Nova Question And Answer Thread

What Blue Lightning said. I only do H loop midscreen if I am right on top of him when I start my combo. If I am hitting them with 2M or with 5M at half to full reach of the attack, then I don’t even think about it.

I have some troubles, um how do you do the Nova TAC combo where Nova does his Gravimetric Blaster repeatedly then TAC’s to another character?

So I was in the lab dicking around with ol’ Rider, and seeing how he paired up with Strider assist and the ability to OTG from fuck everywhere.

So then I noticed that because of how slowly you can chain Nova’s magic series, you can do:
A,B,C, ASSIST (Strider), S, and then jump cancel a special move after and continue the combo as Strider brought them down.

So then I tried doing a jc.Energy Javelin. The Javelin will OTG and cause a ground bounce after the Strider assist hits, even after they’ve stopped bouncing on the ground. Too late and it forces tech roll, but it’s a very easy little link.

So now I have a combo, assuming Strider is A2:

:l:,:m:,:h:,:a2:,:s:, jc.:atk:+:s:, :qcb::h:, :m:,:h:,:s:, j.:h:, j.:qcb::l:, :dp::atk::atk: = 736,300 mashed.

With a good DHC that’s almost a dead character. Almost. Maybe.
Now I just need to figure out who else I want to put on this team: Nova/xxx/Strider
Taskmaster, Vergil, and Wesker are pretty good candidates at the moment.

Speaking of Hiryu, is Nova still effective with Vajra as his only assist?

Vajra is amazing, but I’d still recommend a full screen horizontal assist. Arrows, Weasel Shot, Plasma Beam, Bolts, etc.

After watching Nova in Seasons Beatings, would you recommend moving around with aerial rocket punches?

NOOO! please don’t. Just move normally. Learn how to tri dash and abuse box dash H. Also learn how to use his crouch M

The only time I really use Rocket Punch outside of combos is to snipe an assist, to cancel into speed tackle super, and to escape the corner. Outside of that, it’s unsafe, but it does add a layer to his movement.

Super Jump Heavy Human Rocket Punch is a decent way to get away from the corner but it can be punished so careful how you do it

Actually all three rocket punches and Centurion L/M are considered slides, so their frame advantage/disadvantage are based on the spacing. It’s hard to say exactly what the frame situation is when you properly space them, but it’s at least -3 or better (Rocket Raccoon/Firebrand can’t punish with a 4 frame C.L). For example if you pretty much perfectly space a Centurion M (both in terms of distance and so that they don’t get pushed too far away), you can link a c.L on hit and combo off it, whereas if you do one point blank it’s -3 on hit.

Hmm. Wow, I didn’t know you can link a c.L on hit. Come to think of it, I think I’ve done it before, though I thought it was like a counter hit setup or so. Interesting. Also, you’re definitely right about the Nova tackle. Tayson loves to do it from full screen and even though it’s supposedly -16 or w/e, you can’t really punish it.

what I hate the most when playing against another nova online is random FULLSCREEN heavy human rocket punch. I mean it’s still unsafe (I believe) but god is it annoying

The short answer is “properly spaced, it’s safe against everything except throws and xfc cancels.” How safe is more difficult to answer. The guide has it as 20 active, 16 recovery on the ground, and -13 on block. The problem is it doesn’t tell you what frame it’s assuming the punch hits on, nor the amount of hitstun it has. If the data is assuming first frame contact, that’d make it 22 frames of guardstun. If that were the case, if you connected on the last possible frame, you’d be +6. You can test it in training mode, but you have to have a pretty reliable way to space it so you’re hitting on the frame you want, then have another person/recorded AI to try to poke after that and first see if you can block (safe but potentially at disadvantage) and then out poke (safe an at advantage). There’s a lot of variables that can screw up your results though if you mistime/misplace something.

Can someone please help me figure out how in gods name does this dude cause a hard knockdown after nova’s ball super? i keep getting a soft knockdown that recovers up in the air before modok can OTG. THANKS [media=youtube]pnEUcabFrlQ[/media]

AFAIK, the last hit causes a SKD while the hits before that cause a HKD so you need to DHC fast to get the HKD.

Has anyone messed with box dash H cancelled into Pulse? It’s kinda weird and goofy, but i’m toying with it and it seems like a useful tool.

I do that a lot but with a backwards box dash to give myself some breathing room.

Does Nova have a TAC reset like Magneto’s? I feel like he should…

after a launcher, j.L > j.H xx qcb.L, ADD, convert however you wish. I’m pretty sure j.L > j.H is how the frametrap works but if I’m wrong, someone come correct me

question: how do you combo off of nova’s high speed tackle super? I know how to do mostly everything else with him, but this has always been a problem for me. is the link just really tight? it has to be standing or grounded opponents you hit right? and do you use only 2 directions (say right then down) or do you use three somehow to cancel it faster>