Don’t drop Dante. You’ll have to practice any character. You can’t BC consistently NOW, doesn’t mean you won’t be able to with a good week of practice. Dante isn’t easy, but I guarantee you he’s totally worth learning. He has very amazing synergy with Nova. If you want to be lazy though, drop Dante and pick up Akuma. Then play Nova second, and anchor Akuma.
BC isn’t hard at all believe me, I got the hang of it in about one afternoon (mostly BC volcano since that’s the most common). With practice you get the hang of it, I assure you. And a well-played Dante is a huge respect, I love good Dantes. Also, BC reverb shock is extremely useful too for neutral game
yeah I’m not gonna drop Dante, I’m just looking for anther character as a replacement until i get the BC down.
I’m relatively new to Nova, but I’ve had Task on a lot of my teams since vanilla. Of the ones you list, I had the most fun with Cap/Nova/Task. I also messed around with the following teams that were pretty fun:
Nova/Spencer/Task
Nova/Vergil/Task
Nova/Task/Skrull
Nova/Task/Vergil is actually a really really strong team since Task and Vergil have great synergy and because Vergil is a banging anchor.
This is actually the team I logged on to write about. Baiscally I’ve been playing moons’ team of nova task ammy (also excellent). But I feel strongly, at least for me, that tatsu is tasks best aggressive assist. So I figured it could make sense to swap in gouki, but wanted to consult the nova experts on if this is a wise choice for nova. Given that it makes things safe, and nova can confirm off tatsu even midscreen, it feels like a slam dunk. But wanted to be sure, especially since cold star is also a great assist for both points.
Also, sottle, you mentioned big dmg from a nova hit… are you just talkin in general, hittin like a grown-ass man? Or is there some sort of sweet combo extension with tatsu I should be aware of? Thanks!
Tatsu is one of the assists that gives you Centurion M, Centurion H xx Super after the ground pound OTG. It’s also been found that Tatsu can save the ground bounce from the ground pound, so you can get full damage off throws where that’s your only option.
Bad ass. I’ve been tryin this extension, got it several times but can’t figure out the exact timing to press tatsu to make it consistent. When do you tend to call em?
Also, any general tips for novas neutral game with task arrows and tatsu? Tricks, setups,neutral game strategies, etc? Id really like to make this into a main since tatsu isn’t doing doom so many favors (task doom-b akuma), but I won’t drop tatsu task. But nova task akuma seems like a real have-cake-eat-too kinda setup for me. So any guidelines or goals or technique you wanna offer for nova I’m all ears(eyes?)!
Also curious if task has any ways to force an unblockable with nova’s b-assist. May be a bit greedy on this one, but if it exists id def wanna know! Gracias, senor.
Generally, and i’m sure you’ve worked this out already, Task assist is to get you in from across the screen and apply one mixup, Akuma is there for lockdown to continue that pressure. So you can do stuff like force them to the ground with Javelins and such until they block arrows, follow up with Nova and take your mixup, if they block the mixup you can go through to stand H in a blockstring and you should have killed enough time for Akuma to come out, then you have options. Stand H cancels into Centurion M, and L, Forward H overhead and Fly. All of which should be made safe by the Akuma assist. Obviously you can also wait for the H to recover and run an IAD mixup too.
Check out Infrit’s video on jump cancelling pushblocked Centurion H’s, although i don’t think you’ll get as much mileage out of that as he does with Drones, they’ll definitely be some applications (basically you want the assist to make the Centurion safe if they don’t pushblock, and continue to lock them down if they do.)
Zoning wise you’re pretty solid too, barrier, javelins, arrows and Akuma to push out. (Find out, if/from what range you can confirm tatsu into Human Rocket M?)
Tatsu assist gives you access to most of the killer Nova incoming mixups, Tatsu + Down M for ambiguous crossup, tatsu plus Centurion H for double ambiguous crossup, barrier + javelin to force to ground + tatsu to lock down into whatever the hell you want etc.
A “forced” Taskmaster unblockable doesn’t come to mind, but come on! Taskmaster’s dash up short is one of the the best pokes in the game, just figure out the timing on when to press Nova
Also on the huge damage factor, something i forgot to mention, you’ve got one of Nova’s optimal DHCs (can get full damage off a DHC from an airborne Nova Force) but it only really works in the corner, so in some very specific combo situations, you’ll probably get more damage by sacrificing a “real” combo for j.:h: xx fly
:h: xx :qcb:
:s: to go corner to corner and get your DHC.
I was thinking of playing Nova (Centurion or Pulse)/Wright (Missile)/Amaterasu(Cold Star). Any advice would be appreciated, thanks.
How do you guys feel about anchor Sent on Nova/Frank instead of Hawkeye? Do Drones help Nova that much more than Greyhound to justify investing in a generally worse anchor?
Sentinel is not as meter-reliant than Hawkeye, not to mention that he helps with Nova getting in and helps Frank do some ghetto crossups with the barrel roll. There’s also combo extension that Sentinel provides with drones. The problem though, is that he’s huge (not slow), gets insta-overheaded by most of the cast, and has somewhat low health.
It all depends. Hawkeye is generally a much stronger anchor than Sentinel, but you should look into an anchor that can help lvl Frank and can help Nova and Frank get in. Dante/Vergil/Strider/RR/Arthur/Ammy/Doom are all solid picks since they help Frank and provide incredible assists for him.
Yeah after a lot of consideration I think I’m gonna switch to Ammy for good. While I lose on an assist to get in, Cold Star is amazing for nova tridashes and Frank’s pressure, Shuffle gives Frank a guaranteed level 4 and Ammy in general is a character I like, fun to use and a capable anchor. I just have to level up and I’m good to go
Nova(Centurion M) - Vergil(Rapid Slash) - Doom(Plasma Beam) Thoughts,Opinions,Tips,Suggestions??
I can’t for the life of me get the timing down for the Spencer grapple assist after Nova’s launcher,by the time I go for the hit with Nova’s Human Rocket Punch H it doesn’t combo…any tips/pointers/insight on that?I really wanna run this Nova/Spencer/Vergil team but the timing on that’s been driving me crazy
You have to TK the Rocket Punch to get it to connect since you’re trying to sJ-cancel out of the recovery of the standing S. The amount of time between the S and when you hit the H on your TK punch is about the same time as a normal link from H to S (or slightly shorter).
Thanks but after I just stopped trying to land an S in there before connecting with the assist I’ve been comboing it a lot more often now.Haha.I know it can be done but I’d much rather leave it out and consitently connect than throw it in and barely be able to do it
So in general, how does Nova feel about a Rapid Slash assist? I (and MastaSW above it seems) are contemplating teams which would partner Mr. V w/ Nova, and while Frank would be my primary assist for this concoction (Nova Vergil Frank), if Nova’s capable of some real dirt w/ Rapid Slash it would be great to have 2 nasty assists to play with.
I was experimenting with doing a jumping H Rocket Punch to get a wall bounce off a connected RS, but it seems to drop soon after unless it requires a specific sequence. But yeah, for mixups, opening people up, space control, hit confirms, etc etc, anyone been doing anything particularly cheap w/ this duo? Thanks!
Me personally I’ve been going for a reset using Vergil’s Rapid Slash when I don’t have enough meter to kill yet…I do my BnB with Nova then time the assist with his forward Heavy(Nova Slam),but instead of continuing the combo like I would with meter I throw an energy javelin right before they start to recover in the air.Either they see it and block it so I go for an airgrab or it hits on the way down and they get groundbounced and KO’d as I start the combo over