Ultimate Marvel vs Capcom 3/Nemesis
From Shoryuken Wiki, Marvel vs. Capcom 3 Strategy and More!
The Nemesis T-Type is perhaps the greatest horror created by the Umbrella Corporation. The product of an unholy fusion of a Tyrant and the G-Virus parasite developed by William Birkin, it retains enough intelligence to follow any order, and the particular order it was given was to kill any and all surviving S.T.A.R.S. members, with its main target being Jill Valentine. Nigh-invulnerable and wielding a rocket launcher with ease as well as having several tentacles within its body, it relentlessly hunted Jill. Upon being beaten, Nemesis went berserk and sacrificed its intelligence and regeneration abilities for more power, mutating uncontrollably until it devolved into a mindless, grotesque blob of flesh and tentacles that proved to by highly-volatile when Jill finally killed it for good.
In a nutshell The horrifying tank among monsters, Nemesis is an absolute beast. What he lacks in mobility, he makes up for by having 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 Specific Information
Tips and Tricks
- While crouching may move the Nemesis forward, standing gains its armor VERY quickly, and is surprisingly reliable for combos, anti-air, and punishes - just keep in mind the high hitbox.
- Angled Deadly Reach (air + ) is one of Nemesis' best approach tools. Abuse it.
- Launcher Slam is very good for setting up resets, especially in the corner. You can often reset the opponent directly into Tentacle Slam or .
- "Tiger Knee" Air Rocket Launcher + allows you to shoot your Rocket at a downward angle. This allows you to hit opponents that crouch under your rocket, your opponent, and even set up 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 , 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 is a strong tool to keep them blocking. Then cancel into Clothesline Rocket to make it safe or combo from the crouching if it wasn't blocked!
- Another option for Nemesis' wakeup game is Tentacle Slam . 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!
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 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 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 ), 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 . If you ever see this move, your opponent is almost definitely setting up a reset.