Marvel VS Capcom: Infinite/Nemesis: Difference between revisions

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|command=[[File:Mvci_lp.png]]
|command=[[File:Mvci_lp.png]]
|damage=600
|damage=600
|guard=
|guard=Mid
|properties=
|properties=
|startup=9
|startup=9
Line 53: Line 53:
|hit=-10
|hit=-10
|block=-13
|block=-13
|notes=
|notes=-
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Line 60: Line 60:
|command=[[File:Mvci_hp.png]]
|command=[[File:Mvci_hp.png]]
|damage=800
|damage=800
|guard=
|guard=Mid
|properties=
|properties=
|startup=17
|startup=17
Line 67: Line 67:
|hit=-22
|hit=-22
|block=-27
|block=-27
|notes=
|notes=-
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Line 73: Line 73:
|name=Standing Light Kick
|name=Standing Light Kick
|command=[[File:Mvci_lk.png]]
|command=[[File:Mvci_lk.png]]
|damage=
|damage=800
|guard=
|guard=Mid
|properties=
|properties=
|startup=
|startup=10
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=-7
|block=
|block=-12
|notes=
|notes=-
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Line 87: Line 87:
|name=Standing Heavy Kick
|name=Standing Heavy Kick
|command=[[File:Mvci_hk.png]]
|command=[[File:Mvci_hk.png]]
|damage=
|damage=800
|guard=
|guard=Mid
|properties=
|properties=
|startup=
|startup=13
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=-11
|block=
|block=-16
|notes=
|notes=-
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Line 101: Line 101:
|name=Crouching Light Punch
|name=Crouching Light Punch
|command=[[File:Mvci_down.png]][[File:Mvci_lp.png]]
|command=[[File:Mvci_down.png]][[File:Mvci_lp.png]]
|damage=
|damage=600
|guard=
|guard=Mid
|properties=
|properties=
|startup=
|startup=12
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=-10
|block=
|block=-13
|notes=
|notes=-
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Line 115: Line 115:
|name=Crouching Heavy Punch
|name=Crouching Heavy Punch
|command=[[File:Mvci_down.png]][[File:Mvci_hp.png]]
|command=[[File:Mvci_down.png]][[File:Mvci_hp.png]]
|damage=
|damage=800
|guard=
|guard=Mid
|properties=Launch
|properties=Launch
|startup=
|startup=16
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=
|block=
|block=-16
|notes=
|notes=Nemesis's launcher.
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Line 129: Line 129:
|name=Crouching Light Kick
|name=Crouching Light Kick
|command=[[File:Mvci_down.png]][[File:Mvci_lk.png]]
|command=[[File:Mvci_down.png]][[File:Mvci_lk.png]]
|damage=
|damage=800
|guard=
|guard=Low
|properties=
|properties=
|startup=
|startup=10
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=-2
|block=
|block=-7
|notes=
|notes=Nemesis's only low.
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Line 143: Line 143:
|name=Crouching Heavy Kick
|name=Crouching Heavy Kick
|command=[[File:Mvci_down.png]][[File:Mvci_hk.png]]
|command=[[File:Mvci_down.png]][[File:Mvci_hk.png]]
|damage=
|damage=800
|guard=
|guard=Mid
|properties=
|properties=
|startup=
|startup=19
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=
|block=
|block=-42
|notes=
|notes=This shoulder tackle makes Nemesis move forward quite far, and it moves even farther when you cancel it on hit/block into 6HK.
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Line 157: Line 157:
|name=Jumping Light Punch
|name=Jumping Light Punch
|command=j.[[File:Mvci_lp.png]]
|command=j.[[File:Mvci_lp.png]]
|damage=
|damage=600
|guard=High
|guard=High
|properties=
|properties=
|startup=
|startup=10
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=-
|block=
|block=-
|notes=
|notes=-
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Line 171: Line 171:
|name=Jumping Heavy Punch
|name=Jumping Heavy Punch
|command=j.[[File:Mvci_hp.png]]
|command=j.[[File:Mvci_hp.png]]
|damage=
|damage=800
|guard=High
|guard=High
|properties=
|properties=
Line 177: Line 177:
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=-
|block=
|block=-
|notes=
|notes=-
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Line 185: Line 185:
|name=Jumping Light Kick
|name=Jumping Light Kick
|command=j.[[File:Mvci_lk.png]]
|command=j.[[File:Mvci_lk.png]]
|damage=
|damage=800
|guard=High
|guard=High
|properties=
|properties=
Line 191: Line 191:
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=-
|block=
|block=-
|notes=
|notes=-
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Line 199: Line 199:
|name=Jumping Heavy Kick
|name=Jumping Heavy Kick
|command=j.[[File:Mvci_hk.png]]
|command=j.[[File:Mvci_hk.png]]
|damage=
|damage=200+400+800 (1320)
|guard=High
|guard=Mid
|properties=Groundbounce Hardknockdown
|properties=Groundbounce Hardknockdown
|startup=
|startup=18
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=-
|block=
|block=-
|notes=
|notes=This long-reaching air normal pays the price for its reach by being a mid instead of a high. Its multiple hits do make it useful for confirming, however.
}}
}}
=== Command Normals ===
=== Command Normals ===
Line 214: Line 214:
|name=Deadly Reach
|name=Deadly Reach
|command=[[File:Mvci_fwd.png]][[File:Mvci_hk.png]]
|command=[[File:Mvci_fwd.png]][[File:Mvci_hk.png]]
|damage=
|damage=200+400+800 (1320)
|guard=
|guard=Mid
|properties=
|properties=
|startup=
|startup=16
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=-26
|block=
|block=-31
|notes=
|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 228: Line 228:
|name=Air Deadly Reach
|name=Air Deadly Reach
|command=j.[[File:Mvci_fwd.png]][[File:Mvci_hk.png]]
|command=j.[[File:Mvci_fwd.png]][[File:Mvci_hk.png]]
|damage=
|damage=200+400+800 (1320)
|guard=
|guard=Mid
|properties=
|properties=
|startup=
|startup=16
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=-
|block=
|block=-
|notes=
|notes=Essentially a horizontally-angled version of Nemesis's j.HK. Only hits the tallest characters standing.
}}
}}


