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

From my limited testing so far it seems to lose to pushblock, and taking the camera hit, but you can DHC to Nova on the latter. That’s still pretty good since all other Frank guard breaks train people NOT to pushblock.

I meant to test whether the time works out for you to do the triple jump Apologyman setup into the camera guard break, but i forgot. I feel like it wont work, but if it did that would be awesome, since most people know not to pushblock that setup now.

Someone said in the stream commentary thread that push-block just makes the setup even freer, but I think it definitely requires quick reactions on the Frank’s part to adjust. Anyway I think there should be a full tutorial on this setup coming soon.

Either way it seems like Frank bodies people on incoming especially if they don’t have movement options, so I’m liking Nova/Frank/Ammy a lot right now. I’ll have to test it at sessions on Monday.

When i was testing, pushblock pushed me out of range for the FFC, and there’s no time to dash in response to the pushblock because of camera’s biblical cooldown.

Nova/Frank/Ammy is one of the best momentum teams in the game, but you need a really good Nova to make it work, you’re not going to be getting hits off the strength of an assist alone, you need to work to get the momentum started.

Also random thought, depending on how legit the guardbreak is, Nova/Frank vs Phoenix just became omega-free. First hit, up or down TAC to snapshot + Nova, snap. Guardbreak, dead.

I think if the camera is blocked meaty (which is hard to time) you shouldn’t be pushed that far away. Really not sure, just waiting on that tutorial.

My Nova is probably not strong enough to run the team at a tournament level, but it’ll be good practice without Plasma Beam. We shall c

BTW guys, I got that new avermedia thing. Expect some new content coming out! Probably a Nova/Strider technology video and a Nova incoming setup video.

You’re on the right track. Push guard is the biggest deterrent. I spent a good brunt of time discussing how you both combat it and use it for a mixup. Hopefully it’ll be soon

hey zansam
where can i find a footage of you playing in ufgt9
good shit on coming top 10

It should be in the level up live archives. I haven’t had access to a computer besides myphone yet so I haven’t gotten to watch it myself. Looking forward to all the knowledge I can gleam from it though

I couldn’t find any either, so I came up with my own. They’re not hard to set up, the loop is hard to get consistently but I at least know they work. The xx in here signify plink air dash canceling.

Down: Flight, fly down a little, ADDF j.LH unfly glitch H, (jump j.LMH, fly, LH unfly glitch H) x infinity
Side: Flight, ADD xx ADDF j.LH unfly glitch H, (jump j.LMH, fly, LH unfly glitch H) x infinity
Up: Flight, ADD xx ADDF xx ADD j.LH unfly glitch H, (jump j.LMH, fly, LH unfly glitch H) x infinity

I finally found use for Nova’s plink air dashing yaaaaay

Hopefully this’ll inspire someone.

Wow, I literally just started doing that unfly glitch part after HRP L a few days ago and was just going to post about it. Adds soooo much to throw damage.

after trying to figure out a combo with my team that built a second bar (starting with one,) in the corner to allow me to double hyper ive come up with this…

j.:h:, :h: w/:a1: (nemesis assist y,) :s:, TK :dp::m:, :s:, j.:h:, j.:qcb::l:, j.:h:, (land,) cr.:h: w/:a2: (spencer assist y,) :s:, TK :atk:+:s:, :qcf::atk::atk:, :dp::atk::atk:.

no mashing gets 997k (haha,) but full mashing should get 1mil 62k.

as a side note any previous combo i was trying was at most getting me 1 mil 25k.

not too bad of a bump in damage i think!

EDIT

forgot to state that this was with no red life needed.

Sheesh…mixed with some of the NSS tech I have made, this could do DAMAGE

I was wondering if you guys had any suggestions about this…

I’m trying to come up with a solid midscreen BnB that builds at least 1 bar, doesn’t use any assists, and also doesn’t use my ground bounce or my wall bounce. This is a combo for leveling Frank up, so damage is more or less irrelevant, since saving both assists usually puts me at me around a million damage (depending on the confirm) with a good chance at an FFC reset opportunity after the followup combo.

