U.M.v.C. THREEE! Raaaaargh! The revamped Nemesis matchup thread

nemesis-t-type

#1

I’d like to think that we as a community have evolved to the point where we can start pinning down exactly what are the bad matchups, the easy matchups, and whatnot. I would ask for experience only but I don’t think that would quite work. Instead, I’m going to open this to the public. Until all matchups are stated, any matchup discussion should be posted. If I were to HAVE a guideline, it should reflect a character in his natural state, with meter, with X-Factor, and with whatever variables that character might have(For example, state how easy it is for Nemesis to stop PW from getting evidence, how he deals when PW’s in Turnabout mode, what evidence he has and what it mans for Nemesis, etc.)

Each matchup will be based on two different scales. The first is the 1v1 solo matchup, followed by the assist matchup, where-in it is Nemesis vs a team with that character on point and how much that changes it. The scales themselves are as follows:
1-Slutty Vegetables(Easy Peasy)
2-Children’s Party Clown(Depressingly underwhelming)
3-Stage Magician’s Apprentice(Might have a trick or two)
4-How to walk down stairs(A step beneath you)
5-First step to build a house(Baseline)
6-Deciding on what movie to pick tonight (A bit of a challenge but nothing overwhelming)
7-Being the President (A lot of hard work)
8-Theme of the fight is Eye of the Tiger(Eternally the underdog)
9-Regular Drunk vs the Dos Equis Guy(Hopelessly outclassed)
10-Time Travel(Theoretically Possible but…)

I’ll give an example as well as my own opinion.

Strider Hiryu

[details=Spoiler]vs Strider: Unlike Raccoon, who has running and traps, and Akuma, who has damage and amazing buttons, Strider has mixups. A teleport happy Strider with no meter for him is practically a joke for Nemesis. Nemesis’s sH rips through teleport attempts, as well as jH for dealing with wall cling. Nemesis has multiple ways to instant KO Strider if he even coughs on him. Strider CAN block pretty quick after he teleports, but Nemesis can also react quick enough for that to not matter, especially since sH can cross up Strider even after he teleports. The armor from sH causes Tiger to teleport to become almost null, though Strider can choose to not teleport so I’m gonna call it neutral. Lastly, as a tall character, Nemesis can abuse Vajra H use very, very much by getting a free grab. So the key to his game, his teleports, are out, but Strider’s not beaten yet. Strider’s zoning vastly outclasses Nemesis Rockets, and birds do a real number on Nemesis bunny hopping and rockets. However Tigers really don’t do much to stop Nemesis approach since they get neutralized so easy. Strider’s zoo is more an annoyance than a definitive threat. His buttons are also on the weaker side, though he does have speed and he can instant overhead Nemesis and lead into a weaker combo. Basically, Strider with nothing can hurt and annoy Nemesis, but Nemesis can kill Strider

Strider’s Neutral game:** 4**

vs Strider with meter: The amount of meter is key. Two or lower and there’s no differnce, but hitting three and Strider’s damage quickly graduates. Oroboros can really do a number on Nemesis, but his high health usually means that unless X-Factored, Nemesis will probably survive. More dangerous here is Ragnarok, which gives Strider enough straight damage off of errant hits to bode a significant threat. Usually, if Strider connects with either of these, Nemesis will be put into a damage range where the once annoying Strider has evolved into a serious threat. It evens up the respectfulness and leaves Nemesis on the hesitant side to use armor, though Nemesis still has the damage upper hand.
Both sides have the potential to take the other out and both have significant advantages, so this is a draw in my book, but only AFTER Strider spends his meter.

Strider with Meter: 5

vs Strider with everything(X-Factor LVL3 and meter): Now we’re getting dangerous. Strider’s speed boost pretty much eliminates any openings he previously had except for Vajra. While Strider’s damage has been boosted, he still cannot take down Nemesis from start to finish. The speed boost however, means that Nemesis is much less confident in his button presses. More importantly is the meter. Everyone knows how much of a pain LVL3 X-Factor Oroboros is, and unless you’r Vergil you probably can’t do jack squat about it. Ragnarok, however, has turned the once laughable Strider combo into instant death. There is much to fear here. However Nemesis pressure is still in effect: if he can pinn down Strider he might have a chance. That’s about his only hope though.

Strider with everything: 9

vs Strider with assists behind him: Strider’s approach is benefitted by various assists, though there is nothing in particular that makes him any more than a threat. His teleports become much more viable however, though damage is still pretty low. Strider combos don’t build a great amount of meter, so DHCing from the get go is usually a no go. Still, Strider has full access to his tools and that is worthy of notice

Strider with assists: 6

Based on averages, Strider’s overall difficulty is:6

Based on real life probability, Strider’s difficulty is more likely to be: **8 **for him constantly being an X-Factor character and having everything available to him[/details]


#2

Also, I’m gonna reserve this post to list every match up we’ve done so far.

Strider Hiryu

[details=Spoiler]vs Strider: Unlike Raccoon, who has running and traps, and Akuma, who has damage and amazing buttons, Strider has mixups. A teleport happy Strider with no meter for him is practically a joke for Nemesis. Nemesis’s sH rips through teleport attempts, as well as jH for dealing with wall cling. Nemesis has multiple ways to instant KO Strider if he even coughs on him. Strider CAN block pretty quick after he teleports, but Nemesis can also react quick enough for that to not matter, especially since sH can cross up Strider even after he teleports. The armor from sH causes Tiger to teleport to become almost null, though Strider can choose to not teleport so I’m gonna call it neutral. Lastly, as a tall character, Nemesis can abuse Vajra H use very, very much by getting a free grab. So the key to his game, his teleports, are out, but Strider’s not beaten yet. Strider’s zoning vastly outclasses Nemesis Rockets, and birds do a real number on Nemesis bunny hopping and rockets. However Tigers really don’t do much to stop Nemesis approach since they get neutralized so easy. Strider’s zoo is more an annoyance than a definitive threat. His buttons are also on the weaker side, though he does have speed and he can instant overhead Nemesis and lead into a weaker combo. Basically, Strider with nothing can hurt and annoy Nemesis, but Nemesis can kill Strider

