True. It actually does good damage, I think it’s the best damage if your only option is to do a super.
Maybe the OP forgot about this thread =/
I haven’t just ain’t had time to do it yet
I found a combo utilizing a Snap-Back Reset.
j.H, M, H, S, sjc, M, M, H, Nova Strike, Snap Back, M, (Reset) J.Forward Throw, Centurion Rush L, Super Nova
My favorite use of the super is DHCing into it after a raw Hyper Sentinel Force. Nova starts aimed straight at them, then point him up and over them. Hyper Sentinel Force crosses-up almost instantly and hilarity happens leading into a combo. You’ll get a “WTF” at least once.
Hey guys, new to the forum and a noob with regards to UMvC3. Got a lot of questions, because I don’t have the game yet and the PS3 was stole, which sucks, but that’s what X-Mas is for I guess. Anyway, been following the Nova forums for a long time and have a lot of questions I’d like to ask you guys . . .
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Who are Nova’s worst match-ups, and what can at least partially rectify this issue? Obviously assist selection is important, and I’ve seen a lot of talk of partners offensively, but not so much defensively; is offense truly the best defense with Nova?
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Tri-dashing vs. down air-dashing . . . are each situationally better? From what I understand, Nova’s down air-dash is awesome, much faster & harder to react to than his tri-dashing (I believe I’ve heard it compared to either Vanilla Magneto or even MvC2 Magneto), so is it better to just call a pressure/lock-down assist (Ammy’s Cold Star, for example), and get in range for a down air dash, or is tri-dashing the main option you want to use most of the time.
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H - loop vs. rocket punch - loop . . . which is easier, which does more damage, which builds more meter (or is that difference negligible)? Also, is HSD the reason we can’t do both in a combo? Is one more recommended than the other? Rocket punch - loop appears to require a corner, but one Rocket Punch M seems like it would solve that, right?
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How well do the Rocket Punches trade with other characters’ aerial attacks? Has anyone noticed it totally stuffing some things, do they trade, or do Rocket Punches get beaten really easily?
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How good is the Human Rocket super? I used to think it was the aerial version of Bionic Arm, because few (if any) characters have a physical aerial hyper to punish it, and it’s invincible against projectiles, but it appears its not quite THAT good, because the start-up seems to slow to use reactively, is that right? I was really looking for a move that would make aerial projectile-happy character respect Nova a lot more, but is Human Rocket super to slow to punish? And just how durable IS it anyway? (sigh) I really need to get the guide . . .
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Related to the above, outside of using it on the ground, is there any way anyone can think of some way to covert a punishing Human Rocket to a launcher & then combo (outside of XFC, of course). It always felt to me like Spencer could get some HUGE damage out of one combo by starting with Bionic Arm, then converting to a full combo ending in another Bionic Arm, and I figure, if you could perform a Magic Series ending in Human Rocket (in the air), then land a launcher that could be coverted to another regular combo or even better an H-loop or Rocket Punch-loop, don’t you think Nova might finally be able to break 900K or maybe even 1,000,000 on his own (or at least wtih assists)?
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Again related to the above, is Ammy’s Veil of Mist the answer? If you used Human Rocket to push them as far up as possible (and assuming Human Rocket super causes spinning knockdown), then DHC into Veil of Mist, tag out, shouldn’t you have enough time to OTG (either with Centurion Arts L, Nova Slam, or an assist) or catch them with a launcher + another magic series, or even go straight into an H-loop or rocket-punch loop? I mean, most of the combos you guys have been posting pay for themselves or leave Nova slightly positive, so wouldn’t you be set as long as you started with at least 1 meter (Nova creates a meter with a normal combo, burns said meter on Human Rocket super, DHC to VoM, tags out, rinse & repeat).
I also like this idea, because Ammy’s Cold Star also seems like it could really benefit Nova’s rushdown, in addition to him probably being able to move about the screen (just like Magneto) during a THC with Okami Shuffle, because his supers finish relatively fast compared to hers . . .
- A few combo mechanic questions . . . when is the best time to use crumple, early or late in the combo? What happens when you crumple someone in mid-air? Do they drop all the way down still in a crumpled-state on their knees? And how come there aren’t more combos with ground flight-cancelling before a launcher? HSD? Or is there no point? Finally, some new & really exciting tech that I’ve seen is how Centurion Arts M basically ignores the ground bounce limit, but I haven’t seen this implemented much, and when I do, the follow-up after the 2nd ground bounce is maybe one attack > Nova Force; why is that? HSD again?
