UMVC3/Nova: Difference between revisions

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{{MoveListRow | Gravimetric Pulse (L) <br> (Level 1) | qcf + l | 90,000 | airok proj }}