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

Since your current combo has L Punches I assume you’re talking about corner, in which case this is the one I’ve been doing:

Up: ADD :qcb::l: :h: fly :l::h: :qcb::l: ADD :l::h: Glitch Unfly :h:; [Jump Up, :l::h: fly:l::h::qcb::l: ADD :l::h: Glitch Unfly :h:] x repeat
Side: ADDF :qcb::l: :h: fly :l::h: :qcb::l: ADD :l::h: Glitch Unfly :h:; [Jump Up, :l::h:fly :l::h::qcb::l: ADD :l::h: Glitch Unfly :h:] x repeat
Down: :qcb::l: :h: fly :l::h: :qcb::l: ADD :l::h: Glitch Unfly :h:; [Jump Up, :l::h: fly :l::h::qcb::l: ADD :l::h: Glitch Unfly :h:] x repeat

You have to get used to the timing of the dash down, but once you get it down, the only time you should ever be dropping it is if you accidentally don’t hit S and H at the same time (which I do quite often, but I’m terrible)

This actually happens to me a lot too, and even when I check my inputs and SH are vertically stacked HRP H still comes out sometimes. I assume it’s the same issue behind when I get buttergun instead of ADDF with Doom, just plinking on accident. Not sure how to curb that :confused:

how do i setup the double super?

from memory, it was j.H, Grav Pulse M, then Pasta wait bubble

but it seems really tight, how do i do it?

I don’t know if anyone is interested but my corner up tac infinite is :.

As soon as possible airdash forward and both characters will start falling at the same time. Then at midscreen (falling) j.H , Fly, j.L , j. H , Rocket punch L, ADD , j.L , j.H , glitch unfly H . [ Jump Up, etc etc] .

You have to do a combo that puts them above your head before a relaunch…the best way to do it is to do the fly-unfly loops but do the inputs as fast as you can without whiffing the j.H’s (usually you would delay them a bit so they can be parallel with Nova’s body when they land) and when you land do S and immediately when you jump, j.H xx M Pulse…you will know that you can do the link when they pop up in the air before landing on the Grav Blaster…if they’re getting hit immediately when you cancel to the super you can’t do it. The best way to practice it is to do j.H after the blaster then cancel to super…then you can start tryna learn it without the j.H

Guys, I never realized you can raw tag characters like this with Nova. Great find by our Japanese brother.

[media=youtube]O3zpz0kg_wI[/media]

Let’s try and figure out who else you can maybe raw tag? Taskmaster?

AFAIK, Impact Palm is 6F and it looks like he barely gets it to connect…So anyone with a 6F Heavy normal should possibly get a full combo off of it.

I wonder if Doom can get something off it with like a st :l: confirm into corner combo.

Hopping in the lab. I wouldn’t bet on it because Doom’s hard tag range is weird.

I love the title of the video. “Without Spencer”

:frowning:
I was hoping for a raw tag situation for both air and ground throws

Marv: going by your 6-frame H rule, this might be limited to Strange. I tried the following with Doom to no avail:

s.L, S
s.L, Hard Kick
s.L, c.M, Hard Kick
c.L, c.M, Hard Kick

Nothing works… Doom’s s.L is 6 frames, c.L is 5, so they hit, but hitstun keeps the rest from comboing. Even Magneto’s 5 frame s.L into launcher won’t work.
I just realized the problem is that Impact Palm forces a soft knockdown while no other normal that fast does that… :\ Trying to find someone with a 6-frame-or-faster launcher since that also causes a special state.

Oh yeah, that’s right. It’s not a soft knock down, but the hitstun on it is fixed so of course he can get a combo. It’s how Faltine loops work to begin with. Is Taskmaster’s Shield Skills hit stun fixed? He might be able to do something with it.

Right, it’s why I mentioned it needing to be a heavy normal. It might just be limited to Strange. Try typical raw tag characters like Vergil. St.M might actually work.

I’m not sure if it’s just heavy normals, but it doesn’t matter since there apparently are none that are faster than 8 frames. My rule is:
Must be 6 frames or faster and must cause special state like knockdown (or crumple which is essentially a knockdown vs. airborne characters, see: Impact Palm) or launch.
Here’s what I have so far:
Deadpool’s S (5 frames)
Taskmaster’s Charging Star (6 frames, knockdown)
Spencer’s Armor Piercer (3 frames up close, wall bounce) (this is obviously terrible lol)
Doom’s level 3 (4 frames, cinematic) (can’t leave Victor out!)

The good news is that this doesn’t have to be done off of a throw like in the video. I did all of these using a standard ABC combo finishing with Nova Strike M.

Even if you have the right normal you also have to factor in tag in animation. They’re not all the same hitbox or recovery.

But you can always alter the combo so that they at least hit. Adjusting the delay on the air combo before Nova Strike M makes any of them work, but Deadpool’s is apt to whiff more than others. At any rate I think these are the only characters besides Strange that even have fast enough special state moves to get a significant combo.

nothing with frank for that new tech?

He doesn’t have any moves that fit the 6-frame/special state criteria.

Here’s proof of concept for the 4 characters I mentioned earlier (I don’t play any of them but Doom so pardon the lack of decent combos):
Deadpool
Taskmaster
Spencer
Doom

How fast is hard kick?

8 frames. Doom’s Time is the fastest move Doom has, period.

edit: Whoops, forgot about snap backs, which are all 2 frames. So as long as there’s only one enemy character left, and you’re willing to burn X-Factor (at least to combo in most cases), anyone can do this. Yep.

I’m a Cap player, so I decided to give Charging Star a shot since it’s a 5 frame startup with a knockdown. Just tested it and it works, but it seems like all you could get out of it would be Charging Star into Super (both Hyper Charging Star and Final Justice work). I’m starting to think this is probably only practical as a Flame Loop setup :frowning: