3 questions, the 3rd of which is kinda off topic, but figured rather than scatter shit across threads I’d just be up front about it and fire away lol If anyone is truly offended I’ll re-post it in the team building thread. But it’s relevant to the combo questions too…
What is a good sequence for a normal jump height air-to-air hit confirm? I’m thinking just jHS, but that seems like death if they’re blocking. And if jHS is the best bet, any good air to air pressure tools/block strings that leave nova safe and, dare I ask, at frame adv?
What are some of the Nova-with-drones extension motifs you guys like? I figured a few out, like after a jS, call drones, fwd+H, then juggle with jH xx power of the nova force. But Im not sure if that really adds any extra damage. Maybe it’s just better to not extend with drones and have them ready post-combo for instant pressure/reset? (ps. I will watch infrit for ideas, but don’t have Spencer so his combo tree branches grow differently from mine)
I’d been looking for a good 3rd for a drones-Magneto team and was pleasantly surprised to find Nova fit the bill for me really well, at least for a very clear 2-points 1-assist strategy. But this leaves me in a rare position for me where Im not really sure who should be first and 2nd. On the one hand, Magneto is the better battery while Nova loves stocked meter (and Shockwave DHC xx Human Rocket seems like a fun way to tag in. Not to mention ending combos with Tempest DHC xx PotNF.
BUT, on the other hand, Nova is a great starting point as well, gets a beam to play with, and also can DHC PotNF into Tempest, though seems you have to cut the hyper short to get the hard knockdown to work. Also, much as I love Nova and feel strong w/ him, I feel like with 2 chars left, drones-Mag may be a bit more reliable than drones-Nova.
Please tell me if any of these thoughts are way off base, as this team could work wonders once the proper game plan is designed and in place. Thanks!
lol, that’s what i thought it was but i wasn’t sure. How do you get the javalin to connect? do you have to super jump cancel the S and then do javelin?
At normal jump height, hitting a Jump H actually causes enough hitstun that you can land and juggle with St.A into whatever, but you can also do stuff like H xx Fly, M,H xx Unfly which is extremely safe. Generally your priority is getting throws in that air to air situation though, you just need to decide on something to buffer inside the H that will let you convert damage if the H comes out and hits them. So buffering an option select Fly into your airthrow attempts is a pretty good idea.
The classic drones extension is regular air combo into diving S, then mash f+H and drones at the same time, wait for two drones to hit, Centurion Arts M, Centurion Arts H, Jump Cancel, H xx Super. There’s other stuff to convert air to air hits and such, and extended ground series you can get if you hit them in very specific situations but those are not really things that can be explained in text. Experiment with it yourself, try and find all the damage you can off hitting a crossup airdash H with drones coming from the original side for example.
Nova on point seems better to me, Nova will benefit from the instant beam coverage, Mags from a ground bounce not so much. Does Nova Force DHC to Tempest not work? If not you should probably do Grav Blaster into Tempest as your ender of choice unless your throwing away huge amounts of red health, 90% of the time Nova combos end in the corner and DHC to Shockwave does next to nothing in the corner.
Sottle, thanks man! You always come through with great stuff. Any footage of your play online? Would love to see your nova in action! You know what’s weird? I figured out that sent extension (as well as another I got from watching infrit that allows for two PotNF supers), and it seems like after the fwd+H + drone call, they actually flip out before the drones reach them in the left corner! You find this too? Its like, I figure “I must be doing something wrong,” but fwd+H+A2 seems pretty straight forward with little room for error. -shrug- who knows, ill mess with it.
Another question… both from an air dash H or trijump (straight down) jL, which normal do you tend to press next upon landing to continue to combo? Reason I. Ask is once in awhile ill be playing, and ill hit with a box jumped jH, land, and then the combo will drop before the next hit! Sometimes I do sM, sometimes a (quickly cancelled) cM, and sometimes cL. This doesn’t happen always, but even once in a while is extremely annoying because when you land the jH, you want the damage you deserve! Lol so long story short, after you land box jump jH and land, what sequence do you use to get to launch?
Ok, since you field these questions so well, ill ask the other one that bugs me: in what situation(s) might you go for the trijump down jL? Not the obvious “when they’re locked down and I’m close,” because I feel like novas main ways to approach involve active button presses (j*, cM, etc). So even if they block it feels like it takes a lot of time do recover, jump, and dash down. Though I am new to drones-nova, so that may end up rendering this moot. But I figured id ask how you like to set this attack up typically. Thanks!
I’d like to put this here video I found with Nova using Drones as a combo extension; the only problem is that it does not use the optimal BnB (fly-unfly). I wonder if using the fly-unfly alter the chances of this combo actually connecting?
Here’s the vid by the way:
[media=youtube]PPcO2Nu-1OE[/media]
Credit goes to YouTube user nsinfamous.
Also, I’m curious as to when is it the perfect time to call Drones in a combo as Nova lands with the opponent with j. :s:? I can’t quite seem to get the timing, but it appears that I have to press :a2: or :a1: (whichever is Sentinel) as your landing from the air combo? Is it a timing issue calling the Drones before doing Centurion Rush :l:, because I’ve seen Infrit do Centurion Rush :l:, , and :h: in one combo to do from what appears is in the low to mid 800,000 in damage.
Hmm interesting tech. Very pretty to look at lmaoo. It should work matter what because in the end it’s all special moves. If u saw my video i posted earlier with my NSS tech (team Infrit) I did ALOT MORE with all the same moves and nooo drops.
There’s a quick wavedash to get back in range for the second rep. Personally, I go for a st. H instead of a cr. H, feels like it gives a bit more lenience.
Also, didn’t see it posted, but in case you do connect with a raw F+H…
f+H, s. HS, j.H xx fly, j.H xx M Nova Strike, j. HS, L Centurion Rush xx Super Nova=694K.
I’m probably blind but I was looking for Nova’s elevator loop tech and I didn’t see it on the front page. I haven’t been able to find any reliable sources unless, again, I’m just unaware of where to find it or I’m just looking the wrong places.
So I was playing at the option-select stream tonight if you guys wanna check it out. I played various Nova teams throughout the night including Nova/Taskmaster/Dante, Nova/Frank/RR, and Nova/Dante/Strider.
My favorite set was vs Ryan Hunter which was from 1:24:00 or so and the second set with Green Ace around 1:46. I played a bunch of other players as well. I had a pretty long streak going heh.
Anyway, check it out and let me know what you guys think.
Watched all your Nova/Frank/RR matches (and a few of your others, but Strider/Dante are characters I’m not nearly as knowledgeable on). You’re on the right track for the team (and gave me an idea or two of my own), but there’s plenty of room for improvement (don’t get me wrong though, it’s looking quite good especially how little you’ve been playing it). I can either give you an abridged version of what I saw or a PM with a more lengthy analysis if you prefer.
Either way, I’m hella jealous of your Nova. I play him a bit differently, but yours is clearly better than mine. Which is a very good thing, because as you play better and better opponents having a stronger Nova becomes that much more important for the team.
Hahaha, Thanks man. Yeah, the Nova/Frank/RR is just for fun for the most part. I think it’s the most fun Nova team. My Frank and RR are still pretty ass and there were a few times where I didn’t build sufficient meter to DHC to Frank or the DHC just didn’t come out. There’s always room for improvement of course!
there’s a couple of spots where you could have squeezed a bit more meter gain out that would’ve made the difference. Nova combos have to be re-prioritized to level Frank, but the payoff is usually there. One of the bigger suggestions i can make it knowing when’s a good time to shuffle the team order; I personally have a lot better success putting RR on point and Nova into anchor midway/near the end of a game when possible. Nova’s a far better anchor, and RR becomes a lot more viable with shopping cart and centurion M backing him up.
I usually end it with either st.H or cr.H, preferably cr.H since it’s -3 as opposed to -4 though it’s not that big of a difference. If you have good reactions, end your string with st.M (if you began the string with j.H you have enough time to react and never press the heavy button). Don’t worry about doing much else, pretty much everyone out there will pushblock you anyway so end it there and you’re usually safe. Just don’t EVER finish your strings with a launcher and you’ll be fine.