It is critical that you pay attention! The Nova combo thread

Looking at the Fly/Unfly on page 1, if that’s still the same one in use now (which doesn’t really matter if it builds a meter), it doesn’t appear too difficult. Though I’m at work and wont be able to try it for a while, can anyone tell me if it has any timing quirks I should know about? What I mean is, for example, on the normal flight combo, I find that if I sj and hit the MMH right away, it won’t work right, but if I sj and wait a while and then at the top of the jump MMH etc, it works. Is there anything like that for the Fly/Unfly one? I’ll attempt to figure it out tonight, but nothing wrong with a little spoonfeeding to save some time. :slight_smile:

fly/unfly secret?

dont be too hasty, delay the unfly H a little bit so the opponent stay in hitstun till the relaunch.

Was looking into follow up options after the High Speed Tackle. I tried the fly/unfly, but I think the Tackle ups the HSD up too much for it to work. I kept dropping it. The day 1 air :m:, :m:, :h:, fly, :l:, :m:, :h:, :s: OTG, super works, but there’s gotta be something cooler looking than that, right? So I just went with this.

High Speed Tackle, second hit down, :l:, :h:, :s:, jump :h:, :m: Nova Strike, :s:, Nova Slam, :s:, jump :h:, Super Nova.

This is mid screen only, but if you happen to catch them in the corner, you could replace the Nova Strike :m: with the :l: version, and air dash down for something. Haven’t really done much with that though. It does 678k unmashed, so I say that’s pretty good for a full screen beam hyper counter. If Nova’s your second guy, and you DHC into it, there’d be nothing they can do to stop it, y’know, except DHC into something that’s not a projectile super or X-factor, but other than that, nothing.

I’mma keep tinkering with this to see if I can find something more damaging or cooler looking.

I still don’t get why the flight combo involves a jL. Isn’t not using lights in an air combo 101? I’m probably wrong since it seems established for Nova, but I don’t see how it helps?

Well for starters, it was a day one thing. No one was knowing what Nova was about, so we just pressed buttons and saw that it worked and didn’t ask any questions about it. It’s simple, basic, and the jump :l: makes it even simpler to confirm the hit with. ABC 123 fly 123 super. It doesn’t really help at all except in giving people something simple and reliable to work with. It should honestly be forgotten as soon as possible and replaced with the fly/unfly stuff, and down the line, it most likely will be.

There’s lots of little flexibility with the combo in terms of timing, these are some of the things I like to make sure of: (Just to verify, this is the combo I’m talking about. cM-sH-S-j.H-Fly-j.H-Unfly-j.H-s.H-S-j.H-j.S-6H-S-j.H-Nova Force)

  1. I like to make sure I’m decently close to the launched opponent after the first launcher to make sure that the rest of the j.H’s hit in the first launch. In the corner, this is a moot point, and you can go as fast you feel comfortable with the loop.
  2. The second and third j.H should be done as close together as possible IMO. This is where I drop the combo the most, because they’re pushed too far away for the third j.H to land. The s.H done after the third j.H covers a lot of vertical and horizontal space, so this isn’t as important as making sure they get tagged by the third j.H IMO
  3. In the second launch (first relaunch), you actually have quite a bit of time to space yourself correctly for the j.H-j.S. Take your time to ensure you’re in good position for the j.S to land after the j.H, even more so if you tacked on an extra hit at the beginning of the combo. Position yourself so that you’re close, and slightly below them.

Hope this helps.

for the basic fly combo of mmh fly you have to do the light otherwise the medium will wiff since the light picks them up.

No, I’ve actually connected it without the :l:. It requires more precise timing and the opponent to be up a bit higher, but it can be done. Adding the :l: just makes it a lot simpler to connect and follow through, especially in those heat of battle moments.

Yeah I do it without the L all the time. From my very brief testing, it seems the L makes it so you can start doing MMH as soon as you jump, where as I do it without the L by sj-ing, waiting a little bit, then at the peak going into MMH. But yeah, you definitely don’t have to use the L.

i don’t do the L after the super jump it’s after the fly, as DJ said it’s possible but i’d rather 1 light in the middle of my combo since 90% of the time i only do this combo to get frank to level 5 heh(i use centurion arts assist though).

anywho, what are the agreed upon mid screen bnbs? is it w/e into launcher j.h qcb m airdash df heavy relaunch?

I also play Nova frank, and do the same combo, the L doesn’t make any difference. Likely scales the combo. However, if that way makes you hit it every time, don’t stop!

Anyway, back to this. Found out that the corner mid screen to corner combo FlyingVe came up with works good to follow this up in the corner.

High Speed Tackle, second hit down. :l:, :h:, :s:, jump :h:, :l: Nova Strike, air dash down, jump :h:, land, :s:, :m: Gravimetric Pulse, Super Nova

I’m not getting the second lunch in the :h: loop combo, I’m seeing the the opponent always have to stay above Nova but i’m still not getting it. Is this a BnB that is practical or after u learn it u will be getting it 95% of the time? And Is does i varies with timing alot?

How are you having trouble with it exactly? Are they teching out in the air, or are they hitting the ground?

It’s not a very technical combo, but it does push the limits of hit-stun deterioration to the point where it might be difficult to add on hits before hand (ie, multi-hit assists)

Hi guys

Currently, I’m using a Firebrand/Nova/Ghostrider team and found a pretty simple combo for Nova by using Ghostrider’s OTG assist. However, I think this combo can be added to.
The combo is as follows::l: :m: :h: :s: :u: ::m: :m: :h: :s: Ghostrider Assist :f::d::df:+:m: brief pause :s: :u: :m: :m: :h: :f::d::df:+:atk::atk:

While this one alone does over 70K in (mashable) damage, I was wondering if it was possible to further extend this combo? So far, I am unsuccesful in getting another hard knockdown no matter how I switch up the moves in the combo.

I also had a question: I’ve seen plenty of BnB combo’s with fly/unfly loops in them, but I’m having a hard time landing the H after the fly, let alone another H after the unfly. Anyone have any tips on how to do this smoothly?

It’s been a while since I posted anything Nova related. Don’t care if it’s been done either.

[media=youtube]16qGWfLRNqc[/media]

I once had trouble with this too. Now I can land it 3 of 5 times in training more. Till I got a new controller that is. Just go with the “flow” of it. Not too fast either, or the inputs may fault.

I have yet to master the fly/unfly combo but like lots of people say, it’s a really slow combo, you shouldn’t (or heck, against some characters you mustn’t) do it too quickly. Once you get the feel for it you should be doing it without much trouble.

Cool. A lock down to get the crumple. I like it.

Nice! Love how flashy it is :slight_smile:

[media=youtube]9lXe2kDV7g0[/media]

Nova-Strider combo, using his Vajra assist. It can be a rticky combo to do, but according to the the size of the character, you can get an easy 670k-700k from it, along with a followup. If one of the variants of this combo whiffs on one character, the other will work.

Also, while doing this combo, you get a free meter. so the combo is practically for free

check the Youtube info box for more info(i typed my fingers off lol)