Nova Question And Answer Thread

The reason I always just do jC>jS instead of the jBBCS is twofold.

  1. I don’t want any random hitbox foibles to make the jS hit wrong.
    2)I don’t want proration to make the jS not link (not all confirms are training mode clean)

if you want to do regular MMHS, just delay the superjump a little bit.(kinda like sentinel MMHS).

that too :slight_smile:

When Nova gets red health from getting beat up when I call him as an assist, will that red health buff his hyper when I DHC him in?

Also, how do I get more than one hit off his level 3? scrub question XD

he has not lvl 3 oO.

Yes DHCing into gravimetric blaster will consume red life.

You mean his Human Rocket super right? It’s only a level 1. To get extra hits just do a direction and a attack. You can only get 3 hits max from it though.
(Example. :f:+:h::u::m::d::l:)

Edit 4 Geez it took me 4 edits to get this formatted right.

Just a quick question that I have regarding hit confirming. Lately, I’ve been hitting j.b j.c xx fly for mid air hit confirms. I wanted to use (fly) bbcs and then relaunch, however I cannot cancel directly into S in this string. My questions are: Why can’t I cancel into S here? and, a follow up question (assuming the answer isn’t “Shrub, you are terrible at this game and can’t execute” and this may very well be the case.) what have you folks been using for your air hit confirms? I imagine the correct answer is (hit confirm garbage) xx fly abbc qcb+b, however I haven’t seen this used on streams. In fact, I haven’t seen many air hits converted into full combos, aside from very low jump C into standing normals.

If it’s fairly close to the ground when y ou land a j:m: or j:h:, you can wait until you land and follow up with :h::s:.

If it’s higher, I usually do j:h:xx Fly j:h:xx Unfly and then land to continue the combo, but I need to cancel the first j:h: very early.

I’ve also done j:h:xx Fly :m::h::s: in matches and it hits. I’ll go into the lab and see if it’s consistent and they won’t flip out.

So, I like to run Nova on point but I have issues dealing with Vergil. I need to familiarize myself more with the match-up in general particularly how the teleport works, but I could use a few other pointers because right now good Vergil users eat me alive.

Dont dash in unless an assist is covering your approach. If they teleport grab them (and we all know that Nova can do big damage after a grab.)

Use the cM slide to punish Vergil unsafe stuff ^^ (whiffed attack of blocked normals). If they abuse the projectile assist + teleport. Throw a “random” supernova when you arent too far and feel it coming, it will make them think twice about throwing the o’l assist out.

Is it essential to have Spencer on your team since Nova/Spencer seem to be the new bbf’s like Wolverine/Gouki was in Vanilla?

Spencer allow you have a crumple mid combo and use the javelin glitch to have free mixup. Or expand damage a good bit.
I personnally stick with deadpool because of character loyalty, and still get a 800k bnb but i’m not a tourney competition player.

Im trying to pick up Nova and I have a few questions about things im currently stuggling with. I’ve read that Nova’s tri-dash and box dash are good ways to get in with him but I dont know the proper way to execute these. My tri-dash and box-dash never come out as quickly as I’ve seen it done in some of the vids in these forums. Also after a j.s knockdown ive seen some ppl land and do two quick back dashes to give more rang for centurian rush L. Im also sturggling with that execution as well. Last thing is when I do the fly unfly combos, despite me doing super jump forward I still miss the j.H sometimes. Any help with that would also be greatlly appreciate. I mainly need help with the tri and box dashes but any info is appreciated.

My question is similar to the one above mine, though I’m good with the tri- and box- jumps, so I’ll help Flash before posing my own “new to Nova” question(s):

The box jump is very simply to normal jump up, air dash, and then H. You have 4 basic options on Nova’s box jump: you can hit H quickly before you reach them, so as to “fake,” you can hit H head on, you can hit H as you fly over them to cross up, or you can fly past them without hitting a button to side-switch and also kinda sorta “fake.” (there are more options than these, but these are the “basic” options, if someone more experience wants to add to or subtract from this, please do). Assists obviously help with these options greatly, in particular(imo at least) assists that cover horizontal ground space. This is why I feel Hawkeye arrows are so good for Nova (and it appears combofiend agrees <shrug>). You can fly along with them giving the opp something to deal with in the ground zone while you attack the normal jump height zone.Another benefit to characters whose box jump is with H is the fact you can option select a throw, so as to either tech their throw attempt or, you know, throw them. As for tri-jumps, I’m less sure for Nova because his don’t work exactly like Magnetos and the like, so pro Novas, please amend this if not optimal: but it appears Nova wants to tri jump with an air dash straight down as opposed to down-forward as usual (so it’s a little less triangle and a little more instant overhead).

My question is really just a request for advice beyond the basics on opening people up with Nova. I have a firm grasp on the box jumps and cM, but am wondering if there are some other tricks I should know to break guard (for reference, I have shopping cart and hawkeye arrows at my disposal). It seems like a good game plan is to show them air dashes and fake box jumps and air side-switches to get them thinking “high,” and then pop them with a surprise cM. But stronger experienced players are able to react to this pretty well. So really I’m asking where to go for a “next level” kind of mixup, when facing someone for whom the standard fare isn’t tricky enough.

In theory I like the idea of doing jump-immediate-air-dash-down for confusion tactics, but people tend to be so button-pressy, that random garbage often pops my “sophisticated” mind games. And I definitely like switching sides with air dashes and no attack so they’re left wondering when I’m gonna try to hit them. But are there any other positional and tactical ideas I should keep in mind to increase my chances of yomi-ing fools into getting hit or thrown?

OK, this is probably well into tl;dr territory for most people, so I’ll close with one more quick question: if they block a cMcH (or should it be cMsH?) what’s generally my safest cancel if there’s no assist cover? Thanks to anyone still reading! Sorry for the text-dump, but I’ve decided to really commit to my Nova-Frank-Hawkeye idea and want it to pay off as much as possible :slight_smile:

ok thaks a lot. I think thats what had been confusing me is that I was doing j then tri dash down forward instead of straight down. Thanks a lot ill try this stuff out.

No prob. I’m certainly prepared for the more experienced Nova players to correct me on that, but I can say for certain the straight down air dash is much faster.

The problem with Nova is that he doesn’t have a fast low. Really, you’re just trying to get open them up with whatever, tri-dash down L’s, box-dash j.H’s with assist cover for ambiguous cross-ups, etc… If the other character needs to get in to do their damage, you can try a bit of keepaway with QCF H’s and the Javelins (with assists) and let them come to you, and punish with c.Ms

None of his basic moves are safe like Wesker, but I do know his s.H is only -4 on block, so it’s decently safe. Not sure about c.H right now.

Right, that’s kinda how Ive been approaching it. Rather than a Magneto-esque hi-low-hi-low-hi-low, Im approaching it more like high-high-high-high… LOW!! Was just wondering if anyone had some good tricks to facilitate that

You can use nova super-fast flight mode, fast overhead into flight cancel and you should be safe. (and have a good attack too).
If you are willing to sacrifice red health for safety, gravimetric pulse L leave you at good advantage on block.

Quick question, I have a pretty easy time getting into Nova’s infinite if I haven’t used x-factor yet doing a combo, otg overhead, xfactor cancel into cent arts, but is there an easy or practical way to get your opponents next character into the infinite once you’re already x-factored up, other than just hitting them in the air with centurian arts?