Line 245: Line 245:
|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=
|guard=
|guard=Throw
|properties=
|properties=
|startup=3
|startup=3
|active=1
|active=1
|recovery=
|recovery=-
|hit=
|hit=-
|block=
|block=-
|notes=Additional damage scales by 50%
|notes=Additional damage scales by 50%.
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Line 259: Line 259:
|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=
|guard=
|guard=Throw
|properties=
|properties=
|startup=3
|startup=3
|active=1
|active=1
|recovery=
|recovery=-
|hit=
|hit=-
|block=
|block=-
|notes=Additional damage scales by 50%
|notes=Additional damage scales by 50%.
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Line 273: Line 273:
|command=[[File:Mvci_tag.png]]
|command=[[File:Mvci_tag.png]]
|damage=500
|damage=500
|guard=
|guard=Mid
|properties=
|properties=
|startup=6
|startup=6
Line 280: Line 280:
|hit=+33
|hit=+33
|block=+28
|block=+28
|notes=Hit/Block adv is dependent on when you {{cancel}} your tag-in
|notes=Hit/Block adv is dependent on when you {{cancel}} your tag-in.
}}
}}



Revision as of 18:59, 31 August 2024

Mvci logo.png

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
  • Damage: Even from light starters, Nemesis can easily break 6k damage from one combo by himself (about half health), pushing 7k from the right starters.
  • Big Limbs: Using his tentacles, rocket launcher, and even just his arm, Nemesis has a plethora of long reaching normals and specials that can convert into full combos.
  • Armor: Most of Nemesis' normals have armor against light attacks and low durability projectiles, making it hard to just play neutral when he's anywhere near you.
  • BIONIC AAAAAAARM: Biohazard Rush is not only invincible, but also does great damage and works as a great lockdown tool. There's almost never a bad time to use it.
  • Command Grab: Although command grabs are all generally bad in this game, Nemesis arguably has the best one. It does decent damage, can snag opponents out of the air, and leads to a followup.
  • Mobility: Nemesis can't easily get around zoning or keep up with quicker characters.
  • Frame Data: Although his normals have armor against lights, they're very slow compared to other characters and will lose to an opponent who catches on and starts using more heavies.
  • Midscreen Combos: Since most of his combo extension tools utilize wall bounces, ground bounces, and sliding knockdowns, he often has to cut his midscreen combos short since all extension will get used fairly quickly.
MVC2 Nemesis art.png


