Ultimate Marvel vs Capcom 3/Nemesis

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Contents

Nemesis

Image: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.


Character Specific Information

CHARACTER DATA
Health:
1,150,000
Double Jump:
No
Air Dash:
No
Air Action 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 %

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
File:Alpha.png Clothesline Rocket (M)
File:direct.png File:front.png
80,000 +
150,000
File:wallbounce.png (1st hit)
File:softknockdown.png (2nd hit)
Bioweapon Assault
File:Beta.png Launcher Slam (M)
File:direct.png File:front.png
130,000
File:softknockdown.png
File:groundbounce.png
Bioweapon Assault
File:Gamma.png Rocket Launcher
File:shot.png File:front.png
150,000
File:softknockdown.png
File:proj.png
Bioweapon Assault

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light
File:l.png
70,000
Crouching Light
File:d.png + File:l.png
65,000
File:low.png
Standing Medium
File:m.png
90,000
Crouching Medium
File:d.png + File:m.png
85,000
Standing Heavy
File:h.png
110,000
File:strk.png
File:armored.png
Crouching Heavy
File:d.png + File:h.png
100,000
File:softknockdown.png
File:armored.png
Special
File:s.png
100,000
File:launch.png File:nocancel.png
Deadly Reach
File:f.png + File:h.png
40,000 x 3
Jumping Light
air File:l.png
75,000
File:high.png
Jumping Medium
air File:m.png
90,000
File:high.png
Jumping Heavy
air File:h.png
100,000
File:high.png
Jumping Special
air File:s.png
110,000
File:high.png File:nocancel.png
File:aircombofinisher.png
File:softknockdown.png
File:groundbounce.png
Air Deadly Reach
air File:f.png + File:h.png
40,000 x 3
File:high.png
Angled Deadly Reach
air File:d.png + File:h.png
40,000 x 3
File:high.png

Throws

Name
Command
Damage
Special Properties (glossary)
Forward Throw
File:f.png + File:h.png
80,000
File:throw.png File:hardknockdown.png
Back Throw
File:b.png + File:h.png
80,000
File:throw.png File:hardknockdown.png
Forward Air Throw
air File:f.png + File:h.png
80,000
File:airthrow.png File:hardknockdown.png
Back Air Throw
air File:b.png + File:h.png
80,000
File:airthrow.png File:hardknockdown.png

Special Moves

Name
Command
Damage
Special Properties (glossary)
Clothesline Rocket (L)
File:qcf.png + File:l.png
120,000
File:softknockdown.png
File:wallbounce.png
Clothesline Rocket (M/H)
File:qcf.png + File:m.png / File:h.png
80,000 + 150,000
File:softknockdown.png
File:wallbounce.png
File:proj.png ;
File:wallbounce.png caused only by first hit.
Only second hit is File:proj.png .
Rocket Launcher
File:qcf.png + File:s.png
150,000
File:softknockdown.png
File:proj.png
Air Rocket Launcher
air File:qcf.png + File:s.png
150,000
File:otg.png File:softknockdown.png
File:proj.png
Anti-air Rocket Launcher
File:dp.png + File:s.png
150,000
File:softknockdown.png
File:proj.png
Launcher Slam (L)
File:dp.png + File:l.png
130,000
File:strk.png
File:armored.png
Launcher Slam (M)
File:dp.png + File:m.png
130,000
File:softknockdown.png
File:groundbounce.png
File:armored.png
Launcher Slam (H)
File:dp.png + File:h.png
130,000
File:hardknockdown.png
File:wallbounce.png
File:armored.png
Tentacle Slam (L)
File:hcb.png + File:l.png
150,000
File:throw.png File:hardknockdown.png
File:groundbounce.png
Tentacle Slam (M/H)
File:hcb.png + File:m.png / File:h.png
150,000
File:airthrow.png File:hardknockdown.png
File:groundbounce.png

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Bioweapon Assault
File:qcf.png + File:atk.png + File:atk.png
80,000 x 3 + 80,000
File:hardknockdown.png
File:proj.png
File:forcedgroundbounce.png ;
Only first three hits count
as File:proj.png and File:otg.png .
File:forcedgroundbounce.png on last hit only.
Biohazard Rush
File:dp.png + File:atk.png + File:atk.png
50,000 x 4 + 80,000 x 2
File:softknockdown.png
File:forcedgroundbounce.png
File:armored.png ;
File:forcedgroundbounce.png caused only by
second to last hit.
Fatal Mutation
File:hcb.png + File:atk.png + File:atk.png
450,000
File:throw.png File:hardknockdown.png ; Level 3 Hyper.

Mission Mode

Strategy

Tips and Tricks

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