When I’m in practice mode it works just fine. I even set the cpu to forward tech to make sure
There are many instances when I’m playing online and the opponent is able to roll forward after the javelin hits.
1.My ground bounce WAS used(obviously because I had to do 6H xx Spencer)
2. I tested throwing the javelin slightly late and also as soon as possible
3. I backdashed to make sure Nova didn’t “squeeze” him out the corner
These are the only problems I could think of that would cause a problem
This was against Frank West and Ryu btw…
Just wondering what would cause them to roll forward
Nova’s incoming game is actually pretty sick, with your team you can try stuff like:
Call Ammy, Centurion H for 50/50 crossup into launch
Call Ammy, Cr.M for crossup
Throw Javelin to force block, Jump M, H to force block more, call Ammy to force block more, 50/50 once they touch the ground.
As above, but with Grav Pulse H to force block.
Grave Pulse H right on their incoming position, Air Throw (Grav Pulse makes them block immediately and removes the can’t be thrown factor)
As a hitconfirm, cr.A, st.B, st.C is fine if you’re not confident in quick hitconfirms. I think stand H is -4 or so, so you’re not going to getting punished for it really, especially if you’re backing up with assists. Just make sure that if you’re approaching a character on the ground, the first button you press is cr.A (st.A whiffs on most crouchers) and if they’re in the air, make sure the first button is st.A or st.B as they offer the highest chance of conversion of an air H against someone around normal jump height. Flight cancelling is an option, but only really to create some space to come in again, Nova’s flight is a little slow to activate for mixups etc. There are some ground to flight, back to ground, to launcher combos, but they’re unnecessarily difficult in comparison to regular hit confirms.
If you have Lv.5 Frank on point with Nova assist, there’s very little reason to try and TAC. My team does a million for 1 bar, and your team with Ammy assist added in probably does more. The only reason i can see it being worthwhile is if you start a combo with Frank with literally 0 meter.
Even if you do it’s not worth it lol. Standard level 4-5 combos for Frank should build you 2 bars (or get really really close) if they’re somewhat optimized. Frank rarely has problems building enough meter to kill on a touch, and even if he’s short on bar the characters that’d cause that problem can usually be inescapably Funny Face Crushder’d, which you only need a bar for that you’ll easily build (out of the over 1 mil health character, offhand I think the only exception is Thor).
AWESOME. I’m still new with the character (I was literally 3 hours old with Nova when I made my last post), so this is an excellent array of incoming setups. I specifically like the third, because having them block a lockdown assist on the ground for free on incoming keeps them still for that terrifying neutral jump dash down mixup. Better yet, that mixup is something I can actually do with Nova, so there’s that. The others look fun too.
Now that I’m more comfortable with his moves, I am more confortable with his hitconfirms, but still a helpful reference. I’ve noticed that cr.L and M whiff sometimes when I connect an air heavy on jumpers. I’ve just been trying to time it extremely specifically, but switching to standing for that sounds like it works better. And yeah, I tried to make up flight cancel back to ground and launcher combos on my own, and they’re sort-of clunky and awkward, and wuld definitely be advancing guarded before the mixup element happens. They just looks swaggy I guess. I should still look up some of those in combo videos.
Yeah, Frank does too much damage on that team. With ammy assist the jumping tools H has no ground bounce (well, technically with almost all assists, I’ve seen it done with drones on Gimr’s team), so even at level 4, my BnB’s build way too much meter and hit near-900k, and if I actually do my training mode maximized damage stuff, I can reach 1 million at level 4. Power of the Nova force finishes who ever needs finishing. Really, I just wanted an excuse to learn and perform swag
Yet another fly/unfly BNB question (gosh!)… but after the first S, do you want to delay the first H until they’re really high or do you want to hit them as soon as you can? (Sorry if the answer to this question is already right here somewhere…)
Yeah pretty much, as soon you hear “crossover assist” prepare for Strider to do his kick and H beats him CLEAN if you time it right.
It can’t be too soon(whiff and get hit) or too late(trade or get stuffed)… It takes practice but if you practice this in training mode, your success rate should be 70-80% on it.
It’s really useful against those people who use Strider as a long distance, keep away assist.
Well, I haven’t seen this on the thread, but I’ve seen a few tourney guys utilize Nova strike in the air as a mobility tool. What are the frames on that stuff, and what cheesy approaches have people figured out with it?
Ah, what I saw was Vato (and Vato is a bit crazy, so I’m skeptical), nova striking at regular jump height with an assist, crossing them up with the assist, then dashing back the way he came, crossing up again and landing with an air H. I thought it looked cool, but risky, and I was curious on the recovery of the air rocket punches.
Rocky and Danny’s wall bounce assists come out and knock the opponent back in an upward sort of arch, so when they bounce of the wall, they can fall into whatever wall bounce set up you have for your point character. Nova’s comes out close to the ground and pushes them back straight, which makes timing more difficult for your follow ups. That said, a wall bounce is a wall bounce. If you have a character that can capitalize off one, that character should be able to capitalize off them all.
It’s just :d::u::d: :l: really fast. You have to do it fast enough that the game reads the two :d: inputs as the air dash down, even though they’re input either side of the jump.
:d: :u::d::l: obv works and is the preferred method for most players but you also have the option to super jump then immediately plink +:h:,:l:. This way works better for me, I’d say try both and see what works for you.
Sweet, I’d been doing the wrong inputs. This helps. Labbing it until I get it (I have literally wasted the opportunity like 50 times on my sparring buddy, caught him in cold star, and just derpjumped instead of throwing out a foot)