Strider’s Neutral game:** 4**

vs Strider with meter: The amount of meter is key. Two or lower and there’s no differnce, but hitting three and Strider’s damage quickly graduates. Oroboros can really do a number on Nemesis, but his high health usually means that unless X-Factored, Nemesis will probably survive. More dangerous here is Ragnarok, which gives Strider enough straight damage off of errant hits to bode a significant threat. Usually, if Strider connects with either of these, Nemesis will be put into a damage range where the once annoying Strider has evolved into a serious threat. It evens up the respectfulness and leaves Nemesis on the hesitant side to use armor, though Nemesis still has the damage upper hand.
Both sides have the potential to take the other out and both have significant advantages, so this is a draw in my book, but only AFTER Strider spends his meter.

Strider with Meter: 5

vs Strider with everything(X-Factor LVL3 and meter): Now we’re getting dangerous. Strider’s speed boost pretty much eliminates any openings he previously had except for Vajra. While Strider’s damage has been boosted, he still cannot take down Nemesis from start to finish. The speed boost however, means that Nemesis is much less confident in his button presses. More importantly is the meter. Everyone knows how much of a pain LVL3 X-Factor Oroboros is, and unless you’r Vergil you probably can’t do jack squat about it. Ragnarok, however, has turned the once laughable Strider combo into instant death. There is much to fear here. However Nemesis pressure is still in effect: if he can pinn down Strider he might have a chance. That’s about his only hope though.

Strider with everything: 9

vs Strider with assists behind him: Strider’s approach is benefitted by various assists, though there is nothing in particular that makes him any more than a threat. His teleports become much more viable however, though damage is still pretty low. Strider combos don’t build a great amount of meter, so DHCing from the get go is usually a no go. Still, Strider has full access to his tools and that is worthy of notice

Strider with assists: 6

Based on averages, Strider’s overall difficulty is:6

Based on real life probability, Strider’s difficulty is more likely to be: **8 **for him constantly being an X-Factor character and having everything available to him[/details]

Hulk

[details=Spoiler]
Vs Hulk: Make no mistake: Nemesis is a heavy killer, and this is a perfect example. Next to Haggar, Hulk is the topest of the top tier big boys. And Nemesis can keep him out all day every day. Hulk has his sH/jS, Gamma Charges, and Gamma Crush. Charge is the easiest to deal with, since not only will the armor be negated by Reach’s multiple hits, but contact pushes him out and stops his jumping in because of height of standing Deadly Reach. In addition, Nemesis gets to completely avoid the whole ‘when does he use Gamma Crush to be safe?’ Punish with sH. The armor will tank the initial jump from Crush. You’ll be able to 1. do a Bio Hazard Rush, making any aggressive safe DHC is such no longer 2. sit there, guard and punish with S or 3. Move out of the way. sH isn’t too much of a threat since you can essentially have your own version to match. If you’re fast enough you can cancel into Grab. Which also straight up beats sH, and since that’s what Hulk does almost all the time, throw that out while Hulk is close since he just option select sH’s. Basically, Hulk has several useful tools that work against others, but Nemesis can beat all of Hulk’s important stuff, and while Hulk CAN fight back, he can’t deal with Reach or Grab well. He’s too big to get out resets, which means that for both characters, on touch equals death, but since Nemesis can confirm of Reach, advantage Nemesis.

Hulk Neutral Game: 2

Vs Hulk with meter: Nothing changed

Hulk with meter: 2

VS Hulk with everything: Again, not that different, but you really need to be on your toes, since Hulk gets instant death from anything in this mode. Not really THAT much different from anyone else though

Hulk with everything: 4

Vs Hulk with Assists: Probably the biggest issue is the pressure assists give that let Hulk Charge, but it’s generally not that big of a deal because most Hulks still do the same thing than without assists.

Hulk with Assists: 5

In real life Hulk is probably about **4. **The reason? Nemesis does have to do actual work, where Hulk just has to get lucky once. Nothing really improves his normally really strong neutral game to a staggering degree, and Nemesis can really shut him down with Reach.[/details]

Doctor Doom

[details=Spoiler]
Vs Doctor Doom: Doctor Doom is of the type who like to hide Lasers in his fingers as well as a jetpack on his ass. He chucks Beams of Plasma all day, and is perfectly content to fly away as well as Dive at you with his Foot. The Latverian dictator is a very formidable for pretty much the whole cast, but it’s surprising how Nemesis can actually deal with a lot of his tools. Foot Dive is a very, very good attack that gives you forever to confirm into a full combo, but it’s still only one hit. If you are very good at timing, an anti-air st.H can net YOU a combo instead if your opponent becomes to Foot happy. Nemesis is a walking, towering hurtbox, which means Doom can have an easy time landing and confirming from an instant overhead with the 2-hit j.M. Because of this, it may actually be better to try and keep Doom out.
Full screen, Doom does have his zoning tools. A fairly fast and durable beam as well as a full screen wall of Photon Shots can keep Nemesis out well, but that’s not to say they completely shut down your game. The smartest move a Doom player can do vs the Nemesis player is Standing Photon Shot, since the angles work really well to keep him out. At the same time, however, they do not stop Nemesis from Super Jumping towards Doom and slowly making his way towards the villain. If Doom opts to fire his Beam instead, this is the Nemesis player’s chance to take advantage. You can actually normal jump and fire an Air Rocket at Doom. The angle is perfect for sailing over the Beam for a headshot, landing you a free 150k and a reminder to your opponent not to overuse Plasma Beam. Hidden Missiles is a thing too, but it’s the same as Plasma Beam - Fire a Rocket in response, because Doom’s recovery on that attack is quite large, then block the incoming Missiles. This match-up quickly becomes a Zoning game.
Doom’s bread and butter, however, is taking to the air for his fights. This can be quite troublesome - or so you’d think. Air Plasma Beam does nothing for this matchup at all - most angles won’t hit you, and you could simply jump and tag doom with j.S. Air Photon Shot is Doom’s best choice in the skies - It covers pretty much the whole screen, except for straight across. Nemesis’ plan here should be to Super Jump to Doom’s level and tag him every so often. When you see a Doom Super Jump up-back, Jump with him and smack him with an Air Deadly Reach. The sheer range on the attack should hit Doom every time, while successfully dodging the Photon Shots. This is a very viable way of taking Doom out of the air, and from here you just have to keep trying to push Doom into the corner in order to cut off his options. Once you have him cornered, the next time you get Doom into the air try tagging him with j.M’s and j.S to get that full combo.
Doom has not the best normals, but still some that will beat Nemesis outright, so take a lot of caution to Doom’s that rush you down and push block him away. Do not let him get you at point blank range, unless you have extremely godlike blocking skills.
As a side note, beware of Doom’s j.H, since it will do a good job of locking you down. Push block again and just try keeping him out.

