< UMVC3


Nemesis
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 health values 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
Stronger
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
direct front
80,000 +
150,000
150,000
wallbounce (1st hit)
softknockdown (2nd hit)
softknockdown (2nd hit)
Bioweapon Assault
Normal Moves
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
armored
armored
Crouching Heavy
d + h
100,000
softknockdown
armored
armored
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
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
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
Clothesline Rocket (L)
qcf + l
120,000
softknockdown
wallbounce
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 .
wallbounce
proj ;
wallbounce caused only by first hit.
Only second hit is proj .
Rocket Launcher
qcf + s
150,000
softknockdown
proj
proj
Air Rocket Launcher
air qcf + s
150,000
otg softknockdown
proj
proj
Anti-air Rocket Launcher
dp + s
150,000
softknockdown
proj
proj
Launcher Slam (L)
dp + l
130,000
strk
armored
armored
Launcher Slam (M)
dp + m
130,000
softknockdown
groundbounce
armored
groundbounce
armored
Launcher Slam (H)
dp + h
130,000
hardknockdown
wallbounce
armored
wallbounce
armored
Tentacle Slam (L)
qcb + l
150,000
throw hardknockdown
groundbounce
groundbounce
Tentacle Slam (M/H)
qcb + m / h
150,000
airthrow hardknockdown
groundbounce
groundbounce
Hyper Moves
Bioweapon Assault
qcf + atk + atk
80,000 x 3 + 80,000
hardknockdown
proj
forcedgroundbounce ;
Only first three hits count
as proj .
forcedgroundbounce on last hit only.
proj
forcedgroundbounce ;
Only first three hits count
as proj .
forcedgroundbounce on last hit only.
Biohazard Rush
dp + atk + atk
50,000 x 4 + 80,000 x 2
softknockdown
forcedgroundbounce
armored ;
forcedgroundbounce caused only by
second to last hit.
forcedgroundbounce
armored ;
forcedgroundbounce caused only by
second to last hit.
Fatal Mutation
hcb + atk + atk
450,000
throw hardknockdown ; Level 3 Hyper.
Strategy
Tips and Tricks
- Angled Deadly Reach (air{{#motion: d}}+{{#motion: h}}) is one of Nemesis' best approach tools. Abuse it.
- 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.
- Nemesis has a very strong wake-up reset game. If you knock the opponent down, "meaty" crouching {{#motion: h}} is a strong tool to keep them blocking. Then cancel into Clothesline Rocket {{#motion: l}} to make it safe or combo from the crouching {{#motion: h}} if it wasn't blocked!
- Another option for Nemesis' wakeup game is Tentacle Slam {{#motion: l}} . This is Very effective on any knockdown, especially after his Bioweapon Assault Hyper.
- The Biohazard Rush Hyper has a lot of armor, but has pretty poor startup. One way to make the armor useful is to DHC into Nemesis' Biohazard Rush from another character. The armor starts immediately!
Combos
Basic Strategy
Advanced Strategy
Strategy vs. Nemesis
- Nemesis is extremely slow, both in movement and start-up for his normal attacks. In most cases he should be easy to block, punish, or counter.
- Clothesline Rocket {{#motion: l}} is surprisingly safe on block. The only decent punish for it is a throw. Keep in mind, however, that a normal throw attempt can still be teched out of by Nemesis, and if he mashes {{#motion: h}} more than you, he may get a throw instead, leading to a free combo or Hyper.
- Nemesis has only one attack that can hit low (crouching {{#motion: l}} ), and his main method of approach is Angled Deadly Reach, so blocking high and jumping blocks will save you from most problems. Just be careful of his Tentacle Slam throws.
- Nemesis has very strong reset options, especially in the corner, so if you get into these situations, be very cautious about how you air tech. Forward and Neutral air techs are almost always your best bet.
- Many of Nemesis' reset options come from his Launcher Slam {{#motion: l}}. If you ever see this move, your opponent is almost definitely setting up a reset.