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Line 67: | Line 67: | ||
|hit=-22 | |hit=-22 | ||
|block=-27 | |block=-27 | ||
|notes=- | |notes=Has better reach vs. standing opponents than crouching ones, but can still hit even the tiniest crouching characters up-close. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 145: | Line 145: | ||
|damage=800 | |damage=800 | ||
|guard=Mid | |guard=Mid | ||
|properties= | |properties=Soft Knockdown | ||
|startup=19 | |startup=19 | ||
|active= | |active= | ||
Line 174: | Line 174: | ||
|guard=High | |guard=High | ||
|properties= | |properties= | ||
|startup= | |startup=17 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 188: | Line 188: | ||
|guard=High | |guard=High | ||
|properties= | |properties= | ||
|startup= | |startup=18 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hit=- | |hit=- | ||
|block=- | |block=- | ||
|notes=- | |notes=Has a very wide hitbox that allows you to easily cross-up, especially on a short hop. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 202: | Line 202: | ||
|guard=Mid | |guard=Mid | ||
|properties=Groundbounce Hardknockdown | |properties=Groundbounce Hardknockdown | ||
|startup= | |startup=16 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 222: | Line 222: | ||
|hit=-26 | |hit=-26 | ||
|block=-31 | |block=-31 | ||
|notes=-Only last hit connects vs. standing: Arthur, Rocket Raccoon, X, Zero<br>Last 2 hits connect vs. crouching: Nemesis<br>All 3 hits connect vs. crouching: Hulk<br><br>This long-reaching tentacle attack has an unfortunate deadzone from Nemesis's shoulder to his hand, but you're meant to use it from afar anyway. | |notes=-Only last hit connects vs. standing: Arthur, Rocket Raccoon, X, Zero<br>-Last 2 hits connect vs. crouching: Nemesis<br>-All 3 hits connect vs. crouching: Hulk<br><br>This long-reaching tentacle attack has an unfortunate deadzone from Nemesis's shoulder to his hand, but you're meant to use it from afar anyway. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 244: | Line 244: | ||
|name=Throw | |name=Throw | ||
|command=[[File:Mvci_fwd.png]] or [[File:Mvci_back.png]][[File:Mvci_hp.png]] | |command=[[File:Mvci_fwd.png]] or [[File:Mvci_back.png]][[File:Mvci_hp.png]] | ||
|damage= | |damage=1500 | ||
|guard=Throw | |guard=Throw | ||
|properties= | |properties= | ||
Line 252: | Line 252: | ||
|hit=- | |hit=- | ||
|block=- | |block=- | ||
|notes=Additional damage scales by 50%. | |notes=Additional damage scales by 50%. Very difficult to combo off of solo mid-screen, but trivial in the corner. Mid-screen, generally a tag to a partner with a fast full-screen option (likely a hyper) is necessary. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 258: | Line 258: | ||
|name=Air Throw | |name=Air Throw | ||
|command=[[File:Mvci_fwd.png]] or [[File:Mvci_back.png]][[File:Mvci_hp.png]] | |command=[[File:Mvci_fwd.png]] or [[File:Mvci_back.png]][[File:Mvci_hp.png]] | ||
|damage= | |damage=1500 | ||
|guard=Throw | |guard=Throw | ||
|properties= | |properties= | ||
Line 266: | Line 266: | ||
|hit=- | |hit=- | ||
|block=- | |block=- | ||
|notes=Additional damage scales by 50%. | |notes=Additional damage scales by 50%. Very difficult to combo off of solo mid-screen, but trivial in the corner. Mid-screen, a tag and then forward dash should let many characters get an OTG into a full combo. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 288: | Line 288: | ||
|name=Clothesline Rocket | |name=Clothesline Rocket | ||
|command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | |command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | ||
|ldamage= | |ldamage=1200 | ||
|lguard= | |lguard=Mid | ||
|lstartup= | |lstartup=19 | ||
|lactive= | |lactive= | ||
|lrecovery= | |lrecovery= | ||
|lhit= | |lhit= | ||
|lblock= | |lblock=-32 | ||
