Power of Who? - The new Nova Team Building Thread

Speed Tackle (real name Human Rocket for whatever reason) is safe depending on the matchup. You really just have to direct it to a part of the screen that they can’t punish, though I don’t recommend angling it upward since most people could just dash over and punish. Full-screen beams are things to watch out for. But it’s generally pretty easy to make it safe after angling it downward close to the ground.

With Nova second you’d be able to react to projectiles with Sougenmu -> Speed Tackle for a punish into full combo. You’d also get unblockables pretty free with Sougenmu, and Nova’s easy-ass infinite if you want it.

With Zero second you’d get DHC’s into LL’s and… I dunno, Zero’s assists don’t do much for Nova. And I can’t think of a solitary assist that would help them out tremendously, Plasma Beam being good-not-great. For these reasons I think they’re not the best pairing.

Do Zero first, unblockable confirmation, at some point DHC/TAC infinite out, then play Zero’s double fireball assist for the mixups and pressure, and have a faster assist in the back like beams or triple arrow (dat EVO 2013 assist) when you need the high-priority assist. I think, don’t play Zero, but that sounds about right anyway.

Jeoparty plays this team with Ironman (Zero/Nova/Ironman)

Why the hate for Nemo? He goes nuts because he understands the reward of landing a random hit/grab and TOD while gaining 2 bars is far greater than the risk of someone getting a random hit on him while bolts are protecting him. His mix-ups with bolts is so strong and so easy for him to stay in your face, and with all the extra meter he gets for TODing you meterless there is almost no reason for him not to go nuts. As a three character unit, I think his team’s only weakness is incoming mix-up isn’t as strong as some other top tier team, but other than that, if you don’t lose Strange his team is a huge problem for anyone, because you will die 100% regardless who you are if you guess wrong once he lands a hit.

I love the way Moons plays, but Nova’s tools are better built for staying in dat ass and overhead all day than playing patiently. I personally don’t like Nova/Spencer because you only get one good assist, its dry and boring, but I do think Team Nemo is the best Nova team you can have because there is so many ways to TOD, while saving resources to turn momentum. With stuff like random book, arm or speed tackle, this team threaten to kill off any angle and carelessness.

How do you guys feel about a nova/frank/strider team?

I actually think he’s pretty good, he’s just a nut. Once you see the matches with Chris and Champ you’ll understand what I’m saying. Also, I tend to agree with what you’re saying. Though being patient is the correct way to play Marvel, not using j.H for example isn’t a good idea. j.H is necessary for a multitude of his matchups.

I also don’t agree that his team is the best, though I’d say it’s one of the best.

I tried it a bunch of times. The problem with the team is that if Nova doesn’t get the hit. Then the Frank/Strider shell has limited ways of supporting Frank. So it ends up not being so great.

For example: You can get a grab with Frank/Strider and you can’t level Frank. You can only super. Since Vajra is only one hit, you need to make sure you have optimal combos for Frank because if not you won’t even get lvl 4 off of a clean hit. Those are only a couple of examples. Though Vajra assist in the neutral for Frank is actually pretty dope.

Nemo is definitely real, he doesn’t really play Nova in what i would consider to be the right way, but he’s a phenomenal fighting game player.

Also, they haven’t fixed this site yet huh?

As Marv said, Frank Strider is no good unless you’re willing to bank absolutely everything on keeping Nova alive.

So I forgot to mention this. While I was in Cali, Falcomist showed me an interesting trick that Nova can do. Apparently, from Nova’s airgrab you can immediately do Speed Tackle then DHC into any other hyper while giving you the DHC glitch type effect where they’re in that juggling state. Like, you can do speed tackle to swords for example, and it’ll be unscaled. This is useful for those teams that don’t have the option of rawtagging. Though it’s meter expensive, for 2 bars from an airthrow you can do an immediate speed tackle to rings of raggador and start the palm loops, all unscaled while ending meter positive. Maybe someone can experiment with this some more?

hey everyone I just recently picked up Mags and love his movement like Nova’s too. I want to know what the best order is with Doom (missiles or beam). I was thinking Nova/Mags/Doom beam since Nova works best with it but the shell with mags doom missiles is tempting too.

You hit them with speed tackle?

Nah, you purposely whiff the speed tackle.

and they end up spinning? Holy shit, sounds freaking awesome

HOLY FUCKING SHIT =D

Hmm…This is always so tricky because generally speaking, we tend to lean towards not putting Mag and Nova together but to be honest, just about any order will work with these characters…you just have to be aware of what assists your picking for what matchups. I personally kinda want to say Nova, Plasma Beam, Distupter. Mostly because the DHC’s to the other 2 from Nova are kind of limited but Doom is the better option. Plus, you get TAC’s from Nova to Doom and when Nova dies, Doom w/ Disrupter is pretty good. PLUS, you have the better of the 2 in the back; Magneto.

Welp, that definitely makes Nova/Strange/Ammy sound more appealing.

It works for Amaterasu’s counter. I figured it would work on special cases of hard knockdown. I’ve tested others but no avail.
This hard knockdown is the type where you can hit the opponent before they hit the ground (or after for Nova’s case since j.H somehow touches the opponent).
I haven’t tried Dormammu’s throw

Are you familiar with the DHC glitch from Vanilla? There’s a list of throws and stuff from that game that work with it:

http://wiki.shoryuken.com/Marvel_vs_Capcom_3/Systems/Hyper_Meter_Attacks:Delayed_Hyper_Combos#The_DHC_Trick-_Execution

edit: Not sure if Dorm would get the desired effect in this one… the spinning knockdown is what we want now, not the complete reset of damage scaling.

I missed out completely on Vanilla. UMvC3 is my first fighting game

EDIT: I thought it was removed from UMvC3 completely

EDIT: Oh lol, forget about Dorm then
Does Not Work With
Dormammu: Air Throw

Nonono, what that means is: it might still cause the spinning knockdown, but not the hard knockdown, and more importantly it might not reset the damage/hitstun scaling which was the main use of the glitch in Vanilla. It may still cause the spinning knockdown in UMvC3.

Doesnt sound too game breaking, just equivalent to an assist extending combos i guess
Unless you’re doctor strange or vergil, then loops for dayz
Ok, so all I want is a spinning knockdown

That’s what I think. In Vanilla it was really busted, now it’s just an accepted quirk of the system. Most common example in Ultimate is Frank’s Survival Techniques -> DHC to non-hitting hyper. Survival Techniques doesn’t normally cause a spinning hard knockdown, but because it’s a full animation hyper DHCing out of it puts the enemy in that state.