If you haven't had your fill of Dr. Strange and Nemesis Ultimate Marvel vs. Capcom 3 content today, GameSpot has another article worth looking over which explains the motions for some of the character's attacks along with what they do. Here's a grab to get you started.
While that initial step forward on the start up of these moves helped Nemesis get across the screen a little quicker, if it and the opponent were too close to the edge the rockets would sail under the enemy after the wall bounce. We needed ample room to give our foe time to fall into the rocket's path. Naturally, against larger targets--such as Hulk--the rocket landed more often, while Arthur and Wolverine constantly missed the explosive.
Nemesis' dragon punch command produced one of three slams. The light attack version was an uppercut that knocked the opponent a short distance into the air; medium attack bounced the opponent off the ground; and heavy attack bounced him off the wall. All three were great ways to set up an easy combo, provided the target was in close range. The hulking zombie also had a command grab performed with the half circle input. Light attack grabbed forward, medium attack grabbed at a forty-five degree angle, and heavy attack grabbed vertically in the air. This move felt very similar to Hulk's command grab, but with a bit more reach.
The piece goes on to run through Dr. Strange's moves as well, so hit the link to check it out.
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Nemesis is going to replace Sentinel on my team. He looks cooler and goes "WHHHHHHHRRRRRRRRUUUAAAAAAAAAAAGGGGGGGHHHHHH!!!!!!!!!!!!!!!!"