Scatteraxis (talk | contribs) m (Scatteraxis moved page Ultimate Marvel vs Capcom 3/Nova to UMVC3/Nova) |
(Images to movelist) |
||
Line 25: | Line 25: | ||
A previously normal human, '''Dick Rider''', was given the ability to tap into the power of the Nova Corps by a dying member. The power of the Nova Force is normally split amongst all Nova Corps Centurions, but as Dick is the last surviving Centurion, he can freely access all of it. As Nova, he defends both the Earth - and the galaxy as a whole - from cosmic threats. | A previously normal human, '''Dick Rider''', was given the ability to tap into the power of the Nova Corps by a dying member. The power of the Nova Force is normally split amongst all Nova Corps Centurions, but as Dick is the last surviving Centurion, he can freely access all of it. As Nova, he defends both the Earth - and the galaxy as a whole - from cosmic threats. | ||
'''In UMvC3''', Nova is an all-rounder with good mobility and a variety of tools for both keepaway and rushdown. His flight mode and 8-way airdash draw comparisons to Magneto. In such a comparison, Nova is slower, but hits much harder. From a distance, Nova can create a barrier with Gravimetric Pulse (236H) and harass with Energy Javelins (X+S). When on the offensive, Nova uses strong normals like 2M and j.5H to close in while fishing for potential throws, which lead to big damage. | '''In UMvC3''', Nova is an all-rounder with good mobility and a variety of tools for both keepaway and rushdown. His flight mode and 8-way airdash draw comparisons to Magneto. In such a comparison, Nova is slower, but hits much harder. From a distance, Nova can create a barrier with Gravimetric Pulse ({{Clr|3|236H}}) and harass with Energy Javelins ({{Clr|4|X+S}}). When on the offensive, Nova uses strong normals like {{Clr|2|2M}} and {{Clr|3|j.5H}} to close in while fishing for potential throws, which lead to big damage. | ||
{{ProConTable | {{ProConTable | ||
Line 54: | Line 54: | ||
{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Nova_AssistA.png | ||
|caption= | |caption= | ||
|name=Gravimetric Pulse H | |name=Gravimetric Pulse H | ||
Line 76: | Line 76: | ||
{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Nova_623M.png | ||
|caption= | |caption= | ||
|name=Centurion Rush M | |name=Centurion Rush M | ||
Line 100: | Line 100: | ||
{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Nova_214X.png | ||
|caption= | |caption= | ||
|name= | |name=Nova Strike | ||
|input=Assist Y | |input=Assist Y | ||
|data= | |data= | ||
Line 115: | Line 115: | ||
|properties={{wallbounce}} | |properties={{wallbounce}} | ||
|description= | |description= | ||
THC Hyper: Gravimetric Blaster. Nova delivers a flying punch that covers about half of fullscreen distance. Causes a | THC Hyper: Gravimetric Blaster. Nova delivers a flying punch that covers about half of fullscreen distance. Causes a Wall Bounce on hit, which could be useful for combo extensions or confirms, but could also waste this resource for point characters who rely on wall bounces in their combos. | ||
}} | }} | ||
}} | }} | ||
Line 122: | Line 122: | ||
{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Nova_5L.png | ||
|caption= | |caption= | ||
|name=Stand Light | |name=Stand Light | ||
Line 137: | Line 137: | ||
|properties={{rpdfire}} | |properties={{rpdfire}} | ||
|description= | |description= | ||
High-aimed jab. Will whiff against many characters if they are crouching, so 2L is preferred against grounded opponents. | High-aimed jab. Will whiff against many characters if they are crouching, so {{Clr|1|2L}} is preferred against grounded opponents. | ||
Has a solid anti-air hitbox against opponents at jump height. If trying to mash out of an opponent's airborne offense, or confirming a low-to-ground hit, Nova can repeatedly 5L to take advantage of its Rapid Fire property and chain into itself repeatedly. If you confirm a hit, follow up with 5L > 5M > 5S into a full combo. | Has a solid anti-air hitbox against opponents at jump height. If trying to mash out of an opponent's airborne offense, or confirming a low-to-ground hit, Nova can repeatedly {{Clr|1|5L}} to take advantage of its Rapid Fire property and chain into itself repeatedly. If you confirm a hit, follow up with <code>{{Clr|1|5L}} > {{Clr|2|5M}} > {{Clr|4|5S}}</code> into a full combo. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Nova_5M.png | ||
|caption= | |caption= | ||
|name=Stand Medium | |name=Stand Medium | ||
Line 164: | Line 164: | ||
{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Nova_5H.png | ||
|caption= | |caption= | ||
|name=Stand Heavy | |name=Stand Heavy | ||
Line 181: | Line 181: | ||
Advances Nova forward about one character length. Despite appearances, will not whiff on crouching characters. | Advances Nova forward about one character length. Despite appearances, will not whiff on crouching characters. | ||
Causes enough hitstun/blockstun to follow up with a flight cancel into j.5L. | Causes enough hitstun/blockstun to follow up with a flight cancel into {{Clr|1|j.5L}}. | ||
}} | }} | ||
}} | }} | ||
Line 187: | Line 187: | ||
{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Nova_2L.png | ||
|caption= | |caption= | ||
|name=Crouching Light | |name=Crouching Light | ||
Line 202: | Line 202: | ||
|properties=- | |properties=- | ||
|description= | |description= | ||
Note: does not hit | Note: does not hit Low. {{Clr|1|2L}} is slightly slower than {{Clr|1|5L}} and lacks the Rapid Fire property, but with the advantage of not whiffing against crouching opponents. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Nova_2M.png | ||
|caption= | |caption= | ||
|name=Crouching Medium | |name=Crouching Medium | ||
Line 222: | Line 222: | ||
|properties= | |properties= | ||
|description= | |description= | ||
One of Nova's most important neutral and pressure tools. Nova slides along the ground, lowering his profile (although not enough to evade most projectiles). One full 2M will travel just under half of fullscreen distance, giving this attack a very impressive total reach. | One of Nova's most important neutral and pressure tools. Nova slides along the ground, lowering his profile (although not enough to evade most projectiles). One full {{Clr|2|2M}} will travel just under half of fullscreen distance, giving this attack a very impressive total reach. | ||
2M has a good number of active frames, allowing it to have much better frame advantage than listed if it connects late. Additionally, it is a good choice for confirming from assist hits such as Doom's Plasma Beam, as the opponent will fall directly onto Nova's hitbox. | {{Clr|2|2M}} has a good number of active frames, allowing it to have much better frame advantage than listed if it connects late. Additionally, it is a good choice for confirming from assist hits such as Doom's Plasma Beam, as the opponent will fall directly onto Nova's hitbox. | ||
Nova can use the forward movement of this attack to ambiguously cross under opponents who are airborne, especially as a mixup against incoming opponents. | Nova can use the forward movement of this attack to ambiguously cross under opponents who are airborne, especially as a mixup against incoming opponents. | ||
Line 231: | Line 231: | ||
{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Nova_2H.png | ||
|caption= | |caption= | ||
|name=Crouching Heavy | |name=Crouching Heavy | ||
Line 246: | Line 246: | ||
|properties={{strk}}, {{softknockdown}} | |properties={{strk}}, {{softknockdown}} | ||
|description= | |description= | ||
Standard sweep attack. Usually used as chain filler after 2M, and has better frame advantage than a point-blank 2M. | Standard sweep attack. Usually used as chain filler after {{Clr|2|2M}}, and has better frame advantage than a point-blank {{Clr|2|2M}}. | ||
