UMVC3/Nemesis T-Type: Difference between revisions

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=== Tips and Tricks ===
=== Tips and Tricks ===


*  
* Launcher Slam {{#motion: l}} is very good for setting up resets, especially in the corner. You can often reset the opponent directly into Tentacle Slam {{#motion: m}} or {{#motion: h}}.
*  
* "Tiger Knee" Air Rocket Launcher {{#motion: qcf}}{{#motion: uf}}+{{#motion: s}} allows you to shoot your Rocket at a downward angle. This allows you to hit opponents that crouch under your rocket, {{#motion: OTG}} your opponent, and even set up {{#motion: OTG}} loops on your opponents' assists. This is an incredibly powerful tactic when used carefully.
*  
* The Bioweapon Assault Hyper has several ranges that will cause some of its attacks to miss, sometimes allowing the opponent to recover, block the final hit, and punish Nemesis. This can almost always be avoided by dashing towards the opponent before firing the weapon. In all cases, you should learn the ranges and scenarios that cause this problem, so that you can avoid it.
* The final punch of Biohazard Rush is two hits. The first is a {{#motion: forcedgroundbounce}}, and the second is an explosion that sends the opponent flying. However, the explosion actually hits BEFORE the opponent can bounce, effectively resetting your ground bounce! Using a DHC or X-Factor cancel after the last hit allows you to use another ground bounce in your combo!
*Fatal Mutation is a Level 3 grab Hyper with no invincibility. Use very cautiously.


=== Combos ===
=== Combos ===

Revision as of 20:34, 28 November 2011

Ultimate Marvel vs Capcom 3UMvC3Logo.png
UMVC3/Getting StartedUMVC3#CharactersUMVC3/GlossaryUMVC3/Game MechanicsUMVC3/Game ModesUMVC3/StrategyUMvC3HeaderButtons.png

Nemesis

Umvc3 nemesis face.jpg

TBW


In a nutshell

The horrifying tanks among monsters, Nemesis is an absolute beast. What he lacks in mobility, he makes up for by one of the highest healths in the game, armored attacks, and sheer damage output. By using his various armored attacks, Nemesis can get the one hit he needs to go into surprisingly long combos using wall bounces and ground bounces, doing obscene damage. And thanks to his Tentacle Slams, the possibility of resets into instant death is extremely high. And thanks to his ranged attacks, he can play a surprisingly strong keepaway game as well.


Character Vitals

CHARACTER DATA
Health:
1,150,000
Double Jump:
No
Air Dash:
No
Air Dash/Jump count:
0
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
40.0 %
65.0 %
90.0 %
X-Factor Speed Boost:
? %
 ? %
 ? %
X-Factor Duration:
12.5 s
17.5 s
22.5 s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
? %
 ? %
 ? %
 ? %
 ? %
X-Factor Lvl 1:
? %
 ? %
 ? %
 ? %
 ? %
X-Factor Lvl 2:
? %
 ? %
 ? %
 ? %
 ? %
X-Factor Lvl 3:
? %
 ? %
 ? %
 ? %
 ? %


Video Walkthrough


Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Clothesline Rocket (M)
direct front
80,000 +
150,000
wallbounce (1st hit)
softknockdown (2nd hit)
Bioweapon Assault
Beta2.png Rocket Launcher
shot front
150,000
softknockdown
proj
Bioweapon Assault
Gamma2.png Launcher Slam (M)
direct front
130,000
softknockdown
groundbounce
Bioweapon Assault

Normal Moves

Name
Command
Damage
Notes (glossary)
Standing Light
l
70,000
Crouching Light
d + l
65,000
low
Standing Medium
m
90,000
Crouching Medium
d + m
85,000
Standing Heavy
h
110,000
strk
Crouching Heavy
d + h
100,000
softknockdown
Special
s
100,000
launch nocancel
Deadly Reach
f + h
40,000 x 3
Jumping Light
air l
75,000
high
Jumping Medium
air m
90,000
high
Jumping Heavy
air h
100,000
high
Jumping Special
air s
110,000
high nocancel
aircombofinisher
softknockdown
groundbounce
Air Deadly Reach
air f + h
40,000 x 3
high
Angled Deadly Reach
air d + h
40,000 x 3
high

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
f + h
80,000
throw hardknockdown
Back Throw
b + h
80,000
throw hardknockdown
Forward Air Throw
air f + h
80,000
airthrow hardknockdown
Back Air Throw
air b + h
80,000
airthrow hardknockdown

Special Moves

Name
Command
Damage
Notes (glossary)
Clothesline Rocket (L)
qcf + l
120,000
softknockdown
wallbounce
Clothesline Rocket (M/H)
qcf + m / h
80,000 + 150,000
softknockdown
wallbounce
proj ;
wallbounce caused only by first hit.
Only second hit is proj .
Rocket Launcher
qcf + s
150,000
softknockdown
proj
Air Rocket Launcher
air qcf + s
150,000
otg softknockdown
proj
Anti-air Rocket Launcher
dp + s
150,000
softknockdown
proj
Launcher Slam (L)
dp + l
130,000
strk
Launcher Slam (M)
dp + m
130,000
softknockdown
groundbounce
Launcher Slam (H)
dp + h
130,000
hardknockdown
wallbounce
Tentacle Slam (L)
qcb + l
150,000
throw hardknockdown
groundbounce
Tentacle Slam (M/H)
qcb + m / h
150,000
airthrow hardknockdown
groundbounce

Hyper Moves

Name
Command
Damage
Notes (glossary)
Bioweapon Assault
qcf + atk + atk
80,000 x 3 + 80,000
hardknockdown
proj ;
Only first three hits count
as proj .
Biohazard Rush
dp + atk + atk
50,000 x 4 + 80,000 x 2
softknockdown
forcedgroundbounce ;
forcedgroundbounce caused only by
second to last hit.
Fatal Mutation
hcb + atk + atk
450,000
throw hardknockdown ; Level 3 Hyper.


Strategy

Tips and Tricks

  • Launcher Slam {{#motion: l}} is very good for setting up resets, especially in the corner. You can often reset the opponent directly into Tentacle Slam {{#motion: m}} or {{#motion: h}}.
  • "Tiger Knee" Air Rocket Launcher {{#motion: qcf}}{{#motion: uf}}+{{#motion: s}} allows you to shoot your Rocket at a downward angle. This allows you to hit opponents that crouch under your rocket, {{#motion: OTG}} your opponent, and even set up {{#motion: OTG}} loops on your opponents' assists. This is an incredibly powerful tactic when used carefully.
  • The Bioweapon Assault Hyper has several ranges that will cause some of its attacks to miss, sometimes allowing the opponent to recover, block the final hit, and punish Nemesis. This can almost always be avoided by dashing towards the opponent before firing the weapon. In all cases, you should learn the ranges and scenarios that cause this problem, so that you can avoid it.
  • The final punch of Biohazard Rush is two hits. The first is a {{#motion: forcedgroundbounce}}, and the second is an explosion that sends the opponent flying. However, the explosion actually hits BEFORE the opponent can bounce, effectively resetting your ground bounce! Using a DHC or X-Factor cancel after the last hit allows you to use another ground bounce in your combo!
  • Fatal Mutation is a Level 3 grab Hyper with no invincibility. Use very cautiously.

Combos

Basic Strategy

Advanced Strategy