Character Vitals

CHARACTER DATA
Health:
11,000
Double Jump:
No
Air Dash:
No
Air Dash/Jump count:
0
Misc Movement:
-

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
Mvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Nemesis LP Hitbox.png 600 Mid 9 -10 -13
-
Standing Heavy Punch
Mvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
5HP-fixed.png 800 Mid 17 -22 -27
-
Standing Light Kick
Mvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Nem 5LK Hit.png 800 Mid 10 -7 -12
-
Standing Heavy Kick
Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Nem 5HK Hit.png 800 Mid 13 -11 -16
-
Crouching Light Punch
Mvci down.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
600 Mid 12 -10 -13
-
Crouching Heavy Punch
Mvci down.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
800 Mid 16 -16 Launch
Nemesis's launcher.
Crouching Light Kick
Mvci down.pngMvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
800 Low 10 -2 -7
Nemesis's only low.
Crouching Heavy Kick
Mvci down.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
800 Mid 19 -42
This shoulder tackle makes Nemesis move forward quite far, and it moves even farther when you cancel it on hit/block into 6HK.
Jumping Light Punch
j.Mvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
600 High 10 - -
-
Jumping Heavy Punch
j.Mvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
800 High - -
-
Jumping Light Kick
j.Mvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
800 High - -
-
Jumping Heavy Kick
j.Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
200+400+800 (1320) Mid 18 - - Groundbounce Hardknockdown
This long-reaching air normal pays the price for its reach by being a mid instead of a high. Its multiple hits do make it useful for confirming, however.

Command Normals

Deadly Reach
Mvci fwd.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
200+400+800 (1320) Mid 16 -26 -31
-Only last hit connects vs. standing: Arthur, Rocket Raccoon, X, Zero
Last 2 hits connect vs. crouching: Nemesis
All 3 hits connect vs. crouching: Hulk

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.
Air Deadly Reach
j.Mvci fwd.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
200+400+800 (1320) Mid 16 - -
Essentially a horizontally-angled version of Nemesis's j.HK. Only hits the tallest characters standing.

Misc

Throw
Mvci fwd.png or Mvci back.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Throw 3 1 - - -
Additional damage scales by 50%.
Air Throw
Mvci fwd.png or Mvci back.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Throw 3 1 - - -
Additional damage scales by 50%.
Tag
Mvci tag.png
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 Cancel.png your tag-in.

Specials

Clothesline Rocket
Mvci qcf.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lp.png
Mvci hp.png
Launcher Slam
Mvci qcb.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lp.png
Mvci hp.png
Rocket Launcher
Mvci qcf.pngMvci lk.png

(Can be charged)

Damage Guard Startup Active Recovery On Hit On Block Properties
Reload
Mvci lk.png or Mvci hk.png

During Rocket Launcher

Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lk.png
Mvci hk.png
Anti-Air Rocket Launcher
Mvci qcf.pngMvci hk.png

(Can be charged)

Damage Guard Startup Active Recovery On Hit On Block Properties
Reload
Mvci lk.png or Mvci hk.png

During Anti-Air Rocket Launcher

Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lk.png
Mvci hk.png
Tentacle Slam
Mvci hcb.pngMvci lk.png or Mvci hk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lk.png
Mvci hk.png

Hypers

Biohazard Rush
Mvci qcf.pngMvci lp.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Bioweapon Assault
Mvci qcf.pngMvci lk.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Fatal Mutation

Lvl 3
Mvci qcb.pngMvci lp.pngMvci hp.png

Damage Guard Startup Active Recovery On Hit On Block Properties

Hitboxes

Videos


Technology

Combos

Strategy

Partner Selection

Stone Selection

Power

Time

Reality

Soul

Space

Mind

Match ups

How to fight Nemesis

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Notation
HUD
Glossary
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FAQ
Capcom Characters
Arthur
Chris
Chun-Li
Dante
Firebrand
Frank West
Haggar
Jedah
Monster Hunter
Morrigan
Nemesis
Ryu
Sigma
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Strider
X
Zero
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