and that’s the one place he can just wail away. Not so much, frying pan is free to st.H and all his air normals are terrified of j.M, and if they aren’t, that’s a dead sentinel.
And a huge thing, Sentinel cannot block Nemesis up close, you can j.M instant overhead him, and cr.M ain’t stopping it, st.M and st.S are risky too in that scenario. Between j.M instant overheads, cr.L, and command grab, Sentinel cannot block Nemesis, and normally faster normals stuff out complex Nemesis mixups, Sent has slow buttons, he can’t do shit. Also, Sent’s st.L may be able to save him, but the range is so low that Nemesis can easily footsie that, so yeah, Sentinel cannot zone, but even moreso, he can’t fight Nem up close either. Or in the air.
And the obvious DR resets work crazy-well on large characters, and the only safe option there is to Hard Drive, which Nemesis has answers to, either bait and punish or BWA.
EDIT: Oh, and assists and XF would change a bit, but not that much. On top of that, I don’t know what assists Sentinel players use often. I’m thinkin’ Knives, but Tatsu isn’t changing this matchup too heavy, and I don’t see many Sentinel players run strider, who I think is one of the better assists against Nemesis, despite him being able to st.H it given superhuman reaction speed or good prediction. And honestly, that assist is only bad if Nemesis wins the matchup by jumping, and Nemesis can win this matchup wherever he wants. So, yeah, doesn’t change much.
I think I have found something that may greatly help the Zero matchup(for everyone, but for Nemesis in particular), but to be sure, I need a human Zero player.
It’s something everyone SHOULD know about though, and it doesn’t apply just to Zero. It’s an effective anti left/right mixup tech.
Need help against Zero Wolvy and Dante
Thanks for everything so far!
Hey, let’s bring this back from the dead, it was so good, we gotta keep going.
Currently, we have Chris, Dorm, Hulk, Doom, Strider, Vergil, Deadpool, Ghost Rider, Sentinel, I thinks.
I’m going to write a Trish article today. Maybe another matchup, and I’m thinking…who do I actually play against? Skrull is a weird matchup, not sure what to type about that. Firebrand, I can probably do. Ranked I fight Zeros and Dantes a lot, but it’s hard to tell what they/I need to do. They raw teleport or dash around in the air, and I j.M them, normally. Hrm…whatever. Next post will be a Trish guide.
Fuzzy! You got anything fun for Wolverine?
This one took me a while. I’m bored today, so I wrote it. WHOO!
Spoiler
Nemesis vs. Trish
Her Tools-
Low Voltage (ground): Eh, when she uses L, it’s underwhelming to Nem’s assists. When she uses the H version, it is slower than Nemmy’s favored assists, or gets smacked by DR. Nah.
Low Voltage (air): Bad news for Nemesis. He can’t punish it if she sets up traps, and this’ll allow her to outpace Nem’s zoning.
Round Trip: On the ground it’s only decent when she has the momentum. Otherwise Nemesis can DR, either from the air or ground, and keep that zoning method at bay. TK round trip covers a more critical area, and slows Nemesis a lot more. In the air, it covers the one area her other tools cannot, and prevent Nemesis from hitting her with sj.DR forward or j.M. Annoying to fight against.
Peekaboo: HATE. Nemmy is slow and setting these up will make his slow-ass normals even harder to hit with. It also covers her from j.H and j.M on occasion, and that’s most of what you have against her.
Hopscotch: HATE. This kills Nemesis, utterly. Makes her a bit harder than the other air-based characters to smack in the face.
Neutral: 7
Trish is a major uphill battle for Nemmy. Most aerial characters with Nem is a game of patience. Let them land and tentacles until you’re close, or perhaps surprise them with an air-to-air before they can keep themselves safe. Trish is different. Peekaboo will stop Nemesis’s premier jumping normals, hopscotch stops them as well, and they both prevent Nemesis from effectively getting close without being punished. Trish’s st.H and st.S are excellent anti-airs, especially on the slow-normal Nemesis. She hurts. However, this does not mean the match is impossible.
When zoning, look to keep her on the ground with DR as long as possible. At a nice range, jumping forward DR is a very safe attempt to keep her groundbound. Rockets are always good when she’s on the ground, but she’ll likely not stay there without assists to keep her stuck.
When she gets close, st.L is your go-to for tridash j.Ls and boxdash j.H’s and S’s, though challenging those normals is risky. st.H has less use her than against other characters. Her boxdash/tridash normals are way too fast to accurately predict, and he divekick is cancellable and comes from a very high angle. Still good on the divekick, but if you expect a dive, j.M gets her pretty well.
