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

Here’s another video I just made. In regards to Centurion Rushes and why you should use assists that let you abuse them.
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Something I didn’t show here, but that’s equally important is using his Gravimetric Pulse H’s to also combat advancing guard. For some reason you don’t get pushed back as far if you cancel into them with the added bonus of having a Pulse set up in front of their face.

>_< lmao

Yuppp!! I been abusing this tech with Taskmaster arrows…Fanatiq did a video explaining it…basically, when you do a move with fwd momentum while they pushblock, it negates the pushblock.

Some tech for you to lab with…in the corner, you can do this combo but after the Javelin, you can do Human Rocket fwd then down and when the javelin ground bounces, you can do H xx super nova…2 supers, no DHC 861,300 no red health used.

Hey remember When I made that post last week about redlife combos and everyone said I was basically an idiot. Yeah me too.

Thanks alot for your contribution though, I knew there were redlife combos that deal a good amount of damage, we just needed someone to look into it. Also Thnx for using one of my assists :3

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Pulses in an opponent’s face in a non-assist blockstring you have to be careful with though; there’s a 8ish frame gap or so (I forget exactly, but I know it’s bigger than most c.Ls. Could go as high as the low teens honestly) and a bunch of characters have disjointed/low profile normals to punish you when you’re that close by hitting you under the pulse. Red health VS non-red health also makes a significant difference in who can and cannot punish. IMO the key is to do it on characters whose c.L can’t stuff it (since that’ll be people’s first instincts). Particulars to avoid are Dante (disjointed gun c l), Vergil (disjointed sword c l), dormammu (projectile nullifying normals) and Magneto (once he learns to do disjointed c.M). Some like X-23 and Iron man have great low profiles to go underneath it, but they’re Ms and Hs and unlikely to do so.

I didn’t say you were an idiot, I said that red life as a footsie/control tool is more valuable than combo extending/damage. And I still stand by that.

No one said you were an idiot, people said that red life combos were already out there, that red life combos are situational, and that there are better uses of red life. All of which is true

Well, this is for when they pushblock. You can react to a pushblock with a pulse and it’s very hard for them to punish. Certain characters can, but it’s very hard.

I think if you have a little red life, something that gives you lvl 2 Grav Pulse, it might be worth using to extend damage. Using lvl 2 Grav Pulse can extend your damage by like 50K. Pretty nice I think especially if it’s just chip damage that you have.

Yeah I agree. There’s nothing wrong with blowing literally 1hp of red damage on an extra 50k for a combo.

One of my favorite things to do with level 3 Grav Pulse M is anti-air from full screen. This is really, really good against Zero and other characters that like to try and come down on you from that range. Back dashing or kara’ing 2M into it helps with your spacing quite a bit. (It also looks cool as fuck lol)

I’d still save it, unless i know 100% i need it to get a kill that i can’t get otherwise (i’d rather spend another meter), i’m too paranoid to run the risk of not having a Lv.2 shield or something when i need it in the next neutral exchange. But yeah, situationally useful

I learned how to backwards wave dash on pad…combos should be getting fun now

EDIT: damage is w/e but it was just to look cute anyway.
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Another team combo With Nova/Ammy and skrull assist
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I’ve been looking at super jump height confirms namely for resets.
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I don’t think it’s possible to get much better midscreen. I think I’ve found two possible versions of the last one though. Need to test it further.

Also I’ve uploaded an optimized Nova Slam confirm, and the minimum range needed to confirm off of Cent Rush L in the corner.
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Very, VERY nice stuff sir. Gave me something to practice. THANK YOU!

its not entirely pointless to follow up :dp::l: with a :h:. if you have sufficient meter youll do more damage in the end but its up to the player i guess.

for a real not that it matters nova quip if youre in level 3 x-factor from a throw (anywhere on screen) you can do - throw, :dp::l:, :h:, :dp::l:, :h:, into whatever. just the same its not really needed i guess but its there!

On the throw subject, after a corner airthrow at that awkward range where the falling Jump H will whiff but you’re seemingly too close to do DP+L, you can always backdash into DP+L

In short, there’s never any reason to use f+H on an airthrow, seems obvious but i still see too many people doing it.

yup…actually, for people that know they don’t have much off of a corner air throw, they can air dash down back , dash back, and L Rush

Actually I said it was pointless to follow up with c.H. However I did some testing with the s.MH and s.H follow ups. I used the j.MH fly j.MHS and j.MMHS launch combos, and from my results, the s.MH follow up did a tiny bit more damage pre-meter for both. After using a bar, no mashing, the first combo both end up dealing the same damage. Meanwhile for the second one, the s.MH follow up was dealing the same as H or did 1k more, depending on how j.S hit.

my bad i read that as :h:, my execution is terrible anyway so my combos are very limited!

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