Doctor Doom Neutral Game: 6

Vs Doom with meter: Not much changes when Doom has meter. He has a safe Super in the form of Photon Array, but the chip damage isn’t too good. The worst that can happen is if Doom gets you in a full combo, which if done right WILL kill you when stacked on top of the chip damage and possible 3 bars built doing aforementioned chip damage.

Doom with meter: 6

VS Doomwith everything: X-Factor Doom is scary to deal with when he’s rushing you down. Block extremely, extremely well. His mix-ups are insane in Dark Doom mode. The chip damage is boosted, but as long as you can avoid most of his shots like we described in the first section, you should be good. Again, the key is keeping Doom out as hard as you can, because everything will kill you in this mode.

Doomwith everything: 7

Vs Doom with Assists: Doom is not much of a character that needs an assist, nor do I feel he benefits too much from assists (except maybe Vajra). Since Doom likes to spend a lot of time at the very tip-top of the screen, he cannot call assists very often. As long as you are keeping him out you shouldn’t have to worry about unblockable assist set ups. The only thing to be wary about is if you tag him at the top of the screen, make sure to block anything since Doom can call assists as he falls from getting hit.
Oh, and if he is using Vajra to back him up, make sure to be very cautious since any tag from Strider will lead to a full Doom combo.

Doom with Assists: 6

Realistically, I would rate Doom at 6. Doom is a very good character with good normals and zoning, but push block is your friend. Mix ups are non-existent at full screen, and Doom’s chip damage when you’re maneuvering around should be negligible. I feel the worst time to fight Doom is behind X-Factor, but just play patiently and Nemesis should be able to win this fight through perseverance and heavy-hitting attacks. [/details]

Dormammu

[details=Spoiler]
vs Dormammu: Everyone’s favorite cosmic conqueror has many tools to deal with his foes, from self-generated teleport mix ups to an amazing zoning game. Perhaps his biggest asset, and threat to enemies, is his Dark Spell system. Give Cabeza De Fuego a second to breathe, and one more hand gets lit up. However, Nemesis (or as I like to call him lately, Jeepers Creepers), has some tools of his own to keep the pressure on. Jumping Angled Deadly Reach is great for knocking a careless Dormammu player out of a couple of things. Stalking Flare? Yo man, lemme just poke you through your fireball. Flame Carpet? I don’t have to be close to attack you. Charging a spell? Lemme just get in this free 100k while you recover.
“But Fuzzy, Dormammu can just sit back and throw pillars at you from full screen all day.” This is true, but as long as Nemesis doesn’t Advance Guard, his big butt will bring him to the ground and Nemesis can start making his approach slowly but surely. Also, have you seen Nemesis’ HP? Chipping him out would take even the Dread Dormammu quite a bit of time. One more thing that evens this match up is Dormammu’s King-like stature. Being tall makes you that much more awesome, but it leaves you as a bigger target for anti-air Tentacle Slams, bro.
“Okay, but what about those teleport mix ups?” True, Nemesis can fall prey very easily to Dark Matter xx Mass Change. Crouching? Lemme just overhead you. Standing? Enjoy blockstun or the 50/50. Perhaps the best option is to react with Standing H. As us Nemesis players know, it’s a great anti-air with a single hit of armor. Dark Matter being Dorm’s only option for the cross up teleport game is one hit, meaning armor just eats it up and smacks Dorm out of the air. The best part about this, though, is that if Dorm chooses not to Teleport and instead opts to either Charge a hand or throw pillars, you can still cancel the normal into an appropriate Special, or even just Deadly Reach.
A final note, though. Nemesis can normally zone characters with his Rockets and Deadly Reach, but against Dormammu this won’t work as often. Go for the TK Rocket and Dormammu could easily punish you with the projectile nullifying M’s or H’s, then cancel into a punish of his choice. So with this, Nemesis has no choice but to go in.
Dormammu has a lot of tools, but Nemesis has the right tools to even this match, in my honest opinion. Both characters are forced to respect each other in a 1v1 situation. Dorm cannot afford to simply sit back and get pelted, and Nemesis cannot let himself be put into a situation where the opponent has time to do shenanigans. Any Dorm player knows time is your best friend, but hopefully the Nemesis player knows Time is a wicked foe.

Dormammu Neutral Game: 6

vs Dormammu with meter: Stalking Flare is one of Dormammu’s best tools for making time. While it’s true he cannot call it out naked for fear of Deadly Reach, it’s easy to simply use Dark Matter -> Pillar -> Stalking Flare. The more meter the Dread Lord has, the more times he can do this. Even the meaty Nemesis will go down fast against 5 Stalking Flares and endless pillars, as well as the multiple Dark Spells no doubt being charged in all of that down time. What does more damage than chip damage, though? That’s right, class, Full combos ending in Hypers! A skilled Dorm can hit about 700 or 800k, with one bar, and that’s without spells. Add those aforementioned Spells I charged while I was Zoning you, and I just hit almost 1 Million. Add in Chip Damage and Nemesis is probably dead. Even a basic Teleport Mix Up -> Air Series -> Dark Dimension does a lot of damage. However, if Nemesis is keeping the pressure on Dormammu, then it would stand to reason that you won’t eat a full combo. With Air Deadly Reach, Stalking Flare is not too much of an issue, meaning Dormammu can’t use his Meter to assist his neutral game very easily. Though, that damage output is not to be taken lightly.

