Nova Question And Answer Thread

OK, I see. So I just need to get my timing right pretty much. Thanks for the help man, I’m about to lab this out right now.

Yeah, it’ll take a bit but it’s not too hard. I copied basically all my Cold Star extensions from Moons, so you could watch his matches and try to mimic his timing if that helps.

How do you guys use gravimetric pulse l and m in your game? At the moment the only one I use is h, which I get a lot of mileage out of(although I’m still learning how to combo off it) but I’m still trying to implement l and m into my game. My assists are sentinel and plasma beam so if y’all have any patterns or option selects I can throw out I’d love to hear em.

I know this is really 101, and I hadn’t asked till now due to embarrasment, but I can’t figure it out: how is it we continue a combo off a landed speed tackle super?? Which followup directions?

I made this a while ago. It’s not totally thorough but it should give you an idea of how to use them. Hitting with them is not hard if you know how to read your opponent but confirming off of it is really tough, at least in my experience.

Against grounded opponents, you can either go straight, up, down then into s.LM delayed H, launcher etc. This isn’t totally consistent though and I prefer to do straight, up, down-forward, then the rest. Against airborne opponents it’s pretty difficult unless you throw an Energy Javelin first, which honestly more viable than it sounds since Speed Tackle is more of a read than a reaction thing part of the time. So you’d do Energy Javelin xx Speed Tackle straight, down forward, they’ll get ground bounced and you got your combo.

The other thing you can do is pop XF and go into j.MM falling H, S etc. Or you could DHC into an install super.

If I’m missing something please fill us in!

edit: Just found some simple ways to combo into Nova’s XF3 infinite without an XF cancel!

Honestly, I have used it as a damage extender at times. cr.M st.H+Launcher Slam Grav L, st.H Launch, does surprisingly good damage despite no ground bounce, but that’s because of Nemesis assists barely scaling. Obviously advancing guard against the cr.M can make this a bit tricky, but it is pretty safe given the range on grav pulse L and that you can speed tackle if they try to projectile you.

Either way, if you call Sent during a cr.M and go into pulse when your normals are done, I haven’t labbed it, but it could lead to a nice combo-on-hit, pressure/mixups on block situation. Remember, I have not tested this, so your call if you wanna try it out a few times and tell me if it works or not.

That’s just naked pulse, though. With red health, it’s godlike, that video said it all already.

Though I didn’t know about the autocorrect thing, that’s pretty badass.

For Speed Tackle XF1
I wait and go for LMHSsjMMHflyMHS. This is the best i can come up with regarding meter build

Oh, can anyone confirm for a dirty cross up

Javelin xx Speed Tackle(just zip past them)

This is best for airborne characters but I just want to check if this actually works

Yes, that works. Moons did it a few times against Justin if I recall correctly, though one of them used Cold Star in the corner. It’s a disgusting mixup and I started making use of it last night.

Speed Tackle is just one of the most underrated hypers in the game.

it’s overrated here in australia
everyone uses it Willy nilly

Its’s funny that you asked this because I swear I was just about to come in here and ask the same thing.

2 questions I’ve been thinkin about:

  1. Let’s say you land a hit and now get a combo (congrats!). But based on opp life total, match earliness, meter availability, combo started from a grab, etc etc, what do ya’ll tend to do when you know your main bnb won’t kill? I think this question is different from “gimme sum resets, yo” because its possible you DON’T always reset in the situation, or that in actual game play you actually attempt some resets more than others. What are some not-theory-fighter things u actually DO in this case?

  2. If you intend to snap… whether its a phoenix, a strider, a vergil… you want to snap in the problem… BUT its very early so you only have 1 meter, or its later but ure still low on bar. If you got the combo and CAN snap… will you? Or hold off till you have a few meters stocked so if your incoming mixup works you have resources to KILL? Assume both willingness and non-willingness to burn xf if those change the answer (so might be 2 answers)

  1. At the moment I just go for an energy javelin reset. :f: :h: (OTG) st.:s: JC :atk: + :s: . It’s neither the tightest, nor most effective but its what I use at the moment.

  2. I usually just go for the snap at the end of the combo(after the :f: :h:) if its phoenix/strider I can usually kill in one combo, and if its vergil ill pop x-factor since I only snap vergil in after I hit the second character, since that second character is usually doom/dante I rarely ever have anything to worry about with the anchor.

  1. If in the corner I’ll put up a pulse to corner them in and pressure them till I can land a hit.
  2. Snap in if it’s a low health character
  1. I reset a lot because I don’t know the TAC infinite for Doom yet and I think it’s a scrubby mechanic so I avoid it more often than not. But it can be your best option if you’re going off a ground throw or just don’t want to spend resources or reset. But if you’re playing Ammy, you have a very silly setup available that involves doing a late Cent Rush L while calling Cold Star, which pushes them out of the corner and into a really hard to block 50/50. You also have Cent Rush H finisher into TK Energy Javelin, call Cold Star again for a forced mixup except against certain characters and assists. People mostly don’t block these (especially online) so I feel good going for them often.

