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

Very cool! What Sottle said sounds pretty optimized for building a bar without a ground bounce.

The first and the second-to-last combo should be your go-tos for Nova/Frank; they’re the most universal. The first will always build a bar on a slide + shopping cart confirm without the need of your other assist, and only needs a third or a bar or so pre confirm to do the second combo and get your bar to let Frank do followups.

I actually didn’t know about that combo, cheers. It’s pretty hard to keep Survival Tools from connecting at the end with the H, though, so it’s a little less than a bar under certain conditions (I couldn’t do it with the H, but my execution’s pretty sloppy right now).

Imma keep messing with it to see if there’s something I can figure out that’s more all-purpose (as in farther than midscreen as well). Am I right that you can’t continue off that sj.MMH Rocket Punch L unless it pushes to the corner? I’m definitely gonna work that in midscreen and closer though cause it’s nice and simple and does solid damage with the DHC. Thanks man!

Yeah I use those combos constantly, and I agree that they’re solid. I wouldn’t stop using the latter (ripped that idea from your youtube monologue btw lol) because 1) its damage doesn’t need improvement 2) it’s ridiculously easy for how good it is 3) Frank builds more meter than Nova and I want him in there right away.

My problem is really with the first one. Obviously the Frank followup can build some meter, but if I confirm off shopping cart (and can’t use Nova), I’m more or less guaranteed not to build a bar for another hyper. Clearly that’s not a huge deal and with Jam Session or Nova getting me the two pictures I can control my spacing well enough. Still, it’s worth putting a little more thought into that aspect of my game plan. Coupling lvl 5 with a ToD would do a lot to streamline the team. No reason not to experiment.

Slide + Frank, MHS Air MMH Flight LMHS OTG S Air H always builds a bar. that’s personally the only way I use shopping cart (I don’t box jump with it) because max range slide is amazing and it’s free setup/pressure time afterwards even if it’s blocked (which isn’t the case if you box jump + cart). Can also dash and instant overhead/dash tic throw while calling cart from the same range so you can mixup with it both pre and post cart

Yeah I use that frequently as well and it’s great for getting the meter to DHC. What I meant was, if I confirm off shopping cart, there’s there’s very little chance 2 snapshots and Jam Session is going to build enough meter to push me to a third bar during the followup. Actually, if it did, I would have already missed the opportunity to hyper during the first superjump series and get a decent followup combo. Since shopping cart scales so hard that’s exactly the situation I’d like to be able to decide between lvl 4 + FFC reset or lvl 5 + Survival Tools. I personally might not exercise the lvl 4 option much, but in certain situations vs. problem characters that I really want to get rid, of 3rd bar might be really useful.

Can’t win 'em all you know? the goal of any Frank team is chainsaws first, the rest later. Not to mention having them at frame disadvantage in the corner while you have chainsaws is pretty ideal. If you’re playing Frank/a Frank team correctly you should win the strong majority of your matches once you get first touch, regardless of whether you killed the point char or not.

Apologies for the frank derailment on nova thread btw. BUT I should have a video on Frank guardbreak and a “why you should use Grav H more” Nova video in a few days once I get it uploaded to YT. Hope that compensates :wink:

Kind of random but I think tri jump L with Nova is under utilized…I been messing with Doom and Magneto in the lab so when I went back to Nova, I did tri jumps by accident outta force-of-habit but I realized his tj.L is pretty decent…it’s deceiving because most people may just think you’re tri jumping to get in and then the L comes in mad late…not as effective as his instant overhead but definitely something I think people should mess with some more…

^
I can attest to that. If you’re opponent is scared shitless of you, you can use this, it’s pretty shifty stuff
Actually, is there any use of tridashing in neutral game? I’d like to mix up the two for a surprise attack

Easier to cross up with tridash L than doing the momentum cancel IAD L too.

