Wow that is a very interesting video. Gonna hit the lab today after work and see what I can do with my team Good find.
While messing around in H&H with unlimited xfc and Nova, I found a rather simple bnb with it. I did it with every level of xfc.
(Using best starter)
In XFC1,2,3.
air H, standing M, standing H, S, sj H, fly, H, unfly, H, jump H, fly H, air S, forward H, S, air H xx Super Nova (mashed)
Here are the damages:
XFC1: 1,034k
XFC2: 1,194k
XFC3: 1,353k
Combo without xfc:
Air H, standing M, standing H, S, sj H, fly, H, unfly, H, jump H, air S, forward H, S, sj H xx Super Nova(mashed) 732k
With Spencer assist after forward H: 214H, S, sj H xx Super Nova (mashed) 758k
For some reason I just never can get a 236L/M after the last H so it could even do more damages, but that’s because I suck at doing the combo.
I wanted to find a simple bnb in xfactor with Nova because of how fast he is, I usually drop the combo because of it :/.
Well anyway it can be improved.
[LEFT]Hey guys,[/LEFT]
[LEFT] [/LEFT]
[LEFT]First time posting here. But I’ve got some tech that I’m not sure if anyone has done yet, with my team (Nova-B, Spencer-B, Dr.Doom-B). This combo allows me to link Gravimetric Blaster into Super Nova when about midscreen or right in the corner. The combo lands me 939,200 damage (mashed) and most likely over 1mil if you have 30% red life. I don’t have a camera to record this, but if anyone does and is willing to record it for me, please PM me and let me know.[/LEFT]
[LEFT] [/LEFT]
[LEFT]Anyway, the combo notations are:[/LEFT]
[LEFT] [/LEFT]
[LEFT]ADF j.:h:, , :h:, :s:, sj.:h: xx :qcb::s:(Fly), j.:h: xx :qcb::s:(unfly), j.:h:, Land, :h:, :s:, sj.:h:, j.:s:,[/LEFT]
[LEFT]:f:+:h:, :a1:, :qcb::h:, :a2:, :d:+:h: xx :qcf::atk::atk:, :dp::atk::atk:.[/LEFT]
[LEFT] [/LEFT]
[LEFT]The way the combo works is best described by how Spencer combos into vertical grappling hook off the doom assist, you get a single missile hit when they’re pushed in the corner. But for this to work with Nova, you need something that will knock them into the missile after you crumple them that is hyper cancelable. For that, I hit them with the :d:+:h: just before they touch the floor, then the single missile connects after the :d:+:h: and I cancel into Gravimetric Blaster. once the following missiles hit after that, I do Super Nova. The timing is a little strict for when to call doom and when to do the :d:+:h:, but once you’ve done it a few times, you’ll have it down in no time.[/LEFT]
[LEFT] [/LEFT]
[LEFT]I’ve just started fiddling with this combo and thought it would be cool if someone like FlyingVe or something could mess with it for me and try to squeeze as much into it as they can, plus maybe record it. I would greatly appreciate that.[/LEFT]
[LEFT] [/LEFT]
Actually that looks pretty darned good to me. I might mess with Nova/Doom a bit soon. Sentinel is getting to be too much of a love/hate relationship for me.
Lol yeah, I never understood the want to have Sentinal on a team. I know his assist is godlike, but his combos are so easy and boring haha. But anyway, I think this team I’ve put together could potentionally be new BFF’s. They all use each other for combo’s so well, no matter what order they’re in.
Doom is a good replacement for Sentinal, you can lock people down with missiles and push them to the corner real easy. You can also use missiles for a bit of zoning against non teleport characters, just call Doom and throw up the Grav pulse + Javelins and then rush in when the missiles are making them block for mix-ups.
Someone really needs to record this combo, it looks amazing, great job Lou3h!
Lol yeah, it does look really fancy if you get the timing right for max damage. I’ve been fiddling with the combo some more to see what else I could squeeze into it…
It turns out, that if you time the whole combo correctly. You can replace the :d:+:h: with a Centurion Rush L, but the timing is really tricky and it’s better to use the :d:+:h: in a match situation. When I get the combo down a bit tighter, I want to see if I can squeeze in a Javelin before the Supernova just as the rockets finish hitting to pull them down a bit more for the Supernova. Plus it will give a bit extra damage and swag hehe.
