Running Team Old Combofiend: Nova/Spencer/Hawkeye and had 2 questions:
Can anyone give me a list of setup/combos I can do after I do the Nova/Spencer crumple? I’ve been finally getting down consistently and I’d like to know what is the best thing to do in a given situation/matchup.
I can’t seem to do the j.H heavy combo midscreen. Any tips for this?
You have to be pretty much point blank when you launch them. You can’t go into the Unfly loop midscreen if you do c.M, s.HS since you’ll be too far away. You can do it off of s.(L)MHS, or c.MS, but obviously c.MS is unsafe if you don’t confirm it.
To be honest, the combo enders with Nova Spencer really comes down to the video above. Unlike other Nova Spencer players, avoid doing L Centurian Rush xx Gravemetric Blaster…unless you actually want to spend red health for whatever reason. The above variation inspired by Marvelo, uses L Nova Strike (rocket punch) xx Super Nova which will always land you more damage than L Cent. Rush xx Grav. Blaster with no red health.
I’m sorry, but this is not 100% true. The real key to doing the loop is making sure you super jump UP FORWARD and pressing the first j.H as soon as possible. From there, the rhythm/timing for the following j.H’s all comes down to spacing/height. It’s kind of an experience thing. The more you do it, the more you will see when you need to delay/speed up the inputs. Just keep going for it and take not of the confirms that were too awkward to do it and vise-versa.
alright i have been having alot of trouble with the begining of the match against Zero, Magneto, Vergil, Chris, and haggar. What is the best option against these characters?
Good stuff. Thanks dougiie-OVRKLL. Got some more questions for everyone after watching some FGTV (most notably Marvelo and Moons). They are just awesome to watch. If I could use Ammy, I’d definitely stick her on the team.
So Nova’s Speed Tackle is an awesome super, so I’ve been trying to incorporate it more (currently using it to combat projectiles and DHC out). What’s some tech that should be used when using this super?
Any applications for flight outside of combos? Like block strings? How’s Nova’s movement game with flight (since his airdashes seem awkward)?
To be honest, I really only use Speed Tackle when I know a projectile is coming since you cant really react with it. But that’s just me. I get around 800k off a raw Tackle…meter neutral
I use them to mixup…check out Moons’ incoming mixups. I have some bootleg versions…I would do a series like:
H Pulse (shield) the land on/infront of it up fwd j.L slight delay j.H land c.H (or M) xx fly ~ unfly while falling j.L and I might throw in Taskmaster assist somewhere in there to add more block stun.
This isn’t really a Nova specific question but I figure that this is as good a place as any to ask. So I’m starting to think that some characters’ crumple attacks cause longer crumples than others. For example, when I land Iron Fist’s crumple attack I can then hard tag into Arthur and use king’s armor and DHC into Spencer’s super with no problem. However, I am not able to do it with Nova or Dr. Strange. I haven’t tried it with She Hulk yet. Does anyone know if this is the case (or would anyone be willing to test it out)?
It’s probably not about the crumples lasting longer but how fast Nova/Iron Fist/Shulk/Strange recover from their moves. Strange has to special cancel into graces or something else, and She-Hulk gets more time to tag if she cancels Clothesline with Runner’s Start/stop. I’m not sure about Iron Fist’s frame data at all but I think Nova recovers like 20 frames after HRP H on the ground and 16 or something in the air. I’ll mess around with this anyway.
edit: Results-
It definitely has to do with how fast the character recovers and also when Spencer’s assist is called in relation to the crumple combo. Which is to say, the later after the assist call that you get the crumple, the better (you have more time than you think).
For your purposes though, you should try to find ways to extend the combo with Arthur after he’s tagged in. You can use the point character’s assist try and combo into Hellbound Slash for the hard knockdown, then Fire Bottle xx King’s Armor DHC Bionic Maneuvers. All these teams aside from the Iron Fist one sound remarkably fun btw.
some assists can be used before speed tackle to use it as a mixup such as the way marvelo uses strider vajra before crossing up with it.
flight mode is great to end a blockstring in a safe-ish manner like if they pushblocked you and your whiffing cr.m or cr.h you can fly xx unfly to safety. if you have an assist locking down you can use flight for double/triple overheads. I personally catch a bunch of people with fly > j.H xx unfly > j.m while falling. the nice thing about this is if the H hits your confirming by doing the falling m anyway.
I actually worked on those for a bit. I play Nova Spencer too. I basically just get a chain into S and then otg, crumple blah blah. I havent made anything fancy…mostly because Nova’s design doesnt allow for tooooo much creativity/freedom like say Doom, Iron Man, or Magneto.
EDIT: Just re-open Project Super Jump Confirms…in the corner, if you get a raw j.H, you can do fly unfly, jump up, do it again, land, s.HS super jump j.HS land f.H ~ Spencer Assist S xx TK H Rocket punch…blah blah blah.
The best way to all but guarantee this is do your ground string as cr.M (delay a little bit so you slide right into them) cr.H (cr.H doesn’t push you as far away from them as St.H) S. That should put you as close as possible to them during the launch, also wait a little for the first H so you super jump right up next to them.