Slippaz, if you’re delaying before the super jump, the whole combo should be high enough off the ground that Frank whiffs (higher than a Cent H xx Super which also whiffs), and yeah it only works in corner (or at least if the rocket punch pushes to corner).

i need to stop being lazy and get to recording stuff. just learned a midscreen/corner combo with nova that some of you may like.

cr.L, cr.B, H w/nemmy assist y, S, TK dp.L, H, S, j.H, qcb.S, j.H, j.S, f.H, spencer assist y, qcf.H, dp.Hyper, dp.Hyper.

needs one meter to start and builds the second one.

does 1 million damage…hooray i guess!

impractically building on and combing my two combo posts from above ive come up with this in the corner…

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

1,100,000 for no red life at all.

aside from the impractical beginning of this corner combo just starting with j.:h:, :m:, :h:, :a1:… the combo still does a nice bit of damage hittting 1,086,000.

its nice to start seeing red life as just a bonus when i have any (preferably <10%,) because after a powered pulse i can continue with :dp::m:, :dp::l:, :dp::atk::atk: and output even more damage. with the weaker starter above i was able to match the damage of the impractical starter and from a cr.:l: starter 1,065,000!

just remember that this is having at least one meter before landing any hit and mashing like hell!!!

EDIT

got some stuff mixed up everything should make sense now.

Sooo Nova Corps…after seeing the Magneto forums, I think we need to make a thread with some of the basic to advanced Nova BnB’s…kind of like a combo encyclopedia. Not to create another thread like this one but more-so specifically for “here is how most of/all of you combos will start”. ONLY REASON I think we should do this is because yeah we can do it now and post it here but in the future, it will be hard to find.

Well, we can ask the OP to edit the combos
But I haven’t seen him in aaaaaaaaaaaaaaaaaages

Okay so Nova corps…my verdict is: If you can do H Loop consistently and you’re in the corner, you have no reason not to do my double loop to optimize your combos practically. The only thing you have to do is delay your super jump after the initial S and when you’re in the air, don’t delay the input for the 3rd H. In case you’re lost:

Normal Fly Unfly looks like:
hit confirm S super jump j.H fly j.H unfly j.H land (whatever you do when you land). But I have noticed that in order to be able to land a s.H or S when you land, the H’s have to be delayed slightly to allow Nova to hit the ground first. So in actuality, it’s like: treat the dots as the super jump/fly/unfly
S…H…H…H

To get the new loop, it should look like:
S…H…H…H normal jump H…H…H land notice the extra dot. You want the last H to land ON TOP of the characters head…idky but from my observation, this makes a difference. Basically, the rhythm for your H’s should be consistent. Unlike the original variation where you have to break rhythm on the end to land first. I think I found this so easy because of my recent Magneto practice.

**Final summation: **Once you spend a few minutes in the lab, there is really no reason not to go for the double loop if you’re in the corner. It is FREE. Just 2 minor timing adjustments which don’t even harm your muscle memory or anything.

how much damage are we tacking on?

I’ve been trying to utilize extra neutral jump H loops for a while with Cold Star for extra damage, but it ends up not tacking on that much. Maybe I’m not trying hard enough lol.

Damn I just turned off my 360 lol…but I think it depends on what kind of combo you’re doing when you land though. But last time I checked, it bumps Nova’s solo BnB with 1 meter from like 800k to 820k. I’ll see what I can do later.

full scaling j.:h: only does about 1,400 maybe even less but im pretty sure thats right.

1,400 x 3 = 4,200 tops but thats at full scaling and obviously someone would land this much earlier in a combo.

i took these numbers from one of my combos where scaling would be nearly if not already capped and added a single j.:h:.

combo damage was 941k even…with the added j.:h: combo did 942,400

In terms of damage, depending on who you are/what you play, the difference may not be significant. I get like…50k more before my crumple in to Spencer with the new version compared to the old one. Toy around with it and see if it is worth the extra effort with your extensions/assists. I’m loving it because it’s the best practical damage I can get before a crumple without using my ground bounce too soon. Like I said, just mess with it and see if it’s worth it for you.

So does anyone have any side switches for Nova? The only one I really know (not something I’ve had a use for in the past) is the non-corner s.S (immediate) sj.H Rocket Punch L (cross up) sj.LH (fly), etc. that Moons posted in a video a while back. I’m trying to figure out ways to prevent the opponent from getting corner carried (weird I know :P) during long combos.

This is part of my ongoing (Frank-related) project to find a Nova combo that builds a bar, doesn’t use assists or a ground bounce, and works from any screen position. So easy in the corner, but so hard full screen :confused: If anyone has ideas I’d love to hear them!