Finally, the real match, what to do when she’s up in the corner. j.M can smack her if she sets up nothing, which is rare. Hopscotch and peekaboo shut that down pretty well. Same with vertical command grab, hopscotch will stop you before you can catch her with those meaty tentacles. However, when she jumps, sj. forward DR can stop her many times before she sets up peekaboo. It can be done from afar, and starts up fast, and though there’s no good conversions off it, it slows her roll for a second, and keeps the match a bit more doable.
She has a slight advantage in all categories of the match, though. You have higher health, try to keep that in mind, and just take small chunks of damage while you can.
W/Assists: 8 (7 when you have Vajra)
By assists, I mean missiles, plasma, cold star. Those are three of her better assists in 3 different categories. Plasma and fast horizontal assists, plus her zoning tools, will make Nemesis hard-pressed to get the advantage on the ground. This area is doable, however, because or j.DR’s dominance of the ground.
Off the ground, almost everything Nemesis had going for him on the neutral section is negated. Horizontal projectiles make her approach much stronger, and most of her good assists make her aerial game infuriating.
Missiles will ruin your day, and hard. She can stay up high and protect her missiles with low voltage and hopscotch, and missiles in turn gives her free time to setup or rushdown, both not in your interest when you can’t stop her (because of the missiles on the noggin’). There is a light at the end of the tunnel, however, predict the assist and get lucky with a rocket before she jumps up and starts her thing, then team hypers with people like Taskmaster, Deadpool, or Dormammu to get a lot of damage on Doom. If it doesn’t kill, one lucky tentacle and he’s dead. Without and team supers, just keep tking until doom falls out, if she doesn’t have meter it’ll probably be favorable.
She gets close pretty well, and once she does a lockdown assist means unless you have a good alpha counter, you better be good at blocking.
Nem’s best assists for this matchup are Vajra and any fast beamy thing that can snipe missiles. Vajra will keep her down on the ground, and stops her from zoning with impunity. You can use missiles to mess up her superjump game, but she will blast the good doctor full of lightning. Bolts is good at stopping her from getting into the air, but once she is, it’s pretty useless.
Team composition for Trish is also important here. Nemesis, and sometimes the alpha counters for his partners, cannot do much of anything against the unblockable resets with round harvest and a low assist. If she has a team based around this, two of your major advantages, namely your big health and her not-so-big damage, are pretty much rendered moot.
Note: Trish with Log Trap hurts a lot, basically making her the goddess of jump height. Especially against Nemmy, his st. DR doesn’t touch RR, and anything else is too slow to really stop that train. Vajra does less here too, as a log-wielding Trish who is smart will stay closer to the ground and be wary/possibly anti-air Strider. Don’t fight Wolf Street with Nemmy, end of story.\
W/Meter: 7
This is almost the same as her neutral fight, but her meter gives her a few advantages. Trading with her air zoning hurts a lot more. She can protect Doom and other zoning assists way easier. Round Harvest gives her space to setup stuff, and this matchup goes south whenever she gets a chance to setup. Nemesis also has no simple counters for her supers. Both his supers lose to both of hers, and he has nothing invincible or fast to punish harvest on its startup.
To punish her hypers, the plan is to have a good DHC. Chaotic Flame, Bionic Arm, something like that. Yet Nemesis, with no invincible startup is a bad candidate for a quick switch.
Yeah, her with meter just makes life a teeny bit more difficult.
Anchor: 7
Not too much of a change. She’s faster, but as anchor she brings nothing new to the table. You’ll lose trades with her guaranteed, and her damage has gone up, but without assists you can just try not to get hit and run out her X-factor. His big hp wastes her valuable x-factor time, and since Nemesis is frequently a point character, that’s all he needs. Trish anchor may do really well against Nemesis, and with a good Trish, she does (a fast meterless 1mill is scary, she has strong damage) but as far as the match is concerned it shouldn’t frighten the Nemesis player. So, I’m keeping it even with neutral. Don’t like it? tough.
Overall: 7.5
She is manageable when she doesn’t have assists. Her zoning’s hard, as she gains considerable momentum when you’re not throwing shit at her. Her rushdown, pretty quick, deceptively difficult to deal with using Nemesis. Launcher pokes can work at times, but careful that she doesn’t know the matchup. In the air, she’s even harder than Doom to deal with. She is usually a point or second character, and an optimal trish team will have you on the wrong side of her assists or her meter constantly. All-in-all, be smart, and be careful.
However, I am being pessimistic, and referring mostly to optimal, very strong Trish players. Luckily, there are very few of them, and many Trish’s will fall victim to some yolo maneuver. Also, though she has an advantage in movement and control, her damage in zoning and up close is lacking, seeing as Nemesis has dat zombie health.