Nova Question And Answer Thread

No advantage other than it being a shit ton easier than regular plinking, at least for me. Of course only her back plink dash matters, the forward one is useless due to her run-type dash. However regular plinkdashing is probably better due to the throw OS.

Oh fine. As mentioned earlier, Cm + shopping cart into H rocket punch is the go-to way. I’d recommend backdashing before the javelin though because if you’re too close Frank’s raw tag will hit them. If I was still practicing the game I’d probably be tinkering around with the notion of doing flight loops into raw tags; Nova might be able to put the opponent at the right height and have enough hitstun to let Frank in.

The potency of the raw tag setup is going to depend a lot on the subsequent assist. Raccoon for example can get you chainsaws off a raw tag, but it’s super tight and spacing dependent (if the log trap bounces them too far you don’t have enough hitstun for the last air series and most setups are literally giving you 50 pp). This is an area where Jam session is going to edge out other Frank teams, but I’m still not a fan of Cart + Jam for nova’s neutral.

If you’re going to build a second bar on a slide + shopping cart hit confirm (or better yet, a raw slide) by the time you reach the end of LMHS during your first air series, nova force into early DHC is the way to go since Frank will get juicy minimum scaling chainsaw damage. If you need to do a complete nova combo off the slide + shopping cart hit confirm to get your second bar, the raw tag might suit you better. You’ll be trading level 5 for level 4, but build at least a bar in the process and not use any unless you survival techniques at the end (which depending on your assist situation may be necessary to make the combo safe). You’ll do comparable damage overall if you do survival techniques at the end too. Frank isn’t really a complete character without a bar to give him a reversal/powerful anti air, so in some matchups this can be a worthy trade. More importantly, having the ability to use meter at your disposal and still be able to level Frank gives Nova the ability to use meter (namely speed tackle) which increases his neutral and likelihood to get touches. While on speed tackle confirms you’d still have to either TAC or reset, that’s a fairly strong mixup all things considered (coinflip of reset VS Tac, then 33% chance to tech the TAC)

Just wanna say, I spaced this perfectly the other day but mis-timed Cold Star a bit and got thrown out of my j.S on the ground lol. Be careful of that too I suppose?

I plan on following up with a backward dash to shield
I guess I can plink dash that one for a possible tech throw

Welp, I was right; Nova can raw tag Frank off an air combo and let him continue the combo. The good news is that the concept isn’t that hard, should apply to pretty much every Nova/Frank team, and can both lead to chainsaws and kill most point characters. The bad news is the proof of concept I’ve found is screen dependent, -camera- dependent, requires red health, and probably won’t work on certain body types. Fun!

I’ll see if I can get to one of the local streamers to record it. I imagine people could find more utility in it and remove some of the restrictions as well; I just wanted to prove it’d work and then could lead to chainsaws.

Pretty sure it was a throw punish, so untechable. Right after the first shot of ice from Cold Star, there’s a window where the opponent’s not in blockstun, so throws are possible. I abuse this with Doom a lot, just forgot that it can go the other way as well lol.

ah
alright, thanks for the heads up, I’ll be sure to play around it for the most optimal timing

Tell us!

Oh fine, I’ll break the rule of “post a video before telling anybody so you actually get credit,” but when somebody else puts it on front page I’m blaming you Blue =P. It’s pretty easy honestly. Ground series >> S >> Air H xx Grav Pulse L >> ADD + Air H >> raw tag Frank. the first air H has to be done at the right height so that you’re below the opponent but they’re at roughly their max height post-launcher, whereas the ADD + Air H obviously needs to be done as quickly as possible. If done correctly Frank can hit a Crouching M into S (and at some spacing slide as well) then do an air series (but not Tools L), Otg, an S H S series, and double snap or something to that effect. I managed to get chainsaws off a hit confirm of slide + shopping cart, though if you can get an assist on the tail end (like jam session, I was using Log Trap which is single hit) with enough hits you wouldn’t need them at the outset, which would mean better scaling.

The problems are as follows. One, you need red health since non red health isn’t a soft knockdown. Two, the positioning isn’t just mid screen (though it’s honestly probably doable in the corner in some way); the problem is you need the camera to be closer to you and the target so that when Frank raw tags in he actually hits the opponent. Typically when you launcher and continue a combo the camera somewhat centers onto you; if it does this when Frank raw tags he’ll be too far away. For example, at the start of a round you need to jump over the opponent so you’re both squished onto the right side of the picture so that when Frank enters from the right, he actually hits the opponent with the raw tag. A lot of ordinary hit confirms won’t put the camera in the right position to bop them with the tag. They also need to be fairly high up, which means certain hitboxes won’t allow for it (I used Nova as the baseline, but I imagine midgets wouldn’t be as accommodating) or certain fallspeeds (I didn’t test the heavies but I imagine Jenny wouldn’t work for example). It should work on most of the common point characters though I’d speculate (offhand, everybody but Wolverine and Zero I’d guess). Off something like a box jump H hit confirm the combo can probably do 600k pre meter with the right team/optimization, which would lead to 1 milish if you used 2 bars on survival into nova force. 900k for most teams/confirms seems probable and good enough. The issue of course would be making it more practical.

Dammit I had figured the setup on my own and had just recorded it haha. I’ll have it up in a minute!

EDIT:

Who else does this work with? Does it work with Doom? :open_mouth:

I’ll get in the lab with that but I don’t think Doom recovers fast enough/has a fast enough button for that to work. However in XF he can tag in off of Nova Strike M in the corner though it’s still kinda strict, and unnecessary.

I’m gonna bitch for a second.

http://img401.imageshack.us/img401/1362/6z8e.png

>plays MODOK at NLBC

DON’T BLUE BALLS ME MAAAAAAAANNNNNNNNN

Loll he didn’t say HE WAS GOING to pick Doom, he said picking Doom is the point when people sell out.

Yeah you misunderstood, that’s a statement that he’s not going to run Nova/Doom/Ammy, although i know he does mess with it.

Frank’s Cr.M and S are both 9 frame startup, Doom’s st.L, cr.M and Hard Kick are 5/9/8, so it totally should. My execution is too free to get it to work yet though. Doom’s tag animation is longer though i think, it’s harder to get something off the crumple + Ammy Javelin tag. I’m 90% sure st.L into Hard Kick should work though.

Edit: Actually, i just switched to Frank and i think the problem is that Doom’s raw tag just doesn’t travel far enough forward to connect, now 90% sure it doesn’t work.

Yeah, for stuff like that the distance of the tag is the important thing, and where on the hitbox it connects. Frank’s is really easy to tag into with a lot of other characters, Doom’s I’m not sure about. I don’t have access to the lab right now, but maybe try Shuma? His hitbox connects similar to Frank’s because I know they both rawtag off firebrand in the exact same way, and Shuma’s damage is always a good thing.

Frank’s hitbox on his raw tag is generous but his animation afterwards takes forever. You could probably do it with doom if you can find positions where you trade a lower height for being closer to the camera’s corner so that he still connects with the raw tag. Honestly the raw tag likely has merits beyond getting Frank snapshots for increasing Nova’s damage.

I’ve gotten it to work with Doom, but it seems haarder than with Frank aand I haven’t even been able to carry into the opposite corner for a decent ender due to hsd, so I’m not sure how worth it it is.

Tried the side switch? j.M > ADDF j.M > jump back j.LM > f.H > ADDF > c.MHS > etc.?

Doubt you can do it but I’ll try it next time I play!