Ultimate Marvel vs Capcom 3/Nemesis

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Nemesis

Umvc3 nemesis face.jpg

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.

Alternate Colors

Nemesis colors.jpg

Players to Watch

Airtola, Floe, Dansgame, jDog, Fizzykups, residentevilrulz

Character Vitals

CHARACTER DATA
Health:
1150k.jpg
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:
0.0 %
5.0 %
10.0 %
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:
10 %
10 %
10 %
10 %
30 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
30 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
30 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
30 %

Video Walkthrough

Combos


Jdog's Combo video with Hulk/Sentinel

Technology


TAC Infinites


Another variant

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Clothesline Rocket (M)
Direct.png Front.png
80,000 +
150,000
Wallbounce.png (1st hit)
Softknockdown.png (2nd hit)
Bioweapon Assault
Beta.png Launcher Slam (M)
Direct.png Front.png
130,000
Softknockdown.png
Groundbounce.png
Bioweapon Assault
Gamma.png Rocket Launcher
Shot.png Front.png
150,000
Softknockdown.png
Proj.png
Bioweapon Assault

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light
L.png
70,000
Crouching Light
D.png + L.png
65,000
Low.png
Standing Medium
M.png
90,000
Crouching Medium
D.png + M.png
85,000
Standing Heavy
H.png
110,000
Strk.png
Armored.png
Crouching Heavy
D.png + H.png
100,000
Softknockdown.png
Armored.png
Special
S.png
100,000
Launch.png Nocancel.png
Deadly Reach
F.png + H.png
40,000 x 3
Jumping Light
air L.png
75,000
High.png
Jumping Medium
air M.png
90,000
High.png
Jumping Heavy
air H.png
100,000
High.png
Jumping Special
air S.png
110,000
High.png Nocancel.png
Aircombofinisher.png
Softknockdown.png
Groundbounce.png
Air Deadly Reach
air F.png + H.png
40,000 x 3
High.png
Angled Deadly Reach
air D.png + H.png
40,000 x 3
High.png

Throws

Name
Command
Damage
Special Properties (glossary)
Forward Throw
F.png + H.png
80,000
Throw.png Hardknockdown.png
Back Throw
B.png + H.png
80,000
Throw.png Hardknockdown.png
Forward Air Throw
air F.png + H.png
80,000
Airthrow.png Hardknockdown.png
Back Air Throw
air B.png + H.png
80,000
Airthrow.png Hardknockdown.png

Special Moves

Name
Command
Damage
Special Properties (glossary)
Clothesline Rocket (L)
Qcf.png + L.png
120,000
Softknockdown.png
Wallbounce.png
Clothesline Rocket (M/H)
Qcf.png + M.png / H.png
80,000 + 150,000
Softknockdown.png
Wallbounce.png
Proj.png ;
Wallbounce.png caused only by first hit.
Only second hit is Proj.png .
Rocket Launcher
Qcf.png + S.png
150,000
Softknockdown.png
Proj.png
Air Rocket Launcher
air Qcf.png + S.png
150,000
Otg.png Softknockdown.png
Proj.png
Anti-air Rocket Launcher
Dp.png + S.png
150,000
Softknockdown.png
Proj.png
Launcher Slam (L)
Dp.png + L.png
130,000
Strk.png
Armored.png
Launcher Slam (M)
Dp.png + M.png
130,000
Softknockdown.png
Groundbounce.png
Armored.png
Launcher Slam (H)
Dp.png + H.png
130,000
Hardknockdown.png
Wallbounce.png
Armored.png
Tentacle Slam (L)
Hcb.png + L.png
150,000
Throw.png Hardknockdown.png
Groundbounce.png
Tentacle Slam (M/H)
Hcb.png + M.png / H.png
150,000
Airthrow.png Hardknockdown.png
Groundbounce.png

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Bioweapon Assault
Qcf.png + Atk.png + Atk.png
80,000 x 3 + 80,000
Hardknockdown.png
Proj.png
Forcedgroundbounce.png ;
Only first three hits count
as Proj.png and Otg.png .
Forcedgroundbounce.png on last hit only.
Biohazard Rush
Dp.png + Atk.png + Atk.png
50,000 x 4 + 80,000 x 2
Softknockdown.png
Forcedgroundbounce.png
Armored.png ;
Forcedgroundbounce.png caused only by
second to last hit.
Fatal Mutation
Hcb.png + Atk.png + Atk.png
450,000
Throw.png Hardknockdown.png ; Level 3 Hyper.

Mission Mode

Strategy

Tips and Tricks

  • While crouching H.png may move the Nemesis forward, standing H.png 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 (airD.png +H.png ) is one of Nemesis' best approach tools. Abuse it.
  • Launcher Slam L.png is very good for setting up resets, especially in the corner. You can often reset the opponent directly into Tentacle Slam M.png or H.png .
  • "Tiger Knee" Air Rocket Launcher Qcf.png Uf.png +S.png allows you to shoot your Rocket at a downward angle. This allows you to hit opponents that crouch under your rocket, OTG.png your opponent, and even set up OTG.png 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 Forcedgroundbounce.png , 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 H.png is a strong tool to keep them blocking. Then cancel into Clothesline Rocket L.png to make it safe or combo from the crouching H.png if it wasn't blocked!
  • Another option for Nemesis' wakeup game is Tentacle Slam L.png . 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 L.png 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 H.png 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 L.png ), 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 L.png . If you ever see this move, your opponent is almost definitely setting up a reset.