Dormammu with Meter: 7

vs Dormammu with everything (X-Factor Level 3 AND Meter): Ugh. Just. UGH. You know when Dormammu enters, and floats up off his throne, and says “You will not survive this”? Yeah. He means it. XF Level 3 damage on Dormammu is ridiculous. That with meter is ridiculous. The speed boost, while not as ridiculous, is enough to be a very great threat. A pillar into Stalking Flare is safe from retribution against Nemesis, and Dormammu can easily charge 3 Spells while you’re on the other side of the screen. This is the worst part, though. Literally, quite literally, Dormammu can charge two Creator Spells and one Destructor Spell, and unleash a volley of Meteors that do a lot of chip damage in X-Factor Level 3. During the time you are taking those hits, he can charge 3 more Spells, and by the time you have dashed maybe a third of the screen closer, he can unleash Meteors again, rinse and repeat. Oh, you finally felt like you got close enough to tag him with Deadly Reach? Well, Meteors come out no matter what once Liberation is cast. You played patiently and finally got close enough to grab him? Well, no you didn’t, because all of that meter he’s been building has gotten Dormammu another Stalking Flare to push you away. This match up is close to impossible for you, Nemesis. If you have X-Factor, you could use it to survive, but that’s about it. Unless you popped yours way later than his, there’s close to no hope. The only chance you really have is hope, for SOME INANE REASON, Dormammu jumps and you just happened to call Tentacle Slam M at the same time.

Dormammu with everything: 10

vs Dormammu with assists: While you have a better chance against this than X-Factor’d Dorm, it’s still an incredibly hard match up behind the right assists. With Rapid Slash, Drones, or Hidden Missiles, Dorm’s zoning level skyrockets through the roof. Each assist call is really another chance to charge more Spells, which are just so incredibly overwhelming. Even if Dormammu is backed by something as simple as a beam, that means his mix ups with Mass Change have just become that much safer. Dormammu won’t even have to use Meter to keep you out if he has something like Missiles backing him up. The worst part, though, is that if you try to punish/kill an Assist with Air TK Rockets, Dormammu can simply st.M to nullify it and punish you. While not impossible, this match up is pretty damned hard, and you’re best using your own assists to try and even up the match. One plus, however is that you could use Deadly Reach to tag an assist and perhaps lighten the assault on yourself.

Dormammu with assists: 9

On average, Dormammu’s difficulty is: **8 **

Based on real life probability, I would estimate Dormammu’s difficulty to be a 7. The reasoning for this is that Dormammu is most commonly seen in the 2nd slot, meaning he’ll only have one Assist to back him up. What this also means is that Nemesis, commonly a Point character, will have the advantage of being in the game before Dormammu has had the chance to set up a lot of his shenanigans. Keep that momentum going and the match should stay in your favor. [/details]

I would totally be up for writing more of these later, but this one just took me half an hour…


#3

Don’t forget that if Dormammu is calling his assists poorly, Nemesis can Deadly Reach and knock them away too.


#4

That’s true, but it assumes that Dormammu would keep calling an assist after the 2nd or 3rd time. It could happen though, I’ll edit it in.


#5

Been busy writing my guide and having my ‘e’ start to die on m, so I haven’t had time to update.

Hulk

[details=Spoiler]
Vs Hulk: Make no mistake: Nemesis is a heavy killer, and this is a perfect example. Next to Haggar, Hulk is the topest of the top tier big boys. And Nemesis can keep him out all day every day. Hulk has his sH/jS, Gamma Charges, and Gamma Crush. Charge is the easiest to deal with, since not only will the armor be negated by Reach’s multiple hits, but contact pushes him out and stops his jumping in because of height of standing Deadly Reach. In addition, Nemesis gets to completely avoid the whole ‘when does he use Gamma Crush to be safe?’ Punish with sH. The armor will tank the initial jump from Crush. You’ll be able to 1. do a Bio Hazard Rush, making any aggressive safe DHC is such no longer 2. sit there, guard and punish with S or 3. Move out of the way. sH isn’t too much of a threat since you can essentially have your own version to match. If you’re fast enough you can cancel into Grab. Which also straight up beats sH, and since that’s what Hulk does almost all the time, throw that out while Hulk is close since he just option select sH’s. Basically, Hulk has several useful tools that work against others, but Nemesis can beat all of Hulk’s important stuff, and while Hulk CAN fight back, he can’t deal with Reach or Grab well. He’s too big to get out resets, which means that for both characters, on touch equals death, but since Nemesis can confirm of Reach, advantage Nemesis.

Hulk Neutral Game: 2

Vs Hulk with meter: Nothing changed

Hulk with meter: 2

VS Hulk with everything: Again, not that different, but you really need to be on your toes, since Hulk gets instant death from anything in this mode. Not really THAT much different from anyone else though

Hulk with everything: 4

Vs Hulk with Assists: Probably the biggest issue is the pressure assists give that let Hulk Charge, but it’s generally not that big of a deal because most Hulks still do the same thing than without assists.