Sorry, I know I got a lot of questions, but all I can do without a guide, the game, or a PS3 right now is theory-fighter and I was wondering if anyone had any answers for these questions.
Thanks.
So the reset is on the incoming character?? And do you ADD after the Nova Strike to the Snap back???
It’s a One character Reset, you use it when there are no team mates. This makes it so the opponent goes high enough in the air that you can follow up with the M. the M makes your opponent flip out, to which you can then jump and surprise them with a grab.
So… it’s another crappy grab reset.
People need to stop posting grab resets, they are really, really bad. Unless you have an ACTUAL mixup options beyond the grab, then it’s a very, very weak reset.
Hey, Wedge here. Kind of new to the SRK forums but I’ve been a lurker for some time. I was working with my Deadpool/Nova/Taskmaster team and found what seems to be an unblockable using deadpool’s quick work assist, idk if anyone has experimented with it much yet.
(Start with whatever blockstring, normally some LMH variation)
Call in Deadpool Assist, DP+M (causes ground bounce because of deadpool assist), M, H, S, sj, j.MMH, Fly, j.MHS, DP+L, DP+AA
Nets you 704.3k damage (mashed). Seems decent to me. Even if it isn’t a true unblockable, it’s one hell of a bitch to block.
Flying Ve, I wanna ask you something. Is it the Grab that’s crappy, or the way people ‘do’ the reset that’s crappy?
In most cases, what Mook is actually ‘looking’ for a Snap Back reset from Nova of all players? Maybe Spencer or Magneto, but Nova? Come on. Think about that.
IDK if I wanna waste a meter on a reset though
A grab reset, usually means you tapped them in the air, and then grab them as they tech. First off, every character can do this at pretty much any point they want, it isn’t special. Also, you can just OS out of it. If I see someone do something that doesn’t make sense, when they come in for the reset, I’ll just OS it and move on. They are very telegraphed and very easy to get out of because they aren’t actually mixup, they are surprise. A throw can be a component of a reset if there is actual mixup involved, if it’s just a throw, the reset its just crappy.
In a game like SF, a reset like this is strong because a throw is an actual Binary mixup, but because MvC3 is a game with an advanced blocking mechanic you can OS guard Break and Throw. So any reset that is airborne and just strike/throw is exceptionally weak, it doesn’t limit my options by much and doesn’t force me to guess.
Also, Nova has much, much better snap options. My favorite and easiest to set up is just the good ol’ combofiend where you call spencer and slide. Also, Energy Javelin is pretty much an instant snap setup.
Alright, you make a valid point and I respect it. However, not everyone is looking for things that make sense or don’t make sense like you are. Any option is viable, so have the option on hand incase its ever needed. I’d rather have a weak option than no options.
kind of agree with you, but the snap back reset is pretty much a wasted super, actually i prefer human rocket hyper in that situation instead of the snap back… The crappy reset im using right now is after the super nova hyper (corner fly H loop bnb btw), i have landed that crappy throw many times after the super. Some times is better to keep it simple. m2c
i been trying to find mid screen/ corner combos for nova with no assist or no xfactor to help out for those who have him by himself. i got one i been working on but idk if it practical or not ill try and post it later when i work on it some more
That’s where we started, go for it, but these are the current gold standard:
Best Solo Midscreen BnB (801k):
[media=youtube]mwDgIUc1tvE[/media]
Best Solo Corner BnB (at 1:11)(825k):
[media=youtube]-5i53-BvmLc[/media]
Yo Has anyone seen that Desk Combo Video Yet?? The first combo is a 100% Combo on Sentinel, No Meter
:h: xx Fly j.
.:h: xx Unfly, j.
, :l:
:h: :s: j.:h: xx Fly j.:h: xx Unfly j.:h: :s: j.:h: xx Fly j.:h: xx Unfly j.:h: :s: j.
j.
j.:h: Grav M
wow that second vid was carzy…god damn it at reset on phoenix was funny as fuck
Okay, I tried it… that combo is really hard, and I’m fairly certain Sentinel specific though. Still, it makes me think I haven’t quite pushed hitstun scaling as far as I could… I’m gonna hit the lab.