Force of Three- The Nova Teambuilding Thread

This is really nice! Even just as a use for Rapid Slash with Nova.Though im trying it, I’m wondering if the blocked javeilin you’re trying to throw from is on the way UP? Seems like by the time it’s on its way down, they’ve long since flipped, so maybe I answered my own question. Just that before I got to my xbox to try this out, I assumed the tick came after it fell. I was really at a loss for how to end a Nova combo in general before 2 meters, so this answered one of my biggest questions before I asked it :slight_smile:

Im honestly pretty ignorant about how Rapid Slash assist works in general, at least in an aggressive fashion. Like that it needs to travel before it starts hitting, and what state it puts someone in if it hits early, or late, and what to do off it in general. It’s obvious how to use it for runaway, but even while playing around w/ it, I can’t quite wrap my hands around if it’s much help to my rush down; when and how to confirm off it, etc. So besides the above, any other good tactics w/ it? I figure it’s pretty obvious cart is the primary assist, but could RS be good enough to give cart a run for its money?

@ThisGuileKillYa Haha.Yea u pretty much answered ur own question in a way.The trick about it is that the javelin is on the way down by the time the character recovers and is starting to flip out after the Rapid Slash,they really only have a good second or so…if they were paying attention and block then I’m in there trying to go for the airgrab but if they weren’t and are anxious to press a button then the javelin smacks em’ into a ground bounce and the reset’s complete.

As for the Rapid Slash move itself,I’ve been playing Vergil since Ultimate came out but just recently practicing the sword loops,etc and leveling him up.I can tell u though that it won’t be useful for ur rush down since it pushes the opponent away,it’s more useable for zoning players in that way.With Nova in mind I’ve been thinking of possible ways to convert off of it into a combo by maybe timing his air Nova Strikes in there but I haven’t tried anything out yet…but in general NO I’m positive RS can’t give Frank’s cart a run for it’s money(I wish!!)

How does nova do with doom missiles?

I was thinking of running Mag/Nova/Doom.

ya’know I was thinking the same thing… I need something to hold my interest with this game and Nova seems kinda fun
Was thinking of running a Mag/Nova/Sent team overall

Nova/Missiles is really good. Good lockdown, and you get a nice extension into a second diving S on his combos. Just be aware that you’re going to have to be cautious on approach until the opponent is blocking a missile, but supplementing that with a beam assist like Mags will help that along.

I’ve been running Nova/Doom missiles pretty recently and so far I think it works really well.

Aside from the typical advantages of using missiles, they really help him out with his zoning game should the match call for it. Pulse H, call missiles, energy javelins, rinse and repeat. You can also call missiles, super jump and rocket punch H to the other side of the screen.

Then there’s the lock-down you get when (and if) they land on the opponent, allowing for pressure and all that. The last two things I can think of are using missiles to extend combos, and Nova’s ability to confirm off of missiles pretty easily with his air S or whatever else you prefer.

I was going to use Vergil/Frank/Taskmaster, but after reading around it seems like it’s not that great of a team.

And I was thinking of subbing Task for Nova. So i would do Nova/Vergil/Frank. How does this sound, and what are some tips for using this team? Thanks guys!

I say to with Nova Frank Vergil because you can dhc and level up into frank from nova force and because dark vergil is scary

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I was

I was fooling around with this trio, but never really got too comfortable with it. My Vergil was horrible, but I’d do BNB, Supernova DHC into Swords, two Helm Breakers (Nova assist after the first one) into Round Trip, which gave me enough time to hard tag into Frank. Usually managed 900K and level 5 when my mashing was good.

Check out the Teambuilding thread in the Frank forum, the most recent page of posts in there are talking about this exact team.

Akuma and Hawkeye would be my choices. Move Nova to second or point. It’s been mentioned in the combo section but Ve posted a video (and Marvelo mentioned awhile ago) about raw tagging after a Nova throw to get a full combo. Your main (Wolverine) can do that in conjuction with Akuma and Hawkeye’s assist. Also both assist are incredible as well as them being top anchors. Also Dante can do it himself if you decide to keep him.

I think Nova/Spencer/Doom (missiles) is Nova’s optimal team. Missiles cover everywhere and bring the opponent down when they jump which allows nova to run the j.stupidity aswell as helping him zone against characters like haggar, which i believe he struggles against. Also doom missiles give spencer a 1million damage combo in the corner which is rediculous to say the least. Doom also gets hard tag setups off of Nova’s air grabs just saying.

I’d have to argue and say that though missiles helps with his zoning and j. stupidity. It doesn’t help establish ground control. Missiles also don’t help him set up his instant overhead which is his primary way of opening up a skilled opponent.

In my opinion, Nova has a few optimal teams that are stronger than that one depending on what style you’d like to play.

If you want to play Nova/Frank,

Nova/Frank/Dante is probably the strongest version of the team. Dante gives Frank an alternate way of leveling up the opponent and an amazing assist with Dante being a great anchor.

Nova/Frank/Vergil is also very very good.

If you want to play Nova/Spencer,

The strongest version is probably Nova/Spencer/Sentinel. It gives him incredible ground control with multiple opportunities to land mixups with his j.L instant overhead, his j.L crossup instant overhead, and his Cent Rush H shenanigans since drones make them safe. Also, having Spencer let’s you usually kill even after throws.

Nova/Spencer/Hawkeye and Nova/Spencer/Taskmaster are close seconds though.

Now, if you want to play a team that concentrates on his grab resets,

Nova/Dante(weasel shot)/Strider, Nova/Doom(plasma beam)/Strider, Nova/Dante(take your pick)/Sentinel, and Nova/Doom(missiles)/Sentinel are the strongest versions of those. Not only does having Dante and Doom give you access to raw tag unscaled after airthrows, but they give you solid assists, TACs, and DHC’s. Strider with Nova is also incredibly underrated as it gives him even more air control and shenanigans with his javelin and cross up centurion rushes. Strider helps keep your opponent on the ground so you can land more instant overheads. Also lvl 3 x-factor Strider is amazing.

After months of experimenting with Nova that’s what I’ve discovered.

Any good iteration of a Nova/Mag/Dante team? This is preferable, but I can stick in Doom or Sent there if necessary.

I’d been trying to find a good 3rd for a xxx Mag Sent or Mag xxx Sent shell, and was pleasantly surprised with how much I like Nova for this. Though while I’m usually pretty good at figuring out optimal team orders, I’m a bit stumped on who should go first between Nova and Mag. Anyone have any thoughts on this?

-Mag first makes sense as a battery and setting the pace.
-Nova first makes sense giving him Disruptah assist along with the drones.

If you really want to play nova play him on point because he is self sufficient when it comes to meter and he can really use magneto’s assist to help him get in. Nova is a momentum based character so he sets his own pace Aswell.

I’ve been trying to find some practical uses for Drones as a combo-extender, what I’ve found is:

  • Ability to link TWO Supernovas, which is done by doing :a1:, Centurion Rush :l: into Supernova, assist hits (about 1-2 drones), Supernova

  • Get a slight extension by doing forward + :h: + :a1:, Centurion Rush :m:

Unfortunately, I’m not sure what to do next after the Centurion Rush :m:, anyone has a clue on what to do?

H. Centurion Rush sjc j.H xx Super Nova works

I’m having slight trouble landing the second Centurion Rush (the :h: version), should I delay Centurion Rush :m:, or should I immediately do Centurion Rush :h: upon recovering from Centurion Rush :m:?

Just do it ASAP, there’s no real strict timing to it