Friday, December 30, 2011

Nemesis TLDR

Standing Startup Active Recovery On Hit On Block
St.L 8 3 13 +2 0
St.M 12 3 21 -1 -3
St.H* 17 3 28 -- -6
F.H 15 8 23 +1 -1
*Super Armor from frames 10-24.
Crouching Startup Active Recovery On Hit On Block
Cr.L 9 3 12 +3 +1
Cr.M 11 3 20 0 -1
Cr.H* 18 4 29 -- -7
*Super Armor from frames 16-27.
Jumping Startup Active Recovery On Hit On Block
J.L 9 3 19 +16 +14
J.M 12 3 21 +21 +19
J.H 15 11 15 +22 +20
JF.H 15 8 23 +23 +21
JD.H 15 8 23 +23 +21

Launchers Startup Active Recovery On Hit On Block
St.S 10 5 34 -- -13
J.S 17 4 25 -- +18

Same new format since nobody seemed to mind.

Nemesis's normals are all pretty terrible on block save for his tentacle normals.  The problem there is that they sail of most of the cast when crouching (and some when standing).  An interesting thing to note though is that the small explosion coming form Nemmy's hand when he throws them out has a hitbox and can hit crouching characters.  I don't know the frame data on just that part hitting, but I assume you're punishable since the last hit doesn't connect.

As far as the armor on his two H normals, it's important to note that while both moves have similar amount of frames in the move themselves the St.H has twice the amount of armored frames (they come out sooner as well) and is probably better to counter predictable pokes from other characters.

The jumping tentacle normals (F.H/D.H) are good pokes from a distance thanks to the massive frame advantage on hit or block, but using them to confirm combos may cut your damage potential down.

The last normal worth mentioning is his St.S, which has the benefit of having no hurtbox (you can't be hit) where the tentacles are.  However, it is horribly negative on block and easily punished by many characters.

Clothesline Startup Active Recovery On Hit On Block
Clothesline L 18 5 23 -- -2
Clothesline M 22 5(28)1 20 -- +6
Clothesline H 22 5(28)1 20 -- +6

The Clothesline Launcher series is where you go to when you want to make your strings safe.  Canceling blocked normals in Clothesline L makes them completely safe (normally) against the entire cast so long as you block afterwards.

While the other two launchers are shown with positive frame advantage, you won't actually get that unless the rocket (which fires very high) connects and is blocked.  This makes it impractical for ending chains since a whiffed rocket means you're getting punished anyway.

Rocket Launcher Startup Active Recovery On Hit On Block
Launcher 20 -- 45 -- -19
Air Launcher 20 -- 45 -- 0
Anti Air Launcher 20 -- 45 -- -19

Not much to mention here.  Nemesis's projectile series is best used from a long way off as a zoning tool since even at medium range some characters will still be able to punish you (if they don't run under the rocket and nail you in the first place).

Launcher Slam Startup Active Recovery On Hit On Block
Slam L* 15 5 29 +2 -8
Slam M** 18 5 33 -- -12
Slam H*** 22 5 39 -- -18
*Super Armor from frames 10-24.
**Super Armor from frames 15-29.
***Super Armor from frames 11-30.

A few notable things about the Slams.  One is that they all have super armor, although in varying degrees.

The difference in M that makes it typically better for countering pokes is that against airborne characters and most crouchers it leads into a full combo.  H is hard to followup unless you have an OTG assist and are near a corner while L is primarily used for command throw resets.

Tentacle Slam Startup Active Recovery On Hit On Block
Tentacle L 7 1 48 -- --
Tentacle M 20 1 45 -- --
Tentacle H 20 1 45 -- --

The tentacle slam line has one interesting thing to note.  Tentacle Slam L is Nemesis's fastest move, which makes it the more ideal punish if you're close up instead of a St/Cr.L.  The only problem is that whiffing it will leave you on the other side of that situation so you may need to DHC to keep it safe.  I suggest using this particular strategy at your own discretion though.

Assists Startup Active Recovery Recovery (Other)
Clothesline M 46 5(28)1 111 81
Slam M 42 5 124 94
Launcher 44 -- 136 106

Aside from the problematic issue of high flying rockets (which is everywhere on Nemesis) there is one thing to point out about his assists.

Slam loses its armor properties as an assist, so it isn't as reliable as a "get off me" assist as it may seem at first glance.  In fact, Clothesline M (if you can cover the period between the punch and rocket) is probably a little better for keeping people out since it covers much more of the screen than the other two assists.

Hypers Startup Active Recovery On Hit On Block
Bioweapon Assault 18+3 1(23)1(24)1(93)7 82 -- -58
Biohazard Rush* 15+3 10(23)11(26)11(33)11(50)20 69 -- -54
Fatal Mutation 15+0 2 58 -- --
*Super Armor from frames 11-260 (10 Hits).

Nemmy's hypers are a little wonky due to a few things.

Bioweapon Assault is the go-to combo ender and is reasonably reliable (sometimes the rockets miss), but like many Hypers it shouldn't be used on its own.

Biohazard Rush, while it does more damage than Assault, can be hard to nail reliably in combos.  It is relatively safe to use as a DHC tool when getting Nemesis to safety thanks to the armor, but is just as unsafe on block as Assault is.

Fatal Mutation is hard to use since it has no invincibility and a very slow startup period.  The best way to use it would likely be tick throwing (using an assist most likely), but it isn't viable as a counter since you can be hit out of it (or jumped on reaction).

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So the summary on Nemesis's overall data is that his chains should be canceled into Clothesline L for safety, he doesn't have any other real options to prevent punishment up close.  At a distance he has the option of jump Rocket Launcher shots and safe tentacle normals for good pokes.

Countering pokes is best done with St.H (it puts opponents high enough on hit for a Slam M to lead into a combo) and can be made safe (again) with a cancel in Clothesline L.

It's important to recap that Tentacle Slam L is Nemesis's fastest punish but should be used with caution since a whiff means you'll likely be eating a combo if your opponent is prepared.  You only have 1 active frame and after that you're vulnerable for 48 more.

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That's a warp on this week's articles.  I don't have many updates at the moment for you guys so keep an eye out for the next write up and have a Happy (and safe) New Year.  See you in 2012!

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