Hulk with Assists: 5

In real life Hulk is probably about **4. **The reason? Nemesis does have to do actual work, where Hulk just has to get lucky once. Nothing really improves his normally really strong neutral game to a staggering degree, and Nemesis can really shut him down with Reach.[/details]


#6

Doctor Doom

[details=Spoiler]
Vs Doctor Doom: Doctor Doom is of the type who like to hide Lasers in his fingers as well as a jetpack on his ass. He chucks Beams of Plasma all day, and is perfectly content to fly away as well as Dive at you with his Foot. The Latverian dictator is a very formidable for pretty much the whole cast, but it’s surprising how Nemesis can actually deal with a lot of his tools. Foot Dive is a very, very good attack that gives you forever to confirm into a full combo, but it’s still only one hit. If you are very good at timing, an anti-air st.H can net YOU a combo instead if your opponent becomes to Foot happy. Nemesis is a walking, towering hurtbox, which means Doom can have an easy time landing and confirming from an instant overhead with the 2-hit j.M. Because of this, it may actually be better to try and keep Doom out.
Full screen, Doom does have his zoning tools. A fairly fast and durable beam as well as a full screen wall of Photon Shots can keep Nemesis out well, but that’s not to say they completely shut down your game. The smartest move a Doom player can do vs the Nemesis player is Standing Photon Shot, since the angles work really well to keep him out. At the same time, however, they do not stop Nemesis from Super Jumping towards Doom and slowly making his way towards the villain. If Doom opts to fire his Beam instead, this is the Nemesis player’s chance to take advantage. You can actually normal jump and fire an Air Rocket at Doom. The angle is perfect for sailing over the Beam for a headshot, landing you a free 150k and a reminder to your opponent not to overuse Plasma Beam. Hidden Missiles is a thing too, but it’s the same as Plasma Beam - Fire a Rocket in response, because Doom’s recovery on that attack is quite large, then block the incoming Missiles. This match-up quickly becomes a Zoning game.
Doom’s bread and butter, however, is taking to the air for his fights. This can be quite troublesome - or so you’d think. Air Plasma Beam does nothing for this matchup at all - most angles won’t hit you, and you could simply jump and tag doom with j.S. Air Photon Shot is Doom’s best choice in the skies - It covers pretty much the whole screen, except for straight across. Nemesis’ plan here should be to Super Jump to Doom’s level and tag him every so often. When you see a Doom Super Jump up-back, Jump with him and smack him with an Air Deadly Reach. The sheer range on the attack should hit Doom every time, while successfully dodging the Photon Shots. This is a very viable way of taking Doom out of the air, and from here you just have to keep trying to push Doom into the corner in order to cut off his options. Once you have him cornered, the next time you get Doom into the air try tagging him with j.M’s and j.S to get that full combo.
Doom has not the best normals, but still some that will beat Nemesis outright, so take a lot of caution to Doom’s that rush you down and push block him away. Do not let him get you at point blank range, unless you have extremely godlike blocking skills.
As a side note, beware of Doom’s j.H, since it will do a good job of locking you down. Push block again and just try keeping him out.

Doctor Doom Neutral Game: 6

Vs Doctor Doom with meter: Not much changes when Doom has meter. He has a safe Super in the form of Photon Array, but the chip damage isn’t too good. The worst that can happen is if Doom gets you in a full combo, which if done right WILL kill you when stacked on top of the chip damage and possible 3 bars built doing aforementioned chip damage.

Doctor Doom with meter: 6

VS Doctor Doom with everything: X-Factor Doom is scary to deal with when he’s rushing you down. Block extremely, extremely well. His mix-ups are insane in Dark Doom mode. The chip damage is boosted, but as long as you can avoid most of his shots like we described in the first section, you should be good. Again, the key is keeping Doom out as hard as you can, because everything will kill you in this mode.

Doctor Doom with everything: 7

Vs Doctor Doom with Assists: Doom is not much of a character that needs an assist, nor do I feel he benefits too much from assists (except maybe Vajra). Since Doom likes to spend a lot of time at the very tip-top of the screen, he cannot call assists very often. As long as you are keeping him out you shouldn’t have to worry about unblockable assist set ups. The only thing to be wary about is if you tag him at the top of the screen, make sure to block anything since Doom can call assists as he falls from getting hit.
Oh, and if he is using Vajra to back him up, make sure to be very cautious since any tag from Strider will lead to a full Doom combo.

Doctor Doom with Assists: 6

Realistically, I would rate Doom at 6. Doom is a very good character with good normals and zoning, but push block is your friend. Mix ups are non-existent at full screen, and Doom’s chip damage when you’re maneuvering around should be negligible. I feel the worst time to fight Doom is behind X-Factor, but just play patiently and Nemesis should be able to win this fight through perseverance and heavy-hitting attacks. [/details]


#7

Kept calling him Hulk instead of Doom


#8

Ghost Rider

[details=Spoiler]vs Ghost Rider: I’ll be honest with you guys, I’ve always kind of seen Nemesis as a superior Ghost Rider, and the matchup reflects this, which is not to say Ghost Rider doesn’t have tricks of his own. But lets start with the basic of basic GR stuff: sH and jS. Nemesis’s lack of feet after a jump makes hitting a jumping Nemesis with sH a bit harder. He can’t crouch under it, but he can stay in a pocket that most GRs think they can’t hit. Rockets soar over ground based attempts, and Reaches knock him out of his jS attempts. GRs who are much smarter can usually figure out a way, in the form of his DP moves, his animated grab move, Heartless Spire, and jH. Despite the decent number of tools I just listed, none of these are particularly wow worthy, have significant guesswork involved, and don’t really have much damage potential afterwards. Heartless Spire and DP+H can combat Rockets pretty damn well, and DP+M does well vs Angled Reach, but Nemesis more often than not will win out, specially sinc Reach goes through Heartless Spire, making it risky to use sometimes.

vs GR: 3

vs GR with Meter: GR’s Specials don’t really have to much utility, save for his LVL3, which is probably one of the(if not the) best command grab in the game. It’s really scary being up close with a GR who has 3 bars, especially for Nemesis’s slow ass. Still, it’s a gun with one bullet, and while it is a BIG payoff, it’s not like Strider or Vergil with meter.

vs GR with meter: 3

vs GR with everything: Again, nothing really changes when GR is locked and loaded since his gameplan stays the same and his mixups don’t improve. No chip to worry about, nothing new to surprise you.

