So stylish. Great video editing too. Job well done. I’ll be coppin’ this and addin’ it to my reservoir as soon as possible.
Thanks for the TAE combo link. I had a few I came up with but they weren’t anywhere close to as optimized as these.
Thanks Thanks. I’m starting to have more fun coming up with stuff than actually playing the game lol.
Nova also has one that goes outside of the corner. But I haven’t really optimized it yet.
Now that I’ve finally settled on a Nova team, I finally got some combos. They’re pretty much just fly/unfly stuff with my specific assists, but if anyone else decides to run Nova/Storm/Kl’rt, these’re here. They work anywhere on the screen, but they tend to carry to the corner fairly often.
j :h:, cr , cr :h:, :s:, j:h:, fly, j :h:, unfly, j :h:, land, :s:, j :h:, j :s:, Call Stone Smite Assist, :l: Centurion Rush (if you’re in the corner, the opponent will wall bounce over your head, so you’ll have to reorient yourself for the next part), neutral jump :l: Nova Strike xx Super Nova (should be at about 738k unmashed, 770k mashed) DHC to Hail Storm (puts you up to 910k unmashed, 978k mashed), and if you have another meter, you can DHC into Skrull Torch to barely break a mill, but unless you’re sure the other guy’ll die from it, I wouldn’t recommend wasting the bar, if you have it to begin with.
A lil’ history about this combo. Part of the reason it took me forever to settle on a second character was because I needed someone who provided a horizontal assist, and could properly DHC to for a good bit of damage. I started off with Rocky. His Spitfire Twice was great for Nova, and his DHC worked just fine too. Instead of Super Nova, I did Gravimetric Blaster into Rock n’ Roll (which was also great because after that, I could have Kl’rt come in with his Skrull Torch, and bump it up to over a mill, too), but as a character, he really needed a neutral assist for him. Neither Nova nor Kl’rt provided that for him, so I had to drop him from the team. Then I moved on to Sentinel. He really provided possibly the best assist for Nova, and if need be, Kl’rt as well, and Nova Force into Plasma Storm into Inferno was nice, but I ended up dropping him because I really didn’t like him at the time. (Funnily enough, I picked him back up for my Thor team, and now that I have a better idea of how to play him, I think he’s cool, but whatever.) Then came Magneto, and while he fit the requirements, going from Nova Force into Shockwave really wasn’t worth the meter, and without Hidden Missiles, I don’t think I can DHC from Nova Force into Tempest. And then came Storm, and that’s where I’m at now.
An alternative ending to the combo is after the wall bounce from Stone Smite, you go into Centurion Rush, :s:, j :h: xx Nova Force. Mashed out all the way, you should get 804k.
So that’s my team specific stuff. If I had a camera, I’d record it and call it Legendary.
@kreative
Do you know if the TAE combos work on all characters? I was working on the up exchange combo on Magneto and found a hard time connecting the j.l after the first rocket punch. It would always whiff because magneto would be too low. Is there a trick to getting the j.L to connect?
I tried it on Arthur and Shehulk and the combo worked fine.
Sweet, I also run a nova/skrull team. Would you get more dmg after the stone smite/L centurion rush if you did M centurion, H centurion, j.H xx Nova Force? Might even be able to add a L grav pulse before the super too.
I’ve heard that for some reason Mags falls awkwardly in the air and can mess up some air combos.
That’d be cool if it does, but I think hit stun deterioration is way too high. I can’t link the Super Nova after that last j :h:. Could just barely get it without the :h: Centurion. But you can link it all the way through if you do the day 1 BnB. The one that’s like j:h:, , :h:, :s:, j:m:, j:m:, j:h:, fly, j:l:, j:m:,j
j:h:, j:s:
That’ll only do 720k, so you can see if you can fiddle around with that to make it cooler.
Yup what Klepto said. Just about all long Air Juggles on Mags needs to be altered a bit to work on him.
I’m having trouble with this combo…
air H, st. M, st. H, S, air H xx Fly, air H xx Unfly, air H, S, air H, Human Rocket Punch (L), air H, S, air H xx air Gravimetric Pulse (M) xx air Super Nova
First, I’d like to ask if there is a better BnB out there? If so, what? Should I not waste my time on this?
Second, my problem is that I can’t ever connect the standing S after the Human Rocket Punch! Any suggestions?
That’s that close to the corner solo 800k combo right? If by better, you’re asking if there’s a solo BnB that does more damage, then no, you’re outta luck. At least I haven’t found anything to top that out. That said, the combo really pushes the limit on hit stun deterioration, so I’d be very surprised if there’s something that would do more damage. There are other combos that can do around the same or more damage with assists. I’ve found that most assists involving a wall bounce are good enough to get you in the 800ks pretty securely.
Now about that combo in particular, like I said, it really pushes hit stun deterioration to the max. The way HSD works is based on how many hits you’re landing, how fast you’re landing them, and what type of hits they are. This combo has a lot of :h:'s and a Human Rocket Punch, so you should already know what’s up with that. I assume you’ve seen the video of the combo.
[media=youtube]mwDgIUc1tvE[/media]
As you can see, it’s really a fair rhythm to it, but there’s still hardly any time wasted. When he gets to the rocket punch portion, notice that there’s a quick air dash down before the air :h: It’s important that Nova gets to the ground as soon as possible after the human rocket punch, because if he’s any bit of the way late, you’ll miss that standing :s: to launch 'em back up. The way you arrange that is by positioning yourself right before the rocket punch (like not being up higher than you need to be, but still being high enough so the attack doesn’t whiff), and getting that air dash down after it right on the mark.