}} | }} | ||
}} | }} | ||
Line 252: | Line 252: | ||
{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Nova_5S.png | ||
|caption= | |caption= | ||
|name=Launcher/Special | |name=Launcher/Special | ||
Line 274: | Line 274: | ||
{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Nova_jL.png | ||
|caption= | |caption= | ||
|name=Jumping Light | |name=Jumping Light | ||
Line 291: | Line 291: | ||
Cornerstone of Nova's High/Low mixup game. Works as an instant overhead naturally against normal-sized characters with very specific spacing. | Cornerstone of Nova's High/Low mixup game. Works as an instant overhead naturally against normal-sized characters with very specific spacing. | ||
It is more practical to use this move in conjunction with airdashes and flight mode to set up confirmable mixup options. If Nova superjumps up and then immediately airdashes straight down, he can connect a j.5L just before landing for a fast, ambiguous overhead. If you intentionally slightly alter the airdash timing or j.5L timing to instead make the attack whiff, then Nova can threaten with a Low attack or throw instead. This setup is very low-risk to attempt when Nova is in range, and can even be looped into itself multiple times. | It is more practical to use this move in conjunction with airdashes and flight mode to set up confirmable mixup options. If Nova superjumps up and then immediately airdashes straight down, he can connect a {{Clr|1|j.5L}} just before landing for a fast, ambiguous overhead. If you intentionally slightly alter the airdash timing or {{Clr|1|j.5L}} timing to instead make the attack whiff, then Nova can threaten with a Low attack or throw instead. This setup is very low-risk to attempt when Nova is in range, and can even be looped into itself multiple times. | ||
If Nova fly-cancels his heavy attacks, this move is usually fast enough to link afterwards. | If Nova fly-cancels his heavy attacks, this move is usually fast enough to link afterwards. | ||
Line 298: | Line 298: | ||
{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Nova_jM.png | ||
|caption= | |caption= | ||
|name=Jumping Medium | |name=Jumping Medium | ||
Line 318: | Line 318: | ||
{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Nova_jH.png | ||
|caption= | |caption= | ||
|name=Jumping Heavy | |name=Jumping Heavy | ||
Line 333: | Line 333: | ||
|properties= | |properties= | ||
|description= | |description= | ||
Key pressure and offense tool for Nova. Has a great hitbox that covers both above and below him. Nova's safest approach is to box dash (superjump and immediately airdash forward once above minimum dash height) behind an assist call, and then perform a falling j.5H once in range. This attack is difficult to contest and causes enough hitstun/blockstun on contact to set up an offense or confirm into a combo. | Key pressure and offense tool for Nova. Has a great hitbox that covers both above and below him. Nova's safest approach is to box dash (superjump and immediately airdash forward once above minimum dash height) behind an assist call, and then perform a falling {{Clr|3|j.5H}} once in range. This attack is difficult to contest and causes enough hitstun/blockstun on contact to set up an offense or confirm into a combo. | ||
This attack is also Nova's airthrow OS, and is very strong for that purpose. A stray air-to-air j.5H can be confirmed into a combo by using Flight Mode and/or j.5S, and this attack's solid vertical range can punish opponent who mash an early throw break against Nova. | This attack is also Nova's airthrow OS, and is very strong for that purpose. A stray air-to-air {{Clr|3|j.5H}} can be confirmed into a combo by using Flight Mode and/or {{Clr|4|j.5S}}, and this attack's solid vertical range can punish opponent who mash an early throw break against Nova. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Nova_jS.png | ||
|caption= | |caption= | ||
|name=Jumping Special | |name=Jumping Special | ||
Line 355: | Line 355: | ||
|properties={{nocancel}}, {{aircombofinisher}}, {{hardknockdown}} | |properties={{nocancel}}, {{aircombofinisher}}, {{hardknockdown}} | ||
|description= | |description= | ||
Fairly unique among {{Clr|4|j.5S}} attacks. Nova pauses in the air for a moment, then crashes down towards the ground at a shallow diagonal angle, hitting up to three times on the way down. This attack causes a Hard Knockdown on hit independent of its property as an Air Combo Finisher, meaning it can be used to confirm air-to-airs and other hits even outside of Launcher combos. | |||
}} | }} | ||
}} | }} | ||
Line 362: | Line 362: | ||
{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Nova_6H.png | ||
|caption= | |caption= | ||
|name=Nova Slam | |name=Nova Slam | ||
Line 379: | Line 379: | ||
Nova performs a "football spike" slam attack, moving him forward close to two character lengths while punching the ground in front of him. This attack is a standing overhead, and Nova can chain any of his normals into it during a blockstring to try and catch an opponent who is only down-backing. However, at 24 frames of startup, this attack is quite reactable. | Nova performs a "football spike" slam attack, moving him forward close to two character lengths while punching the ground in front of him. This attack is a standing overhead, and Nova can chain any of his normals into it during a blockstring to try and catch an opponent who is only down-backing. However, at 24 frames of startup, this attack is quite reactable. | ||
6H is an important combo tool, as it both hits OTG and causes a Ground Bounce. Nova can use this move after just about any Hard Knockdown: after a throw, following an assist such as Strider's Vajra, or after a j.5S. Nova recovers fast enough from this attack to link basically any normal, and thus can perform a solo relaunch to extend his own combos. | {{Clr|3|6H}} is an important combo tool, as it both hits OTG and causes a Ground Bounce. Nova can use this move after just about any Hard Knockdown: after a throw, following an assist such as Strider's Vajra, or after a {{Clr|4|j.5S}}. Nova recovers fast enough from this attack to link basically any normal, and thus can perform a solo relaunch to extend his own combos. | ||
}} | }} | ||
}} | }} | ||
Line 387: | Line 387: | ||
{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Nova_236L.png | ||
|caption= | |caption=Level 1 | ||
|image2=UMVC3_Nova_236L_Lvl3.png | |||
|caption2=Level 3 | |||
|name=Gravimetric Pulse L | |name=Gravimetric Pulse L | ||
|input=236L | |input=236L | ||
Line 430: | Line 432: | ||
Nova creates a short-lived, short-range pulse of energy immediately in front of him. This attack will automatically consume any red life that Nova has in order to power itself up to either Level 2 or 3. Higher level pulses have greatly enhanced range, with Level 3 pulse reaching roughly halfway across the screen. Additionally, higher level pulses have more hits, more durability, and additional properties. | Nova creates a short-lived, short-range pulse of energy immediately in front of him. This attack will automatically consume any red life that Nova has in order to power itself up to either Level 2 or 3. Higher level pulses have greatly enhanced range, with Level 3 pulse reaching roughly halfway across the screen. Additionally, higher level pulses have more hits, more durability, and additional properties. | ||
