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

Last i checked Nova Elevator can be done anywhere, but is significantly easier in the corner. I generally only do it there.

Nova corner ground throws as mentioned are groundbounce, no exceptions. For an air throw a falling Air H does work, but not necessairly if you’re too close to the ground.

Regarding reset opportunities/non hyper combos, tinker with your assist calls. I imagine something like Nova Slam to otg + Cold Star can easily let you link into something else like Centurion H (the nice thing about Slam is you can call an assist during pretty much all of the active frames, so it lets you alter timing to your liking) or Centurion M.

Thanks! I experimented last night with sjS knockdown, call Cold Star, fwd+H. Hard to time to combo (Cold Star is finicky sometimes), but when it works, DP+M for the ground bounce into whatever is sweet. And Moons just gave me some other Cold Star ideas in the Ammy threads, so could be good times, cant wait to get home!

Mid screen, do H fly, H unfly, H land, jump H, S, fwd H etc…

Still does more damage than the basic fly combo, but there’s no issue with pushback making hits whiff so is way more stable under pressure IMO.

I found something interesting yesterday and I’m not sure if anyone mentioned this yet but:

So I ground throw in the corner, therefore, I have to start with f.H. But for some reason I am able to save a ground bounce if I do f.H+Akuma tatsu assist as the starter.

Throw, f.H+Tatsu (saves ground bounce), S, sj.MHS, f.H (uses ground bounce), S, H, Gravimetric pulse L, Super Nova.

539.7k, 90% meter.

I think I’ve only tried this on viper, not sure yet if it works on anyone else. I also haven’t tried this with air throw into the corner. I’ll do some testing later.

That’s pretty interesting.

Air Throw into the corner doesn’t really matter though since you can pick up with no ground bounce there anyway.

It’s because you’re OTGing them into Akuma’s Tatsu, so the ground bounce doesn’t happen. Good job. Might be worth looking into some other assists. Maybe we could do some Nova Slams into beams and save the ground bounce.

I went back and did some more testing. Apparently this works on everyone else, big or small. Also, it seems this ground bounce conservation can be done outside of a throw as well, as long as I call tatsu just a few frames earlier than my input for the empty overhead (literally plink assist and f.H). The cool thing about it at least is that my overhead attempt is covered by tatsu, so I can throw it out liberally.

In the corner:

(f.H, Akuma tatsu assist plink), S, sj.H, L Rocket Punch, ADDown, sj.H, S, sj.H, sj.S, f.H (ground bounce), S, sj.H, Super Nova

722.5k, 96% meter gain. I really tried to put a Gravimetric pulse L at the end there, but no dice.

Doing this mid screen is really tricky however. I can only confirm off tatsu if I plink dash 3 times quickly and do s.M, s.H, S. Plink dashing is not something I’ve mastered yet, but I figured I’d throw this bit of info in. I’ll post a combo, damage, and meter gain as soon as I can get something solid out of this.

EDIT: I can’t believe I forgot about cr.M lol.

Corner facing out:

(f.H, Akuma tatsu assist plink), dash, cr.M, st.H, S, sj.H, M Rocket Punch (wall bounce), S, f.H (ground bounce), S, sj.H, Super Nova

669k, 85% meter gain. Again couldn’t add a Gravimetric pulse L.

Midscreen:

(f.H, Akuma tatsu assist plink), dash, cr.M, st.H, S, sj.H, L Rocket Punch, sj.MHS, f.H (ground bounce), S, sj.H, Super Nova

687k, 96% meter gain.

I have a question about this combo. Does it work anywhere or mid-screen only
.

Trying to pull the Nova Strike Combo on the first page and every time i dash down it’s too late or the j.H won’t connect. any tips on the timing?

about 2/3rds screen to the corner. If you look carefully you’ll notice he doesn’t hit with the tip of the H, so you could move a tiny bit back and still hit the link. Too close to the corner though and you can’t link the H after the M rocket punch.

Somewhere Midscreen. Wallbounce would make them arch over you if too close to the corner. If full screen, you’ll most likely end up too far away for a proper follow up, depending.

Thanks

Can you or anyone give me tips on this combo. I cant get the ADD Air H. to hit.

I don’t know what “ADD” is, but watch your posts. You have triple posted now, just edit your posts nest time if you have more to say.


EDIT: But whatever you are questioning, I just say it takes the right timing.

Which ADD (Air Dash Down, btw) Heavy are you have problems connecting with? Neither is particularly hard…

After the first rocket punch. When i ADD i land the same time has the practice dummy. Air H doesn’t come out

I am currently learning Nova’s TAC escalator combos but I have some trouble with the combo notation. For example, after an upward TAC, it says:

Nova - j.M j.M j.H xx L Nova Strike, j.L j.H xx Grav Pulse, j.L j.H xx Fly j.M j.H xx L Nova Strike, j.L j.H xx Nova Force, j.L j.H j.S, f.H Assist S xx jcc.Nova Strike H, THC

I just don’t understand what is “NOVA FORCE”?? Do you have any idea?

How do you think of these combos? Nice to gain tons of meter?

Nova force is his hyper combo

Trying to do Moons’ Nova/Ammy combo (2.11.25) but a lot of the time the M Centurion Rush won’t ground bounce, and if it does I can’t connect with the H Centurion Rush. Any ideas?

Medium Centurion Rush always groundbounces and when it does you get a free Heavy Centurion Rush. Can I get a video of the combo in question to know what you’re talking about?