vs GR with everything: 3

vs GR with assists: GR can protect assists pretty well, but he’s really just keeping people alive to do all the work for him while he locks them down. GR’s most effective assists are generally not combo granters, opting more to make him more a long range annoyance. And you know what, they usually can’t do crap about Nemesis’s Rockets and his own assists, or at least not both at the same time. While it does again boil down to the picked assists, GR has to choose combos vs defense, and when it comes to both Nemesis can counter attack.

vs GR with Assists: 4

Overall, I’d give the GR matchup a 4. GR can get the upper hand, and Nemesis can take it all back without too much effort. Nemesis gets combo, GR doesn’t. Nemesis has somewhat of a close range game. GR needs 3 meters to. GR is tall enough to get hit by standing Reach. Assist choice comes down to play the most. Probably the most important factor is that Nemesis forces GR on the offensive by staying in a hard to reach pocket and dominating from there All in all, GR can surprise Nemesis a little, but he has to dig deep to come through.
[/details]


#9

Oh crap, I forgot because I copy paste, will fix


#10

Nemesis does great vs Hulk (w/ drones!), online… found that out today after playing the top ranked player on XBL “Dj Alberto Lara”

Ran 2 matches against him, lost the 1st one but the 2nd one I swear should be a 101 on how to zone with Nemesis… wish I had recorded it

I see people always complaining in the main forum about Hulk w/drones online and its rather surprising that Nemesis out of all characters deals with it pretty good…

BTW hello fellow “ugly face” players, glad to see there’s more of us brave ones who use the big boy

p.s. Fuzzykips, your Nem/frank tech is fuckin bananas bro


#11

:smiley:


#12

Deadpool

[details=Spoiler]vs Deadpool: If Hulk and heavies are the easiest for Nemesis, strong keepaway is usually the hardest, and Deadpool is the epitome of hard. Nemesis can do next to NOTHING against DP because jump back Guns M will always hit you. Always. Deadpool attacks you at an angle you can’t prepare for in total safety. You just can’t deal with it and your game will never start up. If by some miracle you escape jM Gun hell, Deadpool can just escape you, either by sliding, dashing, or teleporting. Deadly Reach is no good since you’ll never have Deadpool pinned well enough to apply it effectively. Rockets too are completely useless since the bullets stop it in place. Up close, standing jab just rips though your stuff and slide ducks under sH’s Armor. You can’t even reset him, since he has that double jump. Here is a small list of things Nemesis DOES have in his favor: sL doesn’t AA Nemesis’s jH(Moot since he can just escape), Deadpool jM Guns more annoying than damaging, Nemesis can usually OHKO with one touch. That’s it.

vs Deadpool: 9

vs Deadpool with meter: Not that important, all it means is he can occasionally gun hyper you.

vs Deadpool with meter: 9

vs Deadpool with everything: Again, not that different, especially since Deadpool’s power is in his jM guns, not his damaging OHKOs, topped with Deadpool not having very strong boosts.

vs Deadpool with everything: 9

vs Deadpool with assists: Tag. And tag now.

vs Deadpool with assists: 10

Ultimately, since he’s usually a point character(or at least 2nd) and thus always has an assist on him, Deadpool gets a 10 in terms of difficulty. Just…just damn man…[/details]


#13

Ok, I fixed it.


#14

Ooh, I did want an update for the Nem matchup thread. I got class in 10 minutes, but I’ll have matchup analysis on Chris, Vergil, and Tron up soon enough. I may do Dorm and Chun too, perhaps Trish, I know those matchups well, but those’ll be later.


#15

Too late on Dorm, Fizzykups beat you to it.


#16

Yeah, I read it slightly after making that post, and slightly before class. It’s good, though a bit more pessimistic than me. I have Vergil and Chris stuff, but it’ll take a while for me to type them here (it’s on paper). Gimme about 10-15 minutes.


#17

Vergil

[details=Spoiler] Nemesis vs. Vergil is an interesting matchup, because Nemesis, despite his large and smackable status, negates the utility of some of Vergil’s tools. Some of the notable Vergil moves are:
Rapid Slash: Unfortunately Nemesis has nothing special to deal with this move. His back H is riskier than most, because if the throw misses, your late armor will not save you from rapid slash’s multiple hits. Good news, though, your armor has a small chance of picking up Vergil on crossover counter Rapid Slashes, just too rarely for any significant impact. However, with no clear counters to it, you’ll have to block it like everyone else.
Helm Breaker: Nemesis’s best friend. You have st. H, which armors through it and has that behind-the-head hitbox for the occasional Helm Breaker crossup. That move is pretty free with some prediction, and makes Vergil a bit more prone to being whacked on incoming, which is good, because the further back in a team Vergil is, the harder he is for Nemesis to fight.
Round Trip: Nemesis’s worst enemy. Rocket is your only projectile to neutralize it, and even so it leaves you at a crazy disadvantage. Nemmy doesn’t have nearly enough air mobility to completely ignore/avoid it, either. If they round trip safely, Vergil immediately gains the upperhand, and it sucks. He can suddenly get close and bother you, get chip to win zoning wars, and can actually use teleports without being killed.
Judgment Cut: Makes vergil safe, nothing else out of Devil Trigger, then it becomes a serious threat.
Teleport M and H: Nem’s true unique advantage in fighting Vergil is that his j.H hits behind him, and acts as a throw option select, as such, it has a good chance of completely smacking down Vergil’s Teleport M and H. Dat starfish reduces Vergil to more footsie-related fighting, and because bunny hopping to DR is around the same movement as baiting and j.H’ing, it keeps Vergil players a bit more honest. It’s my favorite thing about fighting online Vergils, who seem more free to it with the lag.
Ground Game: Vergil wins that, Nem’s slow normals are ill-equipped to punish Vergil’s inability to whiff cancel. Close up, you are free to his normals. Far away, his round trip will allow him free chip and approach.
Jump Game: Nemesis wins that, Nem’s good air normals can challenge anything, Vergil is no exception, and Vergil has too much of a chance to get bopped by j.M to land an airthrow.

