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[[File:Mvci_logo.png|link=MvCI]] | [[File:Mvci_logo.png|link=MvCI]] | ||
{| | {{MVC2 Character Intro|char=Nemesis|full=Nemesis|short=NM|content= | ||
| | {{2 Column Flex|flex1=6|flex2=4 | ||
| | |content1= | ||
== 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. He has pretty much everything he needs to be strong and makes a good partner for anyone. | |||
{{ | <!-- '''TODO:''' Write an expanded gameplay description --> | ||
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{{Content Box|content= | |||
<center><youtube><v=Ma585JdARqY></youtube></center> | |||
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{{ProConTable | |||
= | |pros= | ||
*'''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. | |||
|cons= | |||
*'''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. | |||
}} | |||
}} | |||
{{ MvCICharacterDataBox | 11,000 | No | No | 0 | - }} | {{ MvCICharacterDataBox | 11,000 | No | No | 0 | - }} |
Revision as of 15:22, 24 March 2022
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. He has pretty much everything he needs to be strong and makes a good partner for anyone.
Strengths | Weaknesses |
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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 |
Standing Heavy Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
Standing Light Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
Standing Heavy Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
Crouching Light Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
Crouching Heavy Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
Launch | ||||||||
Crouching Light Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
Crouching Heavy Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
Jumping Light Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
High | ||||||||
Jumping Heavy Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
High | ||||||||
Jumping Light Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
High | ||||||||
Jumping Heavy Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
High | Groundbounce Hardknockdown | |||||||
Misc
Throw![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
3 | 1 | |||||||
Additional damage scales by 50% |
Air Throw![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
3 | 1 | |||||||
Additional damage scales by 50% |
Tag![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | 6 | 8 | 44 | +33 | +28 | |||
Hit/Block adv is dependent on when you ![]() |
Specials
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Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
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Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
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Hypers
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Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() ![]() ![]() |
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