|lproperties= | |lproperties= | ||
|hdamage= | |hdamage=1200+1000+350 (2350) | ||
|hguard= | |hguard=Mid | ||
|hstartup= | |hstartup=23 | ||
|hactive= | |hactive= | ||
|hrecovery= | |hrecovery= | ||
|hhit= | |hhit= | ||
|hblock= | |hblock=-13 | ||
|hproperties= | |hproperties= | ||
|notes= | |notes=- | ||
}} | }} | ||
{{MvCIMoveListRow2.1 | {{MvCIMoveListRow2.1 | ||
Line 310: | Line 310: | ||
|name=Launcher Slam | |name=Launcher Slam | ||
|command=[[File:Mvci_qcb.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | |command=[[File:Mvci_qcb.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | ||
|ldamage= | |ldamage=1500 | ||
|lguard= | |lguard=Mid | ||
|lstartup= | |lstartup=15 | ||
|lactive= | |lactive= | ||
|lrecovery= | |lrecovery= | ||
|lhit= | |lhit= | ||
|lblock= | |lblock=-12 | ||
|lproperties= | |lproperties= | ||
|hdamage= | |hdamage=1500 | ||
|hguard= | |hguard=Mid | ||
|hstartup= | |hstartup=18 | ||
|hactive= | |hactive= | ||
|hrecovery= | |hrecovery= | ||
|hhit= | |hhit= | ||
|hblock= | |hblock=-18 | ||
|hproperties= | |hproperties=Ground Bounce, Hard Knockdown | ||
|notes= | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 333: | Line 333: | ||
|command=[[File:Mvci_qcf.png]][[File:Mvci_lk.png]] | |command=[[File:Mvci_qcf.png]][[File:Mvci_lk.png]] | ||
(Can be charged) | (Can be charged) | ||
|damage= | |damage=1000+500 (1450) | ||
|guard= | |guard=Mid | ||
|properties= | |properties=Hard Knockdown | ||
|startup= | |startup=17 ~ 62 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hit= | |hit= | ||
|block= | |block=-14 | ||
|notes= | |notes=Startup indicates fastest firing time ~ longest possible charge. <br><br>Nemesis fires a rocket from his bazooka at a slight down-forward angle. Despite appearing to be two hits, the second one is actually the explosion, meaning the rocket itself is only one hit and can therefore be reflected. Additionally, although you can "charge" this move, it merely delays the firing, it does not add damage or change any of its properties. These properties apply to all 236K versions. | ||
}} | }} | ||
{{MvCIMoveListRow2.2 | {{MvCIMoveListRow2.2 | ||
Line 348: | Line 348: | ||
|command=[[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | |command=[[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | ||
During Rocket Launcher | During Rocket Launcher | ||
|ldamage= | |ldamage=1000+500 (1450) | ||
|lguard= | |lguard=Mid | ||
|lstartup= | |lstartup= | ||
|lactive= | |lactive= | ||
Line 355: | Line 355: | ||
|lhit= | |lhit= | ||
|lblock= | |lblock= | ||
|lproperties= | |lproperties=Hard Knockdown | ||
|hdamage= | |hdamage=1000+500 (1450) | ||
|hguard= | |hguard=Mid | ||
|hstartup= | |hstartup= | ||
|hactive= | |hactive= | ||
Line 363: | Line 363: | ||
|hhit= | |hhit= | ||
|hblock= | |hblock= | ||
|hproperties= | |hproperties=Hard Knockdown | ||
|notes= | |notes=Nemesis fires again. The LK version is identical to 236LK, and the HK version is identical to 236HK. Faster than waiting for a standalone rocket shot to finish then inputting it again. The reload can be a different strength than the previous shot. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 371: | Line 371: | ||
|command=[[File:Mvci_qcf.png]][[File:Mvci_hk.png]] | |command=[[File:Mvci_qcf.png]][[File:Mvci_hk.png]] | ||
(Can be charged) | (Can be charged) | ||
|damage= | |damage=1000+500 (1450) | ||
|guard= | |guard=Mid | ||
|properties= | |properties=Hard Knockdown | ||
|startup= | |startup=17 ~ 62 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hit= | |hit= | ||
|block= | |block=-14 | ||
|notes= | |notes=Startup indicates fastest firing time ~ longest possible charge. <br><br>A diagonally up-forward-aimed version of the rocket shot. | ||
}} | }} | ||
{{MvCIMoveListRow2.2 | {{MvCIMoveListRow2.2 | ||
Line 386: | Line 386: | ||