Vergil’s Neutral Game: 6
Nem stops Vergil from approaching by air, by teleport, and from using raw swords on occasion, by the threat of j.H and Angled DR. Nemesis can also approach by air better than most, considering that his crazy priority in the air makes Vergil’s already semi-consistent AA moves very risky. BUT, the Nemesis player must keep in a good Angled DR range to keep the matchup in his favor. Too close, and Vergil’s blockstrings are very hard to escape, too far, and he gets a safe round trip. However, hopping around and keeping spacing right limits a lot of Vergil’s options. It’s a fun footsie dance that vergil wins only because of round trip. In addition, Nemesis will be a pain to one-shot, and anything damaging enough to take out most of Nem’s health will be meter-inefficient, while gaining your team significant meter.

Vergil With Assists:7
Luckily enough, Vergil’s most common companions, as far as assists are concerned, are beams and otgs. Nemesis can hop over many beams, and the Vergil player also has to be careful of Angled DR tagging assists. Even better, beam assists do not change Nemesis being able to punish Teleport M at all, and judgment cut and a beam assist still doesn’t zone hopping characters well. One notable difference in the matchup is that if they run a fast assist, it can neutralize your own beams, making approaching/keeping them in tentacle rape range more difficult. But the biggest problem with assists is how dead Nemesis is when he’s caught in assisted Vergil blockstrings. They either get crossups galore or a free roundtrip close up. Both of those suck. Also, special mention, Vergil with Strider assist is an 8, Nemesis needs to jump in order to fight Vergil, Strider complicates that immensely.

Vergil with Meter: 8
He’s safer, and though swords still has to worry about DR Angled on activation and j.H on his M teleport, activating swords close up is a free roundtrip, and that leads to free teleports/chip/mixups galore. Devil Trigger lets Vergil zone Nem and whiff safely into Judgement Cut, and the distance provided by the buffed move gives him more chances to roundtrip, which is always the game changer for Vergil v. Nemesis. It becomes a lot harder to keep Vergil at a punishable distance if he has a lot of meter. At least helm breaker is still hard for him to use effectively.

Dark Vergil (X-factor and Meter): 9, 10 with a lot of meter
Sam as the Vergil w/meter matchup, but everything is faster, and your health no longer matters. Block for your life. Also, suddenly Rapid Slash is as ballbusting as round trip. Good luck.

Overall: 7
A smart Nemesis can keep Vergil impotent and force meter usage. Nem’s job is not to mount his own offense, but annoy and deplete Vergil’s resources, to overall hinder the opposing team. If he makes a mistake and teleports when he shouldn’t then you get a kill. Vergil point is fightable, especially if they don’t run strider, and even more especially if they run two otg assists (That variant of Team Trenchcoat is stupid, and it will lose to a Nemesis with nice assists). Vergil second is hell, because that team will undoubtedly have Vergil packing one good neutral assist and a ton of meter. Vergil last is as infuriating to fight with Nemesis as he is to fight with everyone else. A tough fight, but all the worst moments for Nemesis deplete the other team’s resources a lot, so even though many of his matchups are bad, Nemesis can still benefit the fight against a Vergil-wielding team. The reason the matchup is still 7 is that this is Marvel, and attrition takes much more skill than raw throbbing tentacle spam. Fight wisely. [/details]

Chris’ll come later, this one took a while.


#18

Chreeees time!!!

Chris

Spoiler

Chris is another one of those characters that can fight on any slot of the team decently well. But, that doesn’t really change the matchup. Nem’s preferred zoning spot, or approach spot, is at normal jump height for this matchup, and halfscreen or so. For base statistics, Chris has no instant overheads to abuse Nemesis’s large hitbox, and his obscene damage doesn’t quite reach one-touch range against Nem, so naturally you have a few things on your side. I’m gonna list his tools here, and see if you can find the pattern.
Shotgun: A less-often seen tool, this has the ability to both lock down Nemesis badly, and also it can AA him badly. It’s a risky maneuver, especially because jumping DR or standing DR usually beats it and can be done from a further range.
Machine Gun: Good horizontal stuff, but if Nem isn’t kept locked down, he can jump over it no problem, and the large recovery leaves Chris vulnerable to jumping DR.
Magnum: Very powerful chip, beats a lot of ranged moves, but horizontal ones only. Nemesis can stop that move in it’s tracks with angled DR, and sometimes, if you’re a risktaker, standing DR.
Prone Stance: Yeah, don’t even think about it. Nem loses the ability to standing DR him, but all of his good air normals shall not whiff, and jumping DR and/or air rocket eats it up.
Flamethrower: This is a pretty good tool for keeping out j.H, can be chained into other stuff to get momentum for Chris, but it can be beaten by most forms of DR, as well as a really well-timed j.S or j.M
Grenade L: Hey, this tool is cool, helps keep Nemesis from getting close. With the right cover, the tool is awesome, but without it, it will trade with Nem’s better normals, can be eaten by the armor of cr.H, and is beaten out by anything that hits from further away, guess what that would be. DRs.
Grenade M: HAHAHAHAHAHAHA. Funny. I almost acknowledged that Chris uses this move.
Grenade H: Yeah, whereas everything else can be stuffed by jumping DR, well, this can too, BUT, it is still Chris’s best tool against you. If he gets a free second, the grenade will lay itself on your halfscreen tentacle-like-a-bitch spot. That’s no fun. Also, if Nemesis is not already out, he’s unable to fight off the incoming chip strings, another problem, and once H grenade locks you down, Chris’s other tools suddenly become way better. In addition, knocking it out of startup should be done with care, if the grenade comes out and you’re coming in with j.M, j.H, or even j.S, a trade will allow him combos. But, DR can bop it out of startup quickly enough, so this tool, though advantageous for Chris, must be used with care.
Super Jump gunz: Chris’s other tool that is very good against Nemesis, superjumping forward with this assist should only be used for escaping the corner, because Nemesis can move under it, and the resulting j.M is pretty ambiguous for Christopher. Jumping neutral and backwards, however, keeps Nemesis honest because his huge hitbox will have trouble getting closer during the gunz, and it gives Chris breathing space to make use of one of his meh tools, or, as he should be doing, Grenade H.