  2. I snap a lot. If the last character has a lot of health, they’re probably a shitty anchor, so I won’t snap them. (Think about it: the only characters over 900 that scare me in the last slot are Morrigan, Spencer, and maybe maybe Taskmaster and Dorm.) But if they’re Vergil, Strider, Phoenix, even Felicia, I don’t mind snapping them in, then putting them in a reset situation if necessary, but if I have decent enough resources (including red health) I might try to kill them in one combo. TAC’s are still acceptable.

Here are my two questions.

  1. Do you think Nova is still pretty underdeveloped? I do. I think we’re not fully making use of his ways to fight advancing guard, and as Zansam has been saying for some time, his ability to run away and/or zone. We gotta put our heads together and make it so people stop calling our dude “bad Magneto.”

  2. What do you do if your resets or setups are blocked? I tend to back off, which I feel is not the right idea. I just don’t want to get punished for doing something unsafe. Maybe I need to tighten up my blockstrings and whatnot.

  1. Most Nova’s don’t utilize his many tools. They don’t utilize Cent Rushes/Rocket Punches to fight advancing guard and they don’t zone. Nova needs to setup shop vs a lot of the cast to properly control the neutral. Doom matchup for example is all about setting up shop with pulses/javelins and punishing any plasma beams with speed tackle. Especially if you have a strong horizontal assist, zoning Nova can be very powerful at controlling the neutral. Nova is also different than Magneto. Nova is all about his massive priority and the ability to stay in that ass, while Magneto is more about controlling space and his superior movement. Also Nova is about Vertical/Horizontal movement and Magneto is Diagonal movement.

  2. It depends man…you need to back off if you don’t have assists ready. If everything is blocked and you can’t establish anything safe, back away and regain control the neutral. However, if your assists are Cent Rush confirmable you can continue to pressure if you made good use of your assist calls. Also, learn how to properly mix up. Don’t always just do slide after a j.H if it’s pushblocked. Try to react to the pushblock, wavedash in, and instant overhead/backthrow as well. Nova has an easy three way mixup.

As far as resets are concerned, I was planning on making a video with some standard Nova resets, but my buddy took his capture card back.

Standard resets that work universally are as followed.

  1. If you have a horizontal assist that pins down. Such as Weasel Shot, Task Arrows, Cold Star, etc. You can do Nova slam at the end of a combo, backdash, and cent rush L+assist their wakeup. This catches Forward, Neutral, and Back techs and forces them to block your assist. Cent Rush L also has a chance to cross up on their wake up if they forward tech and it catches upbacking. It’s very strong and should be used by more Nova’s.

  2. This reset works with a lot more assists and is dual layered. Essentially at the end of a combo you want to Nova Slam for the ground bounce then cr.M, fly+assist(missiles/vajra/shoppingcart/jamsession/coldstar work amazingly here btw), throw them. If they tech the throw they land into your assist and you get multiple mixups. Missiles land on them as soon they land so you get two mixups at the very least. If you throw them you can raw tag a character for unscaled. Jorge Chamale from ATL showed me how strong this is with missiles.

You can also mixup the throw portion by unflying and st.Ling them instead. Making them think twice about teching the throw. That’s essentially the basic Nova reset. If they think you’re going to throw them…you just st.L them. You can pull this mixup off anytime they block a j.H in the air. If they pushblocked you, you can guard break them. If they think you’re going to grab them, just st.L. That’s a key part of Nova’s neutral.

Hope this helped you guys…

I’ve been really meaning to incorporate Centurion Rushes in my game for a long time but I just feel that my assists (cart and cold star) don’t really allow me to do it as well as doom beam, task arrows or modok beam do. Does pushblock just naturally send you to the range where it’s safe to use them without an assist to cover you?

Also one of my favorite Nova resets is to OTG nova slam them in the corner then do cr.M + Cold Star, enter fly mode and air grab them. If they tech it they’re forced to ground block Cold Star and you get a very easy high-low-grab mixup. It’s very simple but very very powerful.

Cold Star is hella good for backing Cent Rush dude, i use it all the time.

I’m jacking that first reset for sure Marv, i abuse the hell out of the cr.m fly reset, but that first one sounds sick.

Also if you want to add a bit of swag to the beating throw option on the cr.m reset you can do jump MH fly LH glitch unfly, land HS. Looks pretty swanky.

Reset 1 is new to me, it’s similar to something I was doing before but more consistent. I’ve been trying reset 2 for a while but I guess I didn’t really understand it fully lol.

can anyone test reset 1 against panic raw tags?