Oh and one more thing, if you want a higher chance of getting more damage from the Supernova and you think you’ve got the combo timing down pretty well. you can either super jump or tiger knee the motion for Supernova to bring you up a bit closer to them.
Have fun in the lab guys!
[media=youtube]DJ1-k98V8Sk[/media]
Please help.
Can someone provide me with this ‘H Loop’ everyone is talking about? Is it corner only?
Thanks
You need to delay your normals on the ground a bit more, you need to make sure you are as close as possible before you launch them into the air. That way you’ll land closer too them on the floor after the loop to relaunch them and continue the combo.
The inputs for the actual loop part of the combos are:
:s:, sj.:h: xx :qcb::s: (Fly), j.:h:, xx :qcb::s: (Unfly), j.:h:, Land, :h:, :s:
There are a few variations of the combo, just look through the thread and check them out.
I’ve you’ve got a lot of hits before the first launch, I would leave out the 5C after you land, oft times it will add enough HSD that you can’t link jS after the second launch… and that always blows.
So, if you got a nice clean hit and confirm, land and do 5C>S, if you had a lot of hits or an assists to confirm, just do S.
Can someone translate what happens in this video? I don’t know what all of Nova’s normals look like by heart, so if I can read how to do this combo it’ll help alot.
[media=youtube]8aLDgC-djtQ[/media]
i’ll use anime notation.
2M5H5S sj 5M5M5H214S5L5M5HS6H5S sj 5M5M5H 623atkatk DHC to franck (before the super is over so it’ll cause Hard knockdown)
[LEFT]I tried to post this in the Nova question thread but no one responded so im posting it hear. [/LEFT]
[FONT=Helvetica]Im trying to pick up Nova and I have a few questions about things im currently stuggling with. I’ve read that Nova’s tri-dash and box dash are good ways to get in with him but I dont know the proper way to execute these. My tri-dash and box-dash never come out as quickly as I’ve seen it done in some of the vids in these forums. Also after a j.s knockdown ive seen some ppl land and do two quick back dashes to give more rang for centurian rush L. Im also sturggling with that execution as well. Last thing is when I do the fly unfly combos, despite me doing super jump forward I still miss the j.H sometimes. Any help with that would also be greatlly appreciate. I mainly need help with the tri and box dashes but any info is appreciated.[/FONT]
:d: + ,:h:, :s: sj j.
, j.
,j.:h:, :qcb:+ :s:,j.:l:,j.
,j.:h:,j.:s:, :f: + :h:, :s: sj j.
,j.
,:h: :dp: :atk: :atk:, :qcb: :atk: :atk: before the hyper combo is over for the hard knockdown, :qcf: +:s:, one of franks normals, nova assist, :qcf:+:s:
you really should still do the Fly/Unfly combo though, it still gets frank to lvl5, but it does more damage and builds more meter in the process.
Incidentally I actually play Nova/Frank, and use the above combo (though I didnt know about the entention to get to lvl5, nice!). But my question is if Nova has any combos off throw(air and/or ground) that can bring about the same situation? If you throw into corner, you have to otg with fwd+H, right? SO then I dont know if you can get enough hits without a fly in the air or relaunch. Non corner I find when I dp+L to launch from throw, the air S into fwd+H tends to drop, but maybe that’s me. I just think Id be wayyy more deadly if I could get a lvl 4/5 Frank from a hit OR throw, and not just hit. Thoughts?
Edit: actually, it seems to be the air S missing in that situation.
in corner fH into launch into MMH supernova. DHC into franck picture, nova assist, hardknockdown kick, another picture lvl 5.
Non corner, centurion art L, into MHS sj MMH supernova DHC into franck picture, nova assist, hardknockdown kick, another picture lvl 5.
the difference with throw is that you dont build 1 meter from it without assist.
I see, that makes sense. I was also wondering if, in the above combo, the jL in the post-fly portion made any difference? I never used it, and seems it would just scale. But if it leads to any kind of consistency help, I’ll add the shit out of it lol
My execution blows so Ive been resisting the fly-unfly BNB, but Im kind of tired of landing a hit right away and not having DHC meter. Ill have time to mess w/ it this evening, but anyone mind foreshadowing: is it much harder?
A bit harder
Also the basic fly combo (adding a fly LMHhumanrocketpunch M S after the jumping MMH) is much easier and will build one full meter if you do fH franck cart centurion art M then centurion H into jH into supernova.