Chris Neutral Game: 5
So, yeah, as for his normals, Chris’s cr.M is so good that Nemesis cannot entirely rely on pushback to make him safe, and Clocket L is possibly the most dangerous thing for Nemesis to attempt ever, Chris’s throws lead to a lot of damage, and quite possibly a reset into grenade H. Chris’s normals are hard to punish with anything Nem owns, so there’s that for Chris too. Chris has to be very smart to utilize his tools safely. Nemesis, though hard pressed to get in, just has to throw out more tentacles that a grotesque anime, and we’re golden. If Nemesis is very shy, yet chases down Chris’s attempts to jump away, finding an opening with which to turn the tide might be tough for Chris. But, as always, Chris has his advantages, so this matchup is not free, but don’t worry about it. This matchup is only even if the Chris is smart, and you do not have to be nearly so thoughtful. Enjoy.

Chris With Assists: 5, or 7
So, there’s two scenarios here, 1.Chris is running combo extension and/or horizontal projectiles. The only thing these would do is possibly stop your own horizontal projectile assists, so the matchup here is relatively unchanged. Nemesis DRing assists into a full combo is not super likely here, though assist infinites with the rocket is pretty spooky for Chris. And when you call an assist, be just as scared that magnums might put a dent in your team. The even ground has stayed almost exactly the same. 2. Chris is running Drones, Vajra, Jam Session, or anything that very easily screws with your bunny hopping. Suddenly, this matchup SUCKS, as you are groundbound for Grenade H, which means Chris with some thinking can shift the momentum to his side super-easily. Jam Session is good lockdown for grenades and stops you from stupidly spamming angled DRs, Vajra stops your bunny hopping and Chris can get large conversions off of it. Drones is, I think, the worst for Nemesis of the three, as Nemesis with pretty much any assist will never be able to beat drones and Chris’s ranged moves once that assist is called out safely. Any time Chris can call drones without it being smacked by tentacles or hypers, Nem has to sit down and take whatever Chris feels like doing. Suddenly, you have to get in, and that was the tough part of the neutral matchup, it’s going to be even tougher now. And with these assists, Chris can effectively play footsies with cr.M and turn blocked strings into forced blocking of Fire Grenades. Ouch.

Chris With Meter: 5
Nothing at all has changed. Grenade Hyper, while forcing you to stop and sit down, doesn’t do superlarge amounts of chip, and Nemesis has a higher chance to hit him before the second grenade gets shot than almost anyone, dem tentacles. His other super has no impact on the matchup outside of combos, same with his level 3.

Chris With X-factor: 5
Possibly a 6, just because he has more chip, but Nemesis, out of everyone doesn’t really care. He’s got good hp, and Chris’s speed boost doesn’t make it any more likely he’ll land combos on Nem. Also, Nemesis is frequently played point, and if Chris uses X-factor on you, that is always good. Either he hit and thinks you’re a threat enough to waste his XF, kind-of a mistake, because Nemesis is not worth it, or he just burned his last chance to turn the tides in order to kill your point or second character, so your anchor has an easier time once Chris gets the kill, and that is not guaranteed. Still, nothing’s changed.

Chris Overall: 5
Well, his neutral game applies to pretty much everything. Nemesis has trouble getting in, but can tentacle Chris all day. Chris has trouble starting his zoning strings, but if he does he can even out the chip. Assists will cancel each other out, and beyond fearing each other’s good birthday potential, the match has stayed about even. Meter is safe for Chris, but he was pretty safe to begin with. X-factor, giving Chris an advantage in the one-on-one matchup, kind-of messes up the rest of Chris’s team. The exception, specific assists make Nemesis shudder in fear, and suddenly Nem’s inability to get in quickly becomes terrifying, as Nem wants to get in fast when his tentacle game is jeopardized. If you are stuck in a matchup with Chris wielding those assists, just keep in the right spot to have a birthday ready, stopping the assists before they start is your best bet. Other than the specific scenario, just keep your spacing solid, and the match is definitely doable.


#19

hey i think you forgot to mention on the hulk matchup guide to be weary of resets because i notice if hulk forward tecs off your normal command grab reset ie stand deadly reach after a relaunch or after you finish your ground string with wall and ground the deadly reach m tends to miss against hulks hitbox then you get clobbered with a jump S, i have success with this reset against most of the cast but Hulk seems to stand out and that it should be noted… hmmm i think nemesis has some great matchups against the upper ends of the tier list tho (the important matchups) just to list a few vergil nova magneto captain mericuh wesker and spencer


#20

I am pretty sure Vergil is doable, I’ve done it tons of times myself, but I can more abuse bad Vergils’ mistakes than undermine good Vergils’ efforts. If he gets a round trip, the momentum shifts big-time. But that’s definitely doable.

Haven’t explored a ton of his matchups, but I’d say…of your list, good matchups for Nemesis, probably Cap, Wesker, Spencer (without assists, that’s a big thing to note), Nova (unless he has specific slide setups for apporaching midscreen from the ground and going into instant overheads, only works for some assists). Vergil’s toughish, and Magneto, I’m not positive, I don’t fight many mags players with Nem (Gil usually kills my Nemesis before I have to deal with his Mag), but it sounds like a good mag would be doable, but able to run circles around Nemesis with a strong Mag player.

Also, I’d say Zero, though everyone has problems on Zero, Nem has a few tools to combat him few others do.

Also, I’m busy this week, quite so, but regardless, expect a Haggar and Trish article before the end of the week.