This move is dubiously useful if Nova does not have enough red life to reach level 3, as it has poor range. It is typically used to tack on a small bit of extra damage at the end of combos, before canceling into Nova Force. If Nova has enough red life to activate level 3 Pulse (and is willing to lose that red life), he has access to a fairly quick forced Wall Bounce that can be easily confirmed with a dash up 2M. | This move is dubiously useful if Nova does not have enough red life to reach level 3, as it has poor range. It is typically used to tack on a small bit of extra damage at the end of combos, before canceling into Nova Force. If Nova has enough red life to activate level 3 Pulse (and is willing to lose that red life), he has access to a fairly quick forced Wall Bounce that can be easily confirmed with a dash up {{Clr|2|2M}}. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Nova_236M.png | ||
|caption= | |caption=Level 1 | ||
|image2=UMVC3_Nova_236M_Lvl3.png | |||
|caption2=Level 3 | |||
|name=Gravimetric Pulse M | |name=Gravimetric Pulse M | ||
|input=236M | |input=236M | ||
Line 482: | Line 486: | ||
{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Nova_236H.png | ||
|caption= | |caption=Level 1 | ||
|image2=UMVC3_Nova_236H_Lvl3.png | |||
|caption=Level 3 | |||
|name=Gravimetric Pulse H | |name=Gravimetric Pulse H | ||
|input=236H | |input=236H | ||
Line 527: | Line 533: | ||
Under normal circumstances, the barrier will quickly use all of its hits on contact with the opponent, causing a fairly short amount of total hitstun/blockstun. If the opponent lands on top of the barrier, it will instead cause them to "bounce" on top of it with each hit, leading to a lengthy juggle. | Under normal circumstances, the barrier will quickly use all of its hits on contact with the opponent, causing a fairly short amount of total hitstun/blockstun. If the opponent lands on top of the barrier, it will instead cause them to "bounce" on top of it with each hit, leading to a lengthy juggle. | ||
Nova can typically only have one 236H Barrier active at a time, and using another will cause the first to disappear. However, Nova can circumvent this restriction by using pulses of different levels. For example, if Nova spends his red health to activate a Level 3 Pulse, he can immediately perform another 236H to create a level 1 barrier, and both will exist simultaneously. | Nova can typically only have one {{Clr|3|236H}} Barrier active at a time, and using another will cause the first to disappear. However, Nova can circumvent this restriction by using pulses of different levels. For example, if Nova spends his red health to activate a Level 3 Pulse, he can immediately perform another {{Clr|3|236H}} to create a level 1 barrier, and both will exist simultaneously. | ||
}} | }} | ||
}} | }} | ||
Line 533: | Line 539: | ||
{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Nova_214X.png | ||
|caption= | |caption= | ||
|name=Nova Strike | |name=Nova Strike | ||
Line 580: | Line 586: | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Nova_623L.png | ||
|caption= | |caption= | ||
|name=Centurion Rush L | |name=Centurion Rush L | ||
Line 599: | Line 604: | ||
|properties={{otg}}, {{strk}} | |properties={{otg}}, {{strk}} | ||
|description= | |description= | ||
Nova slides across the ground, hitting both Low and OTG. On hit, the opponent is popped up into the air. If it hits late enough, Nova recovers in time to connect a 5L or 5M, leading to a solo relaunch. This is an alternative OTG pickup to 6H, if Nova is not in 6H range, or has already used his ground bounce. | Nova slides across the ground, hitting both Low and OTG. On hit, the opponent is popped up into the air. If it hits late enough, Nova recovers in time to connect a {{Clr|1|5L}} or {{Clr|2|5M}}, leading to a solo relaunch. This is an alternative OTG pickup to {{Clr|3|6H}}, if Nova is not in {{Clr|3|6H}} range, or has already used his ground bounce. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Nova_623M.png | ||
|caption= | |caption= | ||
|name=Centurion Rush M | |name=Centurion Rush M | ||
Line 624: | Line 629: | ||
{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Nova_623H.png | ||
|caption= | |caption= | ||
|name=Centurion Rush H | |name=Centurion Rush H | ||
Line 643: | Line 648: | ||
This move has the unique property that it can be jump-canceled ''only'' if it is pushblocked. [https://youtu.be/al65FSSEh1E Video Example] | This move has the unique property that it can be jump-canceled ''only'' if it is pushblocked. [https://youtu.be/al65FSSEh1E Video Example] | ||
If hitstun deterioration has progressed to far for a full air combo to function, Nova can end combos with 623H superjump canceled into an immediate 623XX hyper. | If hitstun deterioration has progressed to far for a full air combo to function, Nova can end combos with {{Clr|3|623H}} superjump canceled into an immediate 623XX hyper. | ||
}} | }} | ||
}} | }} | ||
Line 649: | Line 654: | ||
{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Nova_XS.png | ||
|image2=UMVC3_Nova_XS_Projectile.png | |||
|caption= | |caption= | ||
|name=Energy Javelin | |name=Energy Javelin | ||
Line 666: | Line 672: | ||
The closest thing Nova has to a real projectile. Nova throws a javelin straight up, and it travels to above superjump height. At that point, it suddenly arcs back down toward the ground, very accurately tracking the opponent. The move is not affected by the button used to input it. | The closest thing Nova has to a real projectile. Nova throws a javelin straight up, and it travels to above superjump height. At that point, it suddenly arcs back down toward the ground, very accurately tracking the opponent. The move is not affected by the button used to input it. | ||
Energy Javelin can be very difficult for certain characters to deal with, especially when used behind a 236H barrier. Few characters have upward-aimed projectiles that can interact with a javelin that is attacking them from above, and an aerial hit from a javelin causes a fairly confirmable ground bounce, making them dangerous to contest. | Energy Javelin can be very difficult for certain characters to deal with, especially when used behind a {{Clr|3|236H}} barrier. Few characters have upward-aimed projectiles that can interact with a javelin that is attacking them from above, and an aerial hit from a javelin causes a fairly confirmable ground bounce, making them dangerous to contest. | ||
Energy Javelin will disappear if Nova is hit by any attack. | Energy Javelin will disappear if Nova is hit by any attack. | ||
Line 674: | Line 680: | ||
{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Nova_214S.png | ||
|caption= | |caption= | ||
|name=Flight | |name=Flight | ||
Line 697: | Line 703: | ||
=== Hyper Combos === | === Hyper Combos === | ||
{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Nova_236XX.png | ||
|caption= | |caption=Level 1 | ||
|image2=UMVC3_Nova_236XX_Lvl3.png | |||
|caption2=Level 3 | |||
|name=Gravimetric Blaster | |name=Gravimetric Blaster | ||
|subtitle=Feel My Power! | |subtitle="Feel My Power!" | ||
|input=236XX (1 bar) | |input=236XX (1 bar) | ||
|data= | |data= | ||
Line 747: | Line 755: | ||
{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Nova_623XX.png | ||
|caption= | |caption= | ||
|name=Super Nova | |name=Super Nova | ||
Line 775: | Line 783: | ||
{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Nova_214XX.png | ||
|caption= | |caption="Human Taco!" | ||
|name=Human Rocket | |name=Human Rocket | ||
|input=214XX (1 bar) | |input=214XX (1 bar) | ||
Line 794: | Line 802: | ||
