The Nova stealing beam durability thing. Is that still in after the patch? What counts as a beam hyper? Can it be done on reaction to the hyper flash from the opponent?
Not sure if it’s still in, but you can’t Tackle Super on reaction to beams, too much startup.
Dumbass Capcom…I REALLY WONDER wtf they were on while making this game… “Let’s give this character a projectile invincible super with no start up invincibility…that starts up slower than most of the projectiles worth going through…”
the problem is Nova’s hurtbox is at the same height as the hitbox for the jab, which means a lot of disjointed boxes will beat it clean. S and Grav M have much, much better hitboxes, but x3 times the startup. Standing M should be a good anti air, but it isn’t.
Even with all that it’s still a good move; Cap may be frame 1 invincible but he can’t combo off his. Sucks, but you just gotta pick your spots better.
You just have to bait it… Most Magneto and Ryu players telegraph their random hypers quite obviously, and just super-jumping in their direction will make them flinch.
It’s still in. You can do it on reaction to certain hypers. If you’re full screen vs Magnetic Shockwave or Round Harvest for example you can do it. For Example, if you high speed tackle the round harvest and dhc into Devil Trigger for example, the Round Harvest animation will still be following Dante, but not hitting him. So yeah, it’s still in. Also, if High Speed Tackle had invulnerable start up frames, Nova would be BROKENNNNN.
Stalking Flare is another one to bare in mind.
Stuff’s spacing dependent too; felt pretty foolish when I lost a MM 'cause I tried to speed tackle a Frank/Dante THC and it’ll work/not work depending full screen in an expanded VS contracted screen. Generally there’s a bunch that are clearly no good (akuma beam, dormammu beam), a couple that are universal (dorm ball and trish roundharvest when not in their face, etc) and a couple that are spacing depending (shockwave, million dollars, etc).
I’m not sure if this is what you mean, but I’ve figured out that Nova Tackle super, only the first Nova Charge is invulnerable to projectiles. When you fly in another direction he becomes vulnerable again. So you gotta time the direction changes. It’s why Doom’s finger lasers hit sometimes.
He means if you try and Tackle through a shockwave from point black, it’ll hit you before the startup is over, where as from full screen you’ll become invincible before it reaches you.
Basically, be careful against things that move towards you and don’t just paste a beam on the screen.
Yeah just meant that speed tackle VS certain hypers is spacing dependent. honestly you want to aim for using it full screenish regardless; I when I was tinkering with the forward >> downforward into follow up combo I found it to be quite consistent from full screen, whereas as I got closer and closer the down forward put me further and further away from the opponent (that said I found more success doing forward >> straight down on smaller opponents, you usually can’t reach them doing down forward).
As for how long its invincibility is active, I wonder if it’s more than that; I was doing some testing with it a few weeks back and I’m pretty sure I had instances of losing the invincibility by going straight ahead, not pressing a follow up, and making contact with somebody. Also had instances of making contact with nobody and losing it by changing directions (which would make sense if it’s only the first charge). I dunno, I find it to be fickle and am less inclined to use it on things that stay active even after you hit the opponent (Hawkeye Kiss of Fire -_- )
Yeah just meant that speed tackle VS certain hypers is spacing dependent. honestly you want to aim for using it full screenish regardless; I when I was tinkering with the forward >> downforward into follow up combo I found it to be quite consistent from full screen, whereas as I got closer and closer the down forward put me further and further away from the opponent (that said I found more success doing forward >> straight down on smaller opponents, you usually can’t reach them doing down forward).
As for how long its invincibility is active, I wonder if it’s more than that; I was doing some testing with it a few weeks back and I’m pretty sure I had instances of losing the invincibility by going straight ahead, not pressing a follow up, and making contact with somebody. Also had instances of making contact with nobody and losing it by changing directions (which would make sense if it’s only the first charge). I dunno, I find it to be fickle and am less inclined to use it on things that stay active even after you hit the opponent (Hawkeye Kiss of Fire -_- )
I mean…how much of a difference could actually being able to react to a projectile effectively be? lol
If it had start-up invulnerability you’d see people spamming that move like bionic arms. Except, you can combo mega easy from it, and you can make it safe. It already has retarded priority so it beats out nearly anything anyway.
I mean not THAT MUCH invincibility. At least enough for you to be able to read a projectile and actually be able to counter it and not get hit by it still
Does anyone have trouble with the Dante matchup? I feel like he shuts down a lot of Nova’s options at ground level. Can’t think of much else to handle it besides Grav Pulse (especially H).
Someone posted earlier, may have been Marv, about Crouch M, into Grav M to deal with Dante, since he spends a lot of time hanging around at Normal jump height and just above locked into animations, you can slide into range and wall bounce him with your red life for a free kill depending on meter. I started using it when i saw the post and it’s really good.
I know the matchup pretty well from fighting Green Ace all the time and using Dante. It’s actually IMO slightly in Dante’s favor, but you have options. Pretty much, there’s a few things you gotta do.
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Try to carefully plan your airdash H. Avoid using it really. Try to stay on the ground. He can just airplay you or hammer you if try that. Don’t do it. You’ll be punished more. Stay on the ground and wavedash in. Punish his airplays with Cr.M and St.L. St.L is really good in this matchup. Only really do airdash H, if he’s spamming Drive. You can superjump and airdash down with j.H though. Just don’t boxdash airdash H or at least try to avoid it. Crystal also beats it.
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Like I said, stay on the ground. Airthrow his attempts to j.M or j.H you. Also Teleports. Be on the lookout for all of these. They aren’t safe without an assist and all Dante’s love to do it. Nova is the airthrow king. Punish them for that.
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Don’t Grav Pulse H. A smart Dante will stinger through it and punish you. Try not to throw too many Javelins because he can close the distance so quickly. Play it safe. You can use Grav Pulse M to pulse through the airplays. Moonz mentioned he uses it as well and it’s pretty good. You gotta be careful though because of its slow startup.
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Cent Rush L/M + Assist to lock him down. Get him to block and you can mix him up. Don’t let him get any space. Dante is a zoning character with slow ass normals. Don’t give him a chance to breathe. He will beat you in the zoning war.
Anyway, besides that, play with fundamentals and don’t let him get any space. Rush that shit down.
Thanks Marv, 4 was the only one I’d been utilizing so far (Plasma Beam+Cent Rush L), but I think getting overzealous on my box dashing is what was doing me in. Also, on 3, my friend really likes to charge up air play for some reason, so a fully stocked Grav Pulse M is gonna help a lot there.
-sighs- I’m so spoiled in this regard, the Dante I play the most doesn’t stinger them at all. It’s a bad habit former though; I remember when Flocker was in town and playing Dante for casuals he stingered pretty much every time I put one up.