Marvel VS Capcom: Infinite/Nemesis

From SuperCombo Wiki

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
Has better reach vs. standing opponents than crouching ones, but can still hit even the tiniest crouching characters up-close.
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 Soft Knockdown
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 17 - -
-
Jumping Light Kick
j.Mvci lk.png
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.
Jumping Heavy Kick
j.Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
200+400+800 (1320) Mid 16 - - 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
1500 Throw 3 1 - - -
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.
Air Throw
Mvci fwd.png or Mvci back.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
1500 Throw 3 1 - - -
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.
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 1200 Mid 19 -32
Mvci hp.png 1200+1000+350 (2350) Mid 23 -13
-
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 1500 Mid 15 -12
Mvci hp.png 1500 Mid 18 -18 Ground Bounce, Hard Knockdown
-
Rocket Launcher
Mvci qcf.pngMvci lk.png

(Can be charged)

Damage Guard Startup Active Recovery On Hit On Block Properties
1000+500 (1450) Mid 17 ~ 62 -14 Hard Knockdown
Startup indicates fastest firing time ~ longest possible charge.

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.
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 1000+500 (1450) Mid Hard Knockdown
Mvci hk.png 1000+500 (1450) Mid Hard Knockdown
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.
Anti-Air Rocket Launcher
Mvci qcf.pngMvci hk.png

(Can be charged)

Damage Guard Startup Active Recovery On Hit On Block Properties
1000+500 (1450) Mid 17 ~ 62 -14 Hard Knockdown
Startup indicates fastest firing time ~ longest possible charge.

A diagonally up-forward-aimed version of the rocket shot.
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 1000+500 (1450) Mid Hard Knockdown
Mvci hk.png 1000+500 (1450) Mid Hard Knockdown
Same as Reload during Rocket Launcher.
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 Throw 7 - Ground Bounce, Hard Knockdown
Mvci hk.png Throw 20 - Ground Bounce, Hard Knockdown
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.
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.

Hypers

Biohazard Rush
Mvci qcf.pngMvci lp.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
1000x5 (3700) Mid 17 -68 Wall Bounce, Hard Knockdown
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.
Bioweapon Assault
Mvci qcf.pngMvci lk.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
1000+500+1000+500+1000+500+1000 (3950) Mid 17 -63
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*.
Fatal Mutation

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

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

Match ups

How to fight Nemesis

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