In the corner it’s pretty easy. I’m currently using (whatever confirm) s.S sj.H (fly) sj.MH (unfly) sj.H L Rocket Punch (falling) sj.H (land) s.MHS sj.MMH Grav Pulse M into hyper. It’s possible that I don’t use that last s.M…I can’t remember atm and just switched from pad to stick a few days ago, so I wasn’t able to replicate it just now :stuck_out_tongue: (My attempt was pretty tragic lol). I just kind of slapped that together to add meter to the standard fly/unfly, so I know it’s not optimized, but IIRC it does ~1.075mil with Frank’s followup.

Anyone have suggestions for something that might be reliable midscreen? It’d be a huge asset to my team to up my kill potential while I’m leveling Frank.

Use the H loops for Nova. Don’t Nova Slam, just go for Cent Rush L to Frank DHC

@Marvelo
I need help doing the H loops after a throw. Is it midscreen only? I tried to do it in the corner but it’s really difficult

I’m aiming to replace all my bnb with H loops now

Do you mean the version with 3 launches (2 reps of fly/unfly)? I haven’t really worked on it, but I wasn’t confident that was really consistent…I was also worried that if I confirmed off something like shopping cart they’d probably drop out. That being said, if that’s what people are using consistently I’ll definitely get to learning it, thanks :slight_smile:

As far as the regular fly/unfly combo goes, it doesn’t build a bar before Nova Slam unless you add hits (which I haven’t figured out how to do midscreen). If I do this combo, it’s not a full bar: cr.Ms.HS sj.H (fly) sj.H (unfly) sj.H (land) s.MHS sj.MMH L Rocket Punch into hyper. It’s ~90% of a meter. Nova’s meter building is pretty bad lol.

who is your third character?

Nova’s meter building is better than most of the cast however.

I don’t go for H loops after throws. Only after clean confirms.

Can’t you just use Nova’s assist to give you another ground bounce anyway? Nova needs his ground bounce to really extend his combos :/.

Yeah you’re right that it’s not gonna ruin things by any means to do it, but it can make a lot of difference for my followup. I’m running Nova/Frank/Dante, so if I have the ground bounce intact I can call Dante for a single picture and follow up with s.S sj.S (falling) j.Tools H to continue the combo even at really high HSD.

Basically the enders in these combos (sorry for doubling all of them lol):

My response got unnecessarily long, so condensed version:
1)If I can’t do more than a sj.S in the air, I’m not gonna be able to land and call Nova; I really have to have the ground bounce intact for the extension to work. If I can do more than sj.S I didn’t need it anyway.
2)If I confirm off shopping cart I won’t be able to call Nova, so that’s another problem. I would still be able to do the relaunch into (falling) j.Tools H.
3)If I can follow up with a Frank relaunch (instead of Nova to Tools M), that followup combo guarantees me a bar and the added ~176k it brings (or something like ~260k with a reset…whatever FFC’s un-“mashed” [rotated?] damage is).
4) Always being able to kill or finish in a hyper gives me more control because they aren’t teching while I’m in snapshot recovery frames.

Anyway I figured I’d post that stuff since there’s a lot of Nova/Frank going around here and people with other assists might find it useful to think about. I’m gonna do some work–maybe on adding a little input nullification stuff in various places to see if I can make a bar. It’ll motivate me to up my newfound arcade stick game :stuck_out_tongue: Def let me know if you have any thoughts. It’s definitely not crucial (let alone game breaking), but it’d be a pretty useful Tool.

J.H LMH S (delay) SJ.MMH xx Rocket Punch L, dash down H, (land) S, j.MMH xx Rocket Punch L, Dash Down H xx Super builds about 1.1 - 1.2 if i remember rightly.