|command=[[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | |command=[[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | ||
During Anti-Air Rocket Launcher | During Anti-Air Rocket Launcher | ||
|ldamage= | |ldamage=1000+500 (1450) | ||
|lguard= | |lguard=Mid | ||
|lstartup= | |lstartup= | ||
|lactive= | |lactive= | ||
Line 393: | Line 393: | ||
|lhit= | |lhit= | ||
|lblock= | |lblock= | ||
|lproperties= | |lproperties=Hard Knockdown | ||
|hdamage= | |hdamage=1000+500 (1450) | ||
|hguard= | |hguard=Mid | ||
|hstartup= | |hstartup= | ||
|hactive= | |hactive= | ||
Line 401: | Line 401: | ||
|hhit= | |hhit= | ||
|hblock= | |hblock= | ||
|hproperties= | |hproperties=Hard Knockdown | ||
|notes= | |notes=Same as Reload during Rocket Launcher. | ||
}} | }} | ||
{{MvCIMoveListRow2.2 | {{MvCIMoveListRow2.2 | ||
Line 409: | Line 409: | ||
|command=[[File:Mvci_hcb.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | |command=[[File:Mvci_hcb.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | ||
|ldamage= | |ldamage= | ||
|lguard= | |lguard=Throw | ||
|lstartup= | |lstartup=7 | ||
|lactive= | |lactive= | ||
|lrecovery= | |lrecovery= | ||
|lhit= | |lhit= | ||
|lblock= | |lblock=- | ||
|lproperties= | |lproperties=Ground Bounce, Hard Knockdown | ||
|hdamage= | |hdamage= | ||
|hguard= | |hguard=Throw | ||
|hstartup= | |hstartup=20 | ||
|hactive= | |hactive= | ||
|hrecovery= | |hrecovery= | ||
|hhit= | |hhit= | ||
|hblock= | |hblock=- | ||
|hproperties= | |hproperties=Ground Bounce, Hard Knockdown | ||
|notes= | |notes=Nemesis's command grab. Its ground bounce does leave the opponent open for a combo, but the damage scaling and hitstun decay are very severe. You're best off keeping the combo very short.<br>The LK version grabs grounded opponents in front of Nemesis, the HK version has the same horizontal reach as LK but points up-forward to grab airborne opponents. Useful for resets. | ||
}} | }} | ||
Line 432: | Line 432: | ||
|name=Biohazard Rush | |name=Biohazard Rush | ||
|command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]][[File:Mvci_hp.png]] | |command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]][[File:Mvci_hp.png]] | ||
|damage= | |damage=1000x5 (3700) | ||
|guard= | |guard=Mid | ||
|properties= | |properties=Wall Bounce, Hard Knockdown | ||
|startup= | |startup=17 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hit= | |hit= | ||
|block= | |block=-68 | ||
|notes= | |notes=Nemesis rushes forward with a series of punches. Invincible before the super flash, but unlike in *Ultimate Marvel vs. Capcom 3*, this has no armor (or invulnerability) once it becomes active. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 446: | Line 446: | ||
|name=Bioweapon Assault | |name=Bioweapon Assault | ||
|command=[[File:Mvci_qcf.png]][[File:Mvci_lk.png]][[File:Mvci_hk.png]] | |command=[[File:Mvci_qcf.png]][[File:Mvci_lk.png]][[File:Mvci_hk.png]] | ||
|damage= | |damage=1000+500+1000+500+1000+500+1000 (3950) | ||
|guard= | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=17 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hit= | |hit= | ||
|block= | |block=-63 | ||
|notes= | |notes=Nemesis fires a series of rockets at further and further ranges, then leaps off-screen, crashing down a ways from where he started. Despite these rockets visually resembling his 236K series, they cannot be reflected. The rocket shots do not track the opponent's position like they do in *Ultimate Marvel vs. Capcom 3*. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 461: | Line 461: | ||
Lvl 3 | Lvl 3 | ||
|command=[[File:Mvci_qcb.png]][[File:Mvci_lp.png]][[File:Mvci_hp.png]] | |command=[[File:Mvci_qcb.png]][[File:Mvci_lp.png]][[File:Mvci_hp.png]] | ||
|damage= | |damage=5200 (6 hits) | ||
|guard= | |guard=Throw | ||
|properties= | |properties= | ||
|startup= | |startup= | ||
Line 468: | Line 468: | ||
|recovery= | |recovery= | ||
|hit= | |hit= | ||
|block= | |block=- | ||
|notes= | |notes=Nemesis grabs a nearby grounded opponent, subjecting them to a horrific fate, then leaves them poisoned. Reaches from somewhat farther than 5LK range. Invincible before the super flash.<br>Although it appears as though the opponent is crumpled and able to take follow-up hits, it's actually a unique type of knockdown where they're completely safe. Use this for set-up and oki instead. | ||
}} | }} | ||
Latest revision as of 19:19, 12 September 2024
Story
Nemesis is a bioengineered mutation designed to take hits and deal them the same. He was created and designed by Umbrella to wipe out the members of S.T.A.R.S., more specifically, Jill Valentine. He put up one hell of a fight, going through several mutation stages, before finally being wiped from the face of the Earth.
Gameplay
Nemesis is a big, hulking wall of flesh. Like in Resident Evil, he has all the tools he needs to try and beat his opponent senselessly. Making use of his long limbs and armor, it can be incredibly hard to find an opening against him. His advantage state is absolutely devastating and can often kill his opponent off of only 2-3 openings. He has pretty much everything he needs to be strong and makes a good partner for anyone.
Strengths | Weaknesses |
---|---|
|
|
Character Vitals
Move List
Unique Trait
Bio Armor: Nemesis gains armor on all of his heavy attacks which can make it especially frustrating for opponents to counter attack. Deadly Reach is a long range multi-hitting armored attack that can help keep the opponent from running away.
Normals
Standing Light Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
600 | Mid | 9 | -10 | -13 | |||
- |
Standing Light Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
800 | Mid | 10 | -7 | -12 | |||
- |
Standing Heavy Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
800 | Mid | 13 | -11 | -16 | |||
- |
Crouching Light Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | Mid | 12 | -10 | -13 | ||||
- |
Crouching Heavy Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
800 | Mid | 16 | -16 | Launch | ||||
Nemesis's launcher. |
Crouching Light Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
800 | Low | 10 | -2 | -7 | ||||
Nemesis's only low. |
Jumping Light Punch j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | High | 10 | - | - | ||||
- |
Jumping Heavy Punch j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
800 | High | 17 | - | - | ||||
- |
Jumping Light Kick j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
800 | High | 18 | - | - | ||||
Has a very wide hitbox that allows you to easily cross-up, especially on a short hop. |
Command Normals
Misc
Tag![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Mid | 6 | 8 | 44 | +33 | +28 | ||
Hit/Block adv is dependent on when you ![]() |
Specials
Clothesline Rocket![]() ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
1200 | Mid | 19 | -32 | |||||
![]() |
1200+1000+350 (2350) | Mid | 23 | -13 | |||||
- |
Launcher Slam![]() ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
1500 | Mid | 15 | -12 | |||||
![]() |
1500 | Mid | 18 | -18 | Ground Bounce, Hard Knockdown | ||||
- |
Hypers
Fatal Mutation | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
5200 (6 hits) | Throw | - | ||||||
Nemesis grabs a nearby grounded opponent, subjecting them to a horrific fate, then leaves them poisoned. Reaches from somewhat farther than 5LK range. Invincible before the super flash. Although it appears as though the opponent is crumpled and able to take follow-up hits, it's actually a unique type of knockdown where they're completely safe. Use this for set-up and oki instead. |
Hitboxes
Videos
Technology
Combos
Strategy
Partner Selection
Stone Selection
Power
Time
Reality
Soul
Space
Mind