I’mma level with you, I still haven’t gotten this combo down, and have actually given up on it because of me realizing how cool wall bounce assists with Nova are.
I’m pretty certain that after Nova Strike (HRP), the hitstun deterioration is way too much for you to land a third launcher.
No, it can be done. Ve’s video is proof positive of that, and I managed to do it a couple of times before, but the timing is very strict, and if you messed up your spacing anywhere, then it won’t work.
Seems too strict to be worth it to me but if you can make it work by all means use it, the damage should be nuts
I think there’s a trick to it, where you do your H low enough to the ground after your Air Dash down, that you still hit, but cancel the animation of the H into the landing animation, then immediately do S.
But it’s been a while since I’ve tinkered with it.
I just came back to Nova in my pursuit of a great point for xxx Doom Ammy, and had a f’n blast trying Nova out! A relatively low execution player, my BNB for Nova, when I tried him out before, was the standard launch to MMHS xx fly, MMHS, land, fwd+H, HS sj MH xx super. A couple questions, assuming I want to keep using this, at least for now (unless Im missing an uber easy assist extension with Plasma or Cold Star):
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People use jL after the fly. I think this happens because someone typed it once, it works, so no one questioned it. But is there any reason to not just MMHS and not scale as much with the jL?
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If I’d rather not use a meter, do I have a decent non-TAC ender to this combo, since the jS isnt the typical flying screen? Or do I need to just jab after the fwd+H and attempt a reset?
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If I have them in the corner and throw them into the corner, what’s a good way to start combo? I was under the impression DP+L didn’t work like midscreen, and if I fwd+H right off the bat, I’ve got no relaunch. Any ideas?
Thanks in advance, Ive been trying out tons of points for this shell and tonight Nova became a huge frontrunner!
You’re pretty much on the mark with it. It’s easy, the jL makes it so you don’t have to worry about how high you hit them in the air, and it works. If you take the jL out, that combo will do more damage because, as you know, L attacks scale a lot. The only thing you gotta look at when you skip it is to pay attention to how high they are before you start hitting them. jM hits pretty up there, so you’ll have to delay your attack after the initial super jump to put them in the right position. Or is it, not delay? I forget. Either way, you can eyeball it, and if you think your jM isn’t gonna hit, just go ahead and start with jL.
That said, I’d really recommend learning his fly/unfly combo. It does way more damage, still works anywhere on the screen, looks cooler, and you feel cooler doing it. Check the first page for it. Once you get the timing down for it, you’re golden.
If you don’t wanna use a meter, look for a spot in your combo to drop and get a reset. Nova’s air grab range is a lot larger than people think, and because of how he moves, it seems to catch a lotta techs. Of course, resets are like 100% mind games, so know your opponent. And I think Nova Slam (fwd+H) is jump cancelable, so after doing it, you can sneak in a jL into air grab or jMMH, land, jMMH combo. Play around and see what you get.
In the corner, the simplest thing to do is just fall to the ground (or air dash down if you want) and do a jH right before you both touch the ground. That way, you’ll have enough time to land, follow up with a stM, stH, launch into the combo of your choice. That’s from an air throw. Ground throw to the corner, you might as well Nova Slam. That uses up your ground bounce, but it’s alright, you can still work with it. Remember throws scale a lot, so keep the combo hard, heavy, and to the point. Shoot, with the amount of time it takes for them to reach the ground, you might even have time to hard tag to Doom, stomp 'em in the nuts wit dat OTG, and get an unscaled combo that way.
1- Well I think j.MMH xx fly, MMHS isn’t universal. At least I’ve had it whiff on people ocasionally (though I might’ve messed up then), and LMHS works fine enough so I never tried it. is MMHS universal?
2- Go for a reset or simply TAC, nothing really wrong about it.
3- If you groundthrow them, you have to use your groundbounce, not enough time to dash back and do OTG Cent Rush. If you airthrow them in the corner, I recorded a video with what I think is as good as a (solo) combo as you’ll get:
[media=youtube]K9c1nGvre9I[/media]
What I’ve found after recording this is that you don’t seem to need to dash down after the throw but I do it anyway because it looks cool. Anyway, in case you need annotation:
Throw, ADD j.H, st.MH, launcher, j.MMH xx Light Nova Strike, ADD j.H, launcher, j.MMH xx Light Nova Strike, ADD j.H xx Super Nova.
Awesome, thanks for the answers! I’m also tempted to ask if Plasma Beam or Cold Star lead to any creative combo extending as many do, but I can look around and see if that info already exists. Thanks, guys!
Sorry for double post, but didnt want a legit question to get overlooked due to the above “hey thanks guys!”
I went into training to work on the fly unfly combo (by this I mean the one with all the H’s, we’ll call the MMH fly MMHS one ‘the basic one’). Figure if I’m gonna take Nover seriously, the extra 100k or whatever matters. Anyhow, in the corner it’s pretty much easy, to my surprise. But midscreen very often it seems like they get knocked too far away and certain hits will miss, in partic the sjS after the 2nd launch. Assuming fly/unfly is the go-to BNB anywhere on screen, any spacing or timing tips you can recommend to make sure I’m able to land all my stuff midscreen? Seems like for fly/unfly in general, you want to hit the initial sjH sooner as opposed to the basic one, where you want to delay after the super jump before starting. Does delaying a bit help this situation? Or delaying less?
I dunno, but to my surprise, the one with all the H’s actually seems doable(!), just wanna make sure I can pop it anywhere on screen. Thanks!!