This attack can be "steered" by holding any of the eight direction and pressing an attack. With each input, Nova will perform a follow-up attack, blasting in the input direction for an additional hit. Nova can redirect this hyper twice, for a total of three hits. By redirecting Nova away from an opponent on block, he can protect himself from punishment despite this attack being very unsafe on block. | This attack can be "steered" by holding any of the eight direction and pressing an attack. With each input, Nova will perform a follow-up attack, blasting in the input direction for an additional hit. Nova can redirect this hyper twice, for a total of three hits. By redirecting Nova away from an opponent on block, he can protect himself from punishment despite this attack being very unsafe on block. | ||
Nova can situationally pick up after using this hyper raw, making it a serious neutral threat. To do this against a grounded opponent, connect the first hit normally, then quickly chain into a 9X up-forward hit, then quickly chain again into a 2X straight-down hit. If done correctly, the opponent will be popped up with a lengthy spinout, and Nova will recover just in time to catch them with a 5L or 5M. | Nova can situationally pick up after using this hyper raw, making it a serious neutral threat. To do this against a grounded opponent, connect the first hit normally, then quickly chain into a 9X up-forward hit, then quickly chain again into a 2X straight-down hit. If done correctly, the opponent will be popped up with a lengthy spinout, and Nova will recover just in time to catch them with a {{Clr|1|5L}} or {{Clr|2|5M}}. | ||
'''Glitch:''' This hyper is associated with a glitch in which Nova can break the game's camera and/or remove himself and his teammates from the stage. If Nova steers this hyper up and towards the corner, then DHCs out with a specific, delayed timing, the character brought in via DHC will not be properly considered the point character, and will also exit the stage. The result end result is that no character on Nova's team will be present on stage, and the match is effectively softlocked until the timer runs out. This glitch is banned in most competitive settings. | '''Glitch:''' This hyper is associated with a glitch in which Nova can break the game's camera and/or remove himself and his teammates from the stage. If Nova steers this hyper up and towards the corner, then DHCs out with a specific, delayed timing, the character brought in via DHC will not be properly considered the point character, and will also exit the stage. The result end result is that no character on Nova's team will be present on stage, and the match is effectively softlocked until the timer runs out. This glitch is banned in most competitive settings. | ||
Line 805: | Line 813: | ||
{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Nova_AirThrow.png | ||
|caption= | |caption= | ||
|name=Ground Throw | |name=Ground Throw | ||
Line 820: | Line 828: | ||
|properties={{hardknockdown}} | |properties={{hardknockdown}} | ||
|description= | |description= | ||
Nova picks up the opponent and then hurls them in the direction of the throw input. The opponent lands about 2/3 of fullscreen distance away from Nova if thrown midscreen. Nova can always convert a ground throw in either direction using his solo OTGs. If throwing an opponent midscreen, use 623L as an OTG pickup. If throwing an opponent into the corner, use 6H OTG instead. | Nova picks up the opponent and then hurls them in the direction of the throw input. The opponent lands about 2/3 of fullscreen distance away from Nova if thrown midscreen. Nova can always convert a ground throw in either direction using his solo OTGs. If throwing an opponent midscreen, use {{Clr|1|623L}} as an OTG pickup. If throwing an opponent into the corner, use {{Clr|3|6H}} OTG instead. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Nova_AirThrow.png | ||
|caption= | |caption= | ||
|name=Air Throw | |name=Air Throw | ||
Line 843: | Line 851: | ||
*Airthrow the opponent, then airdash down to the ground and OTG with either 623L (preferred) or 6H. If throwing into the corner, airdash down-back, away from the opponent, to use 623L. Otherwise, it will hit too early and prevent a follow-up. | *Airthrow the opponent, then airdash down to the ground and OTG with either 623L (preferred) or 6H. If throwing into the corner, airdash down-back, away from the opponent, to use 623L. Otherwise, it will hit too early and prevent a follow-up. | ||
*If airthrowing an opponent into the corner, Nova can airdash straight down, then perform a falling j.5H. The 5H will catch the opponent before they reach the ground, allowing him to skip having to OTG them. | *If airthrowing an opponent into the corner, Nova can airdash straight down, then perform a falling {{Clr|3|j.5H}}. The {{Clr|3|5H}} will catch the opponent before they reach the ground, allowing him to skip having to OTG them. | ||
*Airthrow the opponent, then airdash downwards in the direction of the opponent (straight down in the corner, or down-forward if throwing midscreen). At the apex of Nova's dash speed, cancel the airdash with a whiffed normal, usually j.5M, to preserve that momentum. Land and immediately hard tag into a character with a fast OTG - this is almost always Doctor Doom. Then pick up that opponent with that character's OTG and resume comboing. Hard tagging after a throw circumvents the heavy damage scaling usually applied to throw combos. | *Airthrow the opponent, then airdash downwards in the direction of the opponent (straight down in the corner, or down-forward if throwing midscreen). At the apex of Nova's dash speed, cancel the airdash with a whiffed normal, usually {{Clr|2|j.5M}}, to preserve that momentum. Land and immediately hard tag into a character with a fast OTG - this is almost always Doctor Doom. Then pick up that opponent with that character's OTG and resume comboing. Hard tagging after a throw circumvents the heavy damage scaling usually applied to throw combos. | ||
}} | }} | ||
}} | }} | ||
Line 850: | Line 858: | ||
{{MoveData | {{MoveData | ||
|image= | |image=UMVC3_Nova_5H.png | ||
|caption= | |caption= | ||
|name=Snap Back | |name=Snap Back | ||
Line 921: | Line 929: | ||
<code><nowiki>2M > 5H > 5S sjc. j.5M > j.5M > j.5H xx 214S (Fly), j.5L > j.5M > j.5H > j.5S, land, 6H, 5S sjc. j.5H xx 236L xx 623XX (672,000 for 1 bar, builds 1 bar of meter) </nowiki></code> <br> | <code><nowiki>2M > 5H > 5S sjc. j.5M > j.5M > j.5H xx 214S (Fly), j.5L > j.5M > j.5H > j.5S, land, 6H, 5S sjc. j.5H xx 236L xx 623XX (672,000 for 1 bar, builds 1 bar of meter) </nowiki></code> <br> | ||
Beginner BnB, confirms off basically any hit into launcher | Beginner BnB, confirms off basically any hit into launcher.<br> | ||
<code><nowiki>2M > 5H > 5S sjc. j.5H xx 214M, j.5S, land, 6H, 5S sjc. j.5M > j.5M > j.5H xx 236L xx 623XX (678,000 for 1 bar, builds ~0.8 bars of meter)</nowiki></code> <br> | <code><nowiki>2M > 5H > 5S sjc. j.5H xx 214M, j.5S, land, 6H, 5S sjc. j.5M > j.5M > j.5H xx 236L xx 623XX (678,000 for 1 bar, builds ~0.8 bars of meter)</nowiki></code> <br> |
Revision as of 16:05, 24 August 2022
Introduction
A previously normal human, Dick Rider, was given the ability to tap into the power of the Nova Corps by a dying member. The power of the Nova Force is normally split amongst all Nova Corps Centurions, but as Dick is the last surviving Centurion, he can freely access all of it. As Nova, he defends both the Earth - and the galaxy as a whole - from cosmic threats.
In UMvC3, Nova is an all-rounder with good mobility and a variety of tools for both keepaway and rushdown. His flight mode and 8-way airdash draw comparisons to Magneto. In such a comparison, Nova is slower, but hits much harder. From a distance, Nova can create a barrier with Gravimetric Pulse (236H) and harass with Energy Javelins (X+S). When on the offensive, Nova uses strong normals like 2M and j.5H to close in while fishing for potential throws, which lead to big damage.
Strengths | Weaknesses |
---|---|
|
|
Unique Mechanics
Nova can consume red life in order to power up his Gravimetric Pulse (236X) specials and Gravimetric Blaster (236XX) hyper, including the assist version of Pulse. All of Nova's red life is consumed automatically when Nova activates either of these moves. If Nova has any red life at all, even a sliver, it will be used to upgrade these moves to Level 2, granting additional hits and damage. If Nova has at least 200,000 red life (approximately 22% of his total health bar), it will be consumed to upgrade that move to Level 3, granting further increases to damage as well as additional properties. The buff to his attacks from consuming red life is temporary and only applies to the move he used to consume it, so be careful about wasting this resource.
6 of Nova's 8 airdashes are slightly modified from the standard airdash in that they initially move slowly, then accelerate up to full speed. It takes 6 frames for Nova's forward and backward airdashes to begin moving, and 9 frames for his diagonal airdashes to begin moving. As a consequence, Nova can not meaningfully Plink Dash in flight mode, the way other flight/airdash characters can. Nova's straight-up and straight-down airdashes behave normally, moving at full speed from frame 1.
Nova | |
---|---|
Character Data | |
Health | 900,000 |
Ground Magic Series | Stronger+ |
Air Chain Combo Limit | Three |
Forward Dash Duration | 35 frames |
Backdash Duration | 25 frames |
Jump Duration | 40 frames |
Superjump Duration | 81 frames |
Walljump? | No |
Doublejump? | No |
Airdash? | 8-Way |
X-Factor Damage Boost (1/2/3) | 30% / 50% / 70% |
X-Factor Speed Boost (1/2/3) | 10% / 20% / 30% |
Minimum Damage Scaling (Normals, Specials) | 5%, 10% |
Minimum Damage Scaling (Hypers) | 35% |
Minimum Damage Scaling (X-Factor) | 35% |
Move List
Assists
Damage | Startup | Active | Recovery |
---|---|---|---|
35,000 x3 / x4 / x5 | 52 | 180 | 118, 88 |
On Hit | On Block | Guard | Properties |
- | - | Mid | Priority: Low, Beam Durability: 3 per frame for 3 frames |
THC Hyper: Gravimetric Blaster. Nova creates a stationary energy barrier in front of the point character. The barrier is a projectile which will damage opponents who come in contact with it, and also clash with projectiles. Under normal circumstances, the barrier will quickly use all of its hits on contact with the opponent. If the opponent lands on top of the barrier, it will instead cause them to "bounce" on top of it with each hit, leading to a lengthy juggle that can be easily confirmed from. This assist is unique in that it utilizes Nova's red health mechanic. If Nova has any red health when the assist is called, it will be depleted in order to power the assist up to Stage 2 or Stage 3. Note that this will prevent Nova from being able to actually regenerate that red life while in the backline. Enhanced Pulse is larger and hits additional times. |
Damage | Startup | Active | Recovery |
---|---|---|---|
100,000 | 52 | 13 | 106, 76 |
On Hit | On Block | Guard | Properties |
- | - | OH | ![]() |
THC Hyper: Gravimetric Blaster. Recommended assist. Nova hops into the air and then delivers a fast diving kick back down towards the ground. This is a rare example of an assist which hits Overhead, and thus can enable High/Low Mixups or even Unblockables when paired with a low-hitting attack from the point character. This assist causes a ground bounce if it hits an airborne opponent, making it a useful combo extender for some characters. The ground bounce caused by this assist is forced, meaning it will still occur even if a ground bounce has already been performed earlier in the same combo. |
Damage | Startup | Active | Recovery |
---|---|---|---|
50,000 x3 | 47 | 13 | 116, 86 |
On Hit | On Block | Guard | Properties |
- | - | Mid | ![]() |
THC Hyper: Gravimetric Blaster. Nova delivers a flying punch that covers about half of fullscreen distance. Causes a Wall Bounce on hit, which could be useful for combo extensions or confirms, but could also waste this resource for point characters who rely on wall bounces in their combos. |
Ground Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
55,000 | 5 | 3 | 13 |
On Hit | On Block | Guard | Properties |
-1 | -3 | High | ![]() |
High-aimed jab. Will whiff against many characters if they are crouching, so 2L is preferred against grounded opponents. Has a solid anti-air hitbox against opponents at jump height. If trying to mash out of an opponent's airborne offense, or confirming a low-to-ground hit, Nova can repeatedly 5L to take advantage of its Rapid Fire property and chain into itself repeatedly. If you confirm a hit, follow up with |
Damage | Startup | Active | Recovery |
---|---|---|---|
73,000 | 8 | 2 | 22 |
On Hit | On Block | Guard | Properties |
-4 | -6 | Mid | - |
Advances Nova forward very slightly. |
Damage | Startup | Active | Recovery |
---|---|---|---|
85,000 | 11 | 3 | 24 |
On Hit | On Block | Guard | Properties |
-2 | -4 | Mid | - |
Advances Nova forward about one character length. Despite appearances, will not whiff on crouching characters. Causes enough hitstun/blockstun to follow up with a flight cancel into j.5L. |
Damage | Startup | Active | Recovery |
---|---|---|---|
50,000 | 6 | 3 | 12 |
On Hit | On Block | Guard | Properties |
0 | -2 | Mid | - |
Note: does not hit Low. 2L is slightly slower than 5L and lacks the Rapid Fire property, but with the advantage of not whiffing against crouching opponents. |
Damage | Startup | Active | Recovery |
---|---|---|---|
75,000 | 11 | 8 | 20 |
On Hit | On Block | Guard | Properties |
-8 | -10 | Low | - |
One of Nova's most important neutral and pressure tools. Nova slides along the ground, lowering his profile (although not enough to evade most projectiles). One full 2M will travel just under half of fullscreen distance, giving this attack a very impressive total reach. 2M has a good number of active frames, allowing it to have much better frame advantage than listed if it connects late. Additionally, it is a good choice for confirming from assist hits such as Doom's Plasma Beam, as the opponent will fall directly onto Nova's hitbox. Nova can use the forward movement of this attack to ambiguously cross under opponents who are airborne, especially as a mixup against incoming opponents. |
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 13 | 3 | 23 |
On Hit | On Block | Guard | Properties |
- | -3 | Low | ![]() ![]() |
Standard sweep attack. Usually used as chain filler after 2M, and has better frame advantage than a point-blank 2M. |
Damage | Startup | Active | Recovery |
---|---|---|---|
100,000 | 15 | 4 | 26 |
On Hit | On Block | Guard | Properties |
Launch | -7 | Mid | ![]() ![]() |
Standard launcher. |
Aerial Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
55,000 | 5 | 2 | 16 |
On Hit | On Block | Guard | Properties |
+13 | +12 | OH | - |
Cornerstone of Nova's High/Low mixup game. Works as an instant overhead naturally against normal-sized characters with very specific spacing. It is more practical to use this move in conjunction with airdashes and flight mode to set up confirmable mixup options. If Nova superjumps up and then immediately airdashes straight down, he can connect a j.5L just before landing for a fast, ambiguous overhead. If you intentionally slightly alter the airdash timing or j.5L timing to instead make the attack whiff, then Nova can threaten with a Low attack or throw instead. This setup is very low-risk to attempt when Nova is in range, and can even be looped into itself multiple times. If Nova fly-cancels his heavy attacks, this move is usually fast enough to link afterwards. |
Damage | Startup | Active | Recovery |
---|---|---|---|
75,000 | 8 | 4 | 18 |
On Hit | On Block | Guard | Properties |
+17 | +15 | OH | - |
Upward-angled air attack, which makes it difficult to use against grounded opponents. Mainly used as combo filler. |
Damage | Startup | Active | Recovery |
---|---|---|---|
90,000 | 10 | 6 | 25 |
On Hit | On Block | Guard | Properties |
+20 | +18 | OH | - |
Key pressure and offense tool for Nova. Has a great hitbox that covers both above and below him. Nova's safest approach is to box dash (superjump and immediately airdash forward once above minimum dash height) behind an assist call, and then perform a falling j.5H once in range. This attack is difficult to contest and causes enough hitstun/blockstun on contact to set up an offense or confirm into a combo. This attack is also Nova's airthrow OS, and is very strong for that purpose. A stray air-to-air j.5H can be confirmed into a combo by using Flight Mode and/or j.5S, and this attack's solid vertical range can punish opponent who mash an early throw break against Nova. |
Damage | Startup | Active | Recovery |
---|---|---|---|
40,000 x3 | 22 | Until grounded | 30 |
On Hit | On Block | Guard | Properties |
- | -9 | OH | ![]() ![]() ![]() |
Fairly unique among j.5S attacks. Nova pauses in the air for a moment, then crashes down towards the ground at a shallow diagonal angle, hitting up to three times on the way down. This attack causes a Hard Knockdown on hit independent of its property as an Air Combo Finisher, meaning it can be used to confirm air-to-airs and other hits even outside of Launcher combos. |
Command Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
100,000 | 24 | 4 | 24 |
On Hit | On Block | Guard | Properties |
- | -5 | OH | ![]() ![]() ![]() ![]() |
Nova performs a "football spike" slam attack, moving him forward close to two character lengths while punching the ground in front of him. This attack is a standing overhead, and Nova can chain any of his normals into it during a blockstring to try and catch an opponent who is only down-backing. However, at 24 frames of startup, this attack is quite reactable. 6H is an important combo tool, as it both hits OTG and causes a Ground Bounce. Nova can use this move after just about any Hard Knockdown: after a throw, following an assist such as Strider's Vajra, or after a j.5S. Nova recovers fast enough from this attack to link basically any normal, and thus can perform a solo relaunch to extend his own combos. |
Special Moves
Level 1 (With no Red Life) ![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
35,000 x3 | 26 | 180 | 29 | |
On Hit | On Block | Guard | Properties | |
+1 | -1 | Mid | ![]() | |
Level 2 (With less than 200,000 Red Life) ![]() ![]() |
Damage | Startup | Active | Recovery |
35,000 x4 | 26 | 180 | 29 | |
On Hit | On Block | Guard | Properties | |
+1 | -1 | Mid | ![]() | |
Level 3 (With at least 200,000 Red Life) ![]() ![]() |
Damage | Startup | Active | Recovery |
35,000 x5 | 26 | 300 | 29 | |
On Hit | On Block | Guard | Properties | |
+25 | +1 | Mid | ![]() ![]() | |
Rather than a short burst of energy, the H version of Gravimetric Pulse creates a barrier in front of Nova, which remains in place for several seconds. The barrier has a respectable amount of durability, and can protect Nova from projectiles or rushdown while he fires Energy Javelins, tags out, or repositions. Higher levels of red life consumed cause the barrier to be larger, have more durability, and deal additional hits of damage on contact. Under normal circumstances, the barrier will quickly use all of its hits on contact with the opponent, causing a fairly short amount of total hitstun/blockstun. If the opponent lands on top of the barrier, it will instead cause them to "bounce" on top of it with each hit, leading to a lengthy juggle. Nova can typically only have one 236H Barrier active at a time, and using another will cause the first to disappear. However, Nova can circumvent this restriction by using pulses of different levels. For example, if Nova spends his red health to activate a Level 3 Pulse, he can immediately perform another 236H to create a level 1 barrier, and both will exist simultaneously. |
L![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
75,000 | 18 | 8 | 25 | |
On Hit | On Block | Guard | Properties | |
- | -10 | Mid | ![]() ![]() | |
M![]() ![]() |
Damage | Startup | Active | Recovery |
50,000 x3 | 23 | 16 | 25 | |
On Hit | On Block | Guard | Properties | |
- | -9 | Mid | ![]() ![]() ![]() | |
H![]() ![]() |
Damage | Startup | Active | Recovery |
110,000 | 30 | 20 | 16 | |
On Hit | On Block | Guard | Properties | |
- | -13 | Mid | ![]() ![]() ![]() | |
Flying rush punch. Although this attack has good horizontal range and could an approach an opponent from far away, it is very easy to punish on block, and thus mainly useful is a combo tool. H Version causes a crumple if it hits an opponent who is grounded, enabling Nova to tag out for another character who can continue the combo. |
Damage | Startup | Active | Recovery |
---|---|---|---|
90,000 | 18 | 15 | 20 |
On Hit | On Block | Guard | Properties |
- | -12 | Low | ![]() ![]() |
Nova slides across the ground, hitting both Low and OTG. On hit, the opponent is popped up into the air. If it hits late enough, Nova recovers in time to connect a 5L or 5M, leading to a solo relaunch. This is an alternative OTG pickup to 6H, if Nova is not in 6H range, or has already used his ground bounce. |
Damage | Startup | Active | Recovery |
---|---|---|---|
100,000 | 28 | 13 | 15 |
On Hit | On Block | Guard | Properties |
-3 | -5 | OH | ![]() |
Nova hops into the air and then performs a downward kick at a shallow diagonal angle. Notable mainly because it causes a Forced Ground Bounce on hitting an airborne opponent, meaning it will bounce even if a ground bounce has already been used in the same combo. This leads to an easy infinite in X-Factor Level 2 or 3, as Nova recovers quickly enough to link this move into itself. |
Damage | Startup | Active | Recovery |
---|---|---|---|
35,000 + 35,000 + 80,000 | 23 | 10(15)6 | 30 |
On Hit | On Block | Guard | Properties |
- | -13 | Mid | ![]() |
Nova does a rushing attack, then follows up with an uppercut. The uppercut works as a launcher, similar to 5S, and has the same basic properties. It can be superjump-canceled on hit, and doing so starts an Air Combo. This move has the unique property that it can be jump-canceled only if it is pushblocked. Video Example If hitstun deterioration has progressed to far for a full air combo to function, Nova can end combos with 623H superjump canceled into an immediate 623XX hyper. |
Damage | Startup | Active | Recovery |
---|---|---|---|
70,000 | 26 | - | 24 |
On Hit | On Block | Guard | Properties |
- | - | Mid | ![]() ![]() |
The closest thing Nova has to a real projectile. Nova throws a javelin straight up, and it travels to above superjump height. At that point, it suddenly arcs back down toward the ground, very accurately tracking the opponent. The move is not affected by the button used to input it. Energy Javelin can be very difficult for certain characters to deal with, especially when used behind a 236H barrier. Few characters have upward-aimed projectiles that can interact with a javelin that is attacking them from above, and an aerial hit from a javelin causes a fairly confirmable ground bounce, making them dangerous to contest. Energy Javelin will disappear if Nova is hit by any attack. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 10 | 110 | - |
On Hit | On Block | Guard | Properties |
- | - | - | 110 frame flight mode |
Nova enters a standard flight mode. He will float in place, and gains the ability to perform an unlimited number of airdashes and air specials for the duration. Most of Nova's normals recover faster if canceled into Fly or Unfly. |
Hyper Combos
Level 1 (With no Red Life) ![]() ![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
15,000 x25 ~ x50 | 20+1 | 80 | 30 | |
On Hit | On Block | Guard | Properties | |
- | -18 | Mid | ![]() ![]() | |
Level 2 (With less than 200,000 Red Life) ![]() ![]() ![]() |
Damage | Startup | Active | Recovery |
18,000 x25 ~ x50 | 20+1 | 80 | 30 | |
On Hit | On Block | Guard | Properties | |
- | -18 | Mid | ![]() ![]() | |
Level 3 (With at least 200,000 Red Life) ![]() ![]() ![]() |
Damage | Startup | Active | Recovery |
22,000 x25 ~ x50 | 20+1 | 80 | 30 | |
On Hit | On Block | Guard | Properties | |
- | -18 | Mid | ![]() ![]() | |
Nova fires a beam of energy straight ahead. Can be used to snipe assists or as a combo ender, although the Level 1 version deals less damage than Nova's other hypers. This hyper can be enhanced by spending red health, similar to Nova's 236X specials. Additional stages produce a larger beam (the Level 1 beam can be ducked under or low-profiled by certain characters), which deals more damage per hit. |
Damage | Startup | Active | Recovery |
---|---|---|---|
12,000 x40 ~ x80 | 10+1 | 45 | 29/Until Grounded |
On Hit | On Block | Guard | Properties |
- | -32 | Mid | ![]() ![]() |
Standard combo ender. Nova surrounds himself in energy, which has limited range but hits a large number of times for high total damage. It can also be useful for killing an opponent via chip damage, especially by doing it meaty against an incoming opponent. However, this hyper is very unsafe on block if it does not kill. If DHC'd or X-Factor canceled early, this hyper causes a forced Hard Knockdown, which enables unique DHC synergies with certain characters. The window for what constitutes "early" is dependent on the real-time duration of the move. The timing can easily be identified using Nova's "Power of the Nova Force!" voice line as he uses this hyper. Canceling the hyper once Nova has finished saying the word, "the" will no longer cause a Hard Knockdown, but canceling any earlier than this point will force a knockdown at any height. If the hyper is not mashed, this window corresponds to the 39th (second-to-last) hit, but mashing the hyper makes the hitcount inconsistent. Glitch: This hyper moves Nova very slightly downwards during its startup, and has no minimum height requirement. If Nova performs this hyper immediately above the ground, he will land, cancelling the attack's startup in the middle of the superflash, and returning to a neutral state. Video Example 1 Video Example 2 This glitch is legal in most competitive settings, but it does not have much practical use other than looking cool (it does look really cool). Glitch: This hyper is associated with a glitch in which a character who is chipped to death by this move will continue to be hit by it after they die, allowing them to be comboed post-mortem. If a character killed by this glitch is snapped out, then both the next character on the team and the character snapped in will enter simultaneously, giving the opponent simultaneous control of two point characters. Video Example. Using this glitch to force in two point characters is not legal in typical competitive settings, although hitting the point character after they have died with non-snapback attacks is usually fine. |
Damage | Startup | Active | Recovery |
---|---|---|---|
100,000 x1 ~ x3 | 13+1 | 16 | 53/Until Grounded |
On Hit | On Block | Guard | Properties |
- | -44 | Mid | ![]() ![]() |
Nova charges directly forward, turning himself into a massive hitbox that quickly travels across the screen. As it nullifies projectiles on contact, it can be used to blow though an opponent's zoning or assists, and then punish. This attack can be "steered" by holding any of the eight direction and pressing an attack. With each input, Nova will perform a follow-up attack, blasting in the input direction for an additional hit. Nova can redirect this hyper twice, for a total of three hits. By redirecting Nova away from an opponent on block, he can protect himself from punishment despite this attack being very unsafe on block. Nova can situationally pick up after using this hyper raw, making it a serious neutral threat. To do this against a grounded opponent, connect the first hit normally, then quickly chain into a 9X up-forward hit, then quickly chain again into a 2X straight-down hit. If done correctly, the opponent will be popped up with a lengthy spinout, and Nova will recover just in time to catch them with a 5L or 5M. Glitch: This hyper is associated with a glitch in which Nova can break the game's camera and/or remove himself and his teammates from the stage. If Nova steers this hyper up and towards the corner, then DHCs out with a specific, delayed timing, the character brought in via DHC will not be properly considered the point character, and will also exit the stage. The result end result is that no character on Nova's team will be present on stage, and the match is effectively softlocked until the timer runs out. This glitch is banned in most competitive settings. Video Example 1 Video Example 2 |
Universal Mechanics
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 1 | 1 | - |
On Hit | On Block | Guard | Properties |
- | - | Throw | ![]() |
Nova picks up the opponent and then hurls them in the direction of the throw input. The opponent lands about 2/3 of fullscreen distance away from Nova if thrown midscreen. Nova can always convert a ground throw in either direction using his solo OTGs. If throwing an opponent midscreen, use 623L as an OTG pickup. If throwing an opponent into the corner, use 6H OTG instead. |
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 1 | 1 | - |
On Hit | On Block | Guard | Properties |
- | - | Airthrow | ![]() |
Standard airthrow that works similarly to Nova's ground throw, sending the opponent flying away from Nova. This is one of the easiest airthrows to convert in the game, and Nova has several routes to go about doing this:
|
Damage | Startup | Active | Recovery |
---|---|---|---|
50,000 | 2 | 3 | 19 |
On Hit | On Block | Guard | Properties |
- | +1 | Mid | Snapback |
Animation and hitbox based on 5H. |
Damage | Startup | Active | Recovery |
---|---|---|---|
27,000 | - | 20 | 35 |
On Hit | On Block | Guard | Properties |
- | -16 | OH | ![]() |
- |
Team Position
Nova is most popularly picked as a point character. Nova teams excel in scoring the initial hit, especially when supported by strong assists such as beams. From there, Nova's solid solo damage and ability to set up other characters via DHCs and Hard Tags can score a touch of death on the opponent's character. Nova's especially comboable throw and crumple-causing 214H make him uniquely strong at enabling other characters with better combos but worse neutral.
It is uncommon, but not unheard of, for Nova to be played in the second position. Nova's Centurion Rush assist is one of the very few assists in the game which hits as an overhead, making it useful for setting up Unblockables, and it also causes a forced Ground Bounce, useful as a combo extension tool. However, this assist leaves something to be desired as a neutral tool, and wastes a lot of Nova's potential as a point character.
Notable Synergies
Spencer: The Nova/Spencer shell is the most common team on which either of these characters appear in tournament play. Spencer's Slant Shot assist causes a restand, taking advantage of Nova's especially strong ability to solo relaunch after a knockdown with 6H or 623L. By using an OTG attack and then chaining into 5S while calling Spencer, Nova can convert any early knockdown into a restand. Then, using jump-cancel 214H, he can convert that restand into a crumple, opening several combo routes. Spencer also makes a great DHC option for the end of Nova's combos, as he has many ways to circumvent Hitstun Deterioration and Damage scaling, so he can usually secure the kill.
Players to Watch: Coach Steve/Insaynne (Nova/Spencer/Doom), Nemo (Nova/Spencer/Strange), Yipes (Nova/Spencer/Strange), Mundank (Nova/Spencer/Magneto), Infrit (Nova/Spencer/Sentinel), Randomfiend (Nova/Spencer/Doom)
Doctor Doom/Doctor Strange/MODOK: Nova wants to be run with a beam assist, such as Plasma Beam or Bolts of Balthakk, that can cover him while he approaches with 2M or Box Dash j.5H. These assist types cover one of Nova's biggest weaknesses by keeping the opponent locked down while he closes the distance and gets within his limited range. Additionally, all of these characters are excellent choices to bring in for a Hard Tag combo, something which Nova excels at enabling.
Players to Watch: Coach Steve/Insaynne (Nova/Spencer/Doom), Nemo (Nova/Spencer/Strange), Yipes (Nova/Spencer/Strange), Marvelo (Nova/Strange/Strider), YLT Cole (Nova/Strange/Vergil), Randomfiend (Nova/Spencer/Doom)
Strider Hiryu: Strider's Vajra assist as very strong tracking capability and nearly infinite vertical range, making it one of the few assists useful at superjump height. However, it causes a Hard Knockdown on hitting an airborne opponent. For many characters that have trouble picking up from a knockdown, this is a major weakness. Nova has no problem picking up characters after a knockdown, even without assists. This makes Nova/Strider a naturally effective combination.
Players to Watch: Marvelo (Nova/Strange/Strider)
Other Players to Watch: Zansam (Nova/Frank/Rocket), AcesReturn (Nova/Dorm/Magneto), Tayson (Zero/Dante/Nova)
Combos
Solo Combos
Midscreen
2M > 5H > 5S sjc. j.5M > j.5M > j.5H xx 214S (Fly), j.5L > j.5M > j.5H > j.5S, land, 6H, 5S sjc. j.5H xx 236L xx 623XX (672,000 for 1 bar, builds 1 bar of meter)
Beginner BnB, confirms off basically any hit into launcher.
2M > 5H > 5S sjc. j.5H xx 214M, j.5S, land, 6H, 5S sjc. j.5M > j.5M > j.5H xx 236L xx 623XX (678,000 for 1 bar, builds ~0.8 bars of meter)
Video Timestamp Does not work if too close to the corner. Alternate route with slightly better damage and corner carry, but worse meter gain.
j.5H, land, 5H > 5S sjc. j.5M > j.5H xx 214S (Fly), j.5L > j.5M > j.5H xx 214S (Unfly), short forward airdash, j.5H > j.5S, land, 6H, 5S sjc. j.5H xx 236L xx 623XX (708,000 damage for 1 bar, builds 1 bar of meter.)
Video Timestamp Slight optimization on the basic BnB. The small forward dash after unfly is necessary to connect the extra j.5H midscreen, but is difficult to pull off without using the Unfly Glitch.
j.5H, land, 5M > 5H > 5S sjc. j.5H > j.5S, land, 6H, 5H > 5S sjc. j.5H xx j.214L, airdash down, j.5H, land, 5S sjc. j.5H xx 623XX (754,000 damage for 1 bar, builds 1 bar of meter.)
Video Timestamp Corner carry combo. Although it can be started from anywhere on the screen, it relies on getting the opponent into the corner using j.214L in order to finish the combo.
j.5H, land, 5H > 5S sjc. j.5H xx 214S (Fly), j.5H xx 214S (Unfly), j.5H, land, short dash forward, 5M > 5H > 5S sjc. j.5H > j.5S, 6H, 5S sjc. j.5H xx 623XX (764,000 for 1 bar, builds 1 bar of meter.)
Video Timestamp Modified version of the corner Fly/Unfly combo to work midscreen with a well-timed dash.
Corner
2M > 5H > 5S sjc. j.5H xx 214S (Fly), j.5H xx 214S (Unfly), j.5H, land, 5H > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 6H, 5S sjc. j.5H xx 623XX (740,000 for 1 bar, builds 1.1 bars of meter)
Video Timestamp Beginner Corner Fly/Unfly Loop.
j.5H, land, 5H xx 214S (Fly), j.5H xx 214S (Unfly), land, 5H > 5S sjc. j.5H xx 214S (Fly), j.5H xx 214S (Unfly), j.5H, rejump, j.5H xx 214L, j.5H, land, 5H > 5S sjc. j.5H xx 236M xx 623XX (802,000 damage for 1 bar, builds 1.1 bars of meter.)
Video Timestamp Advanced Corner Fly/Unfly Loop. Does not work on small-body characters, or normal-sized characters in crouching hitstun.
214H, backdash, X+S, 2M xx 623M, 623H sjc. j.5M > j.5M > j.5H xx 214L xx 623XX (675,000 for 1 bar, build ~0.75 bars of meter)
Video Timestamp If you do land a crumple from a raw 214H, this gives you solid damage from it.
214XX > 9X > 2X, 5L > 5M > 5S sjc. j.5M > j.5M > j.5H > j.5S, 6H, 5S sjc. j.5H xx 623XX (725,000 for 2 bars)
Video Timestamp Nova can use specific follow-ups from his Human Rocket hyper to confirm into a full combo.
Throw
Ground Throw [Midscreen], 623L, 5L > 5M > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 623L xx 623XX (465,000 for 1 bar)
Video Timestamp Beginner Ground Throw confirm.
Airthrow [Corner], Airdash down, j.5H, land, 5H > 5S sjc. j.5H xx 214S (Fly), j.5H xx 214S (Unfly), j.5H, land, 5S sjc. j.5H xx 236M xx 623XX (517,000 for 1 bar, builds ~0.75 bars of meter.)
Video Timestamp Corner Airthrow confirm that skips the OTG process using Nova's unique airthrow, keeps hitstun deterioration low enough to go into a Fly/Unfly loop.
X-Factor Combos
623L, X-Factor Activation (Level 2/3), 623M, 623M, 623M, 623M, 623M, etc.
Simple confirm into an X-Factor infinite.
Sample Team Combos
Nova/Spencer Synergy
Nova/Spencer Combos
Nova/Spencer Resets
Nova/Spencer/Doom
Nova/Spencer/Taskmaster
Nova/Strider Double Hyper routes
Nova/Doom/Strider
Nova/Taskmaster/Dante
Nova/Taskmaster/Dante pt.2
Nova/Vergil/Strange BnB
Nova/Vergil/Strange Double Hyper
Throw Hard Tags ft. Viper, Wesker, Sentinel, Doom, Felicia, Chris, Dormammu
Nova/Doom/Vergil Throw Hard Tag
Nova/Sentinel/Skrull Throw Hard Tag
TAC Infinites
Alternate Colors
Videos and External Resources
Uses for Gravimetric Pulse H
Fuzzy Guard Example
Mixup Examples