Basically the question is, how do you time the Nova Spencer hardtag Doom combo? When you call spencer assist from the H fly H unfly H combo, its a lot easier to land that hard tag to doom. But when you do a normal bnb ending in S, Forward H, S spencer assist, H Rocket punch. Its extremely hard to land the doom hardtag.
I hope that clears up the question a bit. . . or at least what i understand of it.
This is going to sound like an asshole answer, so I apologize ahead of time because that’s not how I want to come off: Just watch Moons, Coach Steve, and Marvelo play. Most recent really good footage:
Delay the TK H Nova Strike. Don’t immediately cancel the S into it. Cancel towards the end of the stand S animation.
I’ve been trying to follow the mindset of “Space. Bait. Punish”, it seems to be going well, I just need to add assists to my neutral game.
If you want to use assist + wavedash -> cr.M, you need to space it properly imo. Obviously, you aren’t going to make that confirmation fullscreen. Even assist + wavedash is good since you could push your opponent to the corner or in the air.
I think I rely too much on my assists, to the point where it’s obvious. High-level players are gonna spot that and start abusing them. Even if it is a doom beam.
Depending on what you’re fighting dictates on how you should approach with Nova. You don’t want to rushdown Wolvie, Haggar, or Hulk for example. You’d want to pulse up and ONLY mix them up when they’re in blockstun. Nova’s zoning game is very powerful as well.
Don’t worry about relying too hard on your assists. You should definitely vary the timing of your calls and learn to call beam in between cr.M, CentRush L/M. or call beam Rocket Punch M. Both of those are pretty good for starting a rushdown or you can call beam + energy javelin and dash in. If they got hit by the beam, energy javelin will otg them and you’ll get a combo. Learning to use all your attacks with your assists gives Nova some gimmicks.
Also, sometimes just calling your assist and plinkdashing behind it is very powerful. What do you opponents normally want to do about Plasma Beam? They want to avoid it. So they jump away. This leaves them vulnerable to airthrow mixups which if you’re plinkdashing can be optionselected even further. Same thing when you want to boxdash j.H. Remember that you can call your assist while you’re in the air, so if you’re normal jumping towards your opponent, you can call beam and boxdash j.H towards them. If they jump in the air, you’ll have a chance to option select an airthrow with his boxdash, but if they stay on the ground you can a mixup if you fight their advancing guard properly.
Anyway, high lvl Marvel revolves around a lot of baits and playing a bit more reactive. For example vs Wolvie, you want to keep in mind that you can backdash + cr.M his divekick attempts.
Something a lot of new players tend to have a difficulty understand is that the sometimes the strongest thing you can do in the neutral game is NOTHING. Do nothing and just observe your opponents patterns. Punish his attempts to rush you down or zone you with what works.
Fuaarrkk
Backdash+cr.m sounds good for spacies
Why didn’t I think of that?
Question though
I’ve been playing against zero and I usually try to play defensively Where I just wait for mistakes. Because he’s zero, I find it hard to notice these mistakes. How do I go about fighting him?
To be honest, all I could say is to watch Moons and Steve play against Flux because that’s my only point of reference myself.
HOWEVER, I had a talk with Jago a few months ago and he explained something to me that was STUPID obvious, but I never really paid attention to. He said that if you really look, Zero can only move comfortably at 3 angles; forward, down forward, and up forward and that his weakest position is when he’s forced to move up back. More specifically, ABOVE normal jump height.
With that being said, we didn’t really get into the actual specifics of fighting him, but I kinda put together that it would be best to try and create situations that pushes Zero into that predicament.
Idk though. I’m pretty bad so idk if that really helped or not. Take it with a grain of salt.
When you think about it like that, it kinda makes my long-standing theory of Vajra being Nova’s best assist for the matchup completely moot (plus Flocker and others showing how punishable the assist is). You want to keep him off the ground, then keep him (or at least deter him) from moving forward with shields. Once he gets into that uncomfortable position, javelin becomes useful, as well as Speed Tackle + Vajra or Speed Tackle -> XF. This is potentially good vs. ZMC since his horizontal assist coverage isn’t good against beams (except Bolts which Rapid Slash beats clean from range :/). I kinda want to try Nova/Unibeam vs Zero now.
This may be old news
But I decided to change my pad settings to have two dash buttons
L+m and m+h
So now I can get the iOH by up, down, m+h~l+m
This gives the iOH at a super low height
Man… I was going fucking nuts in my room for that man. This is his FIRST EVO and he’s top 8 right now in Marvel and SFxT and he got like 33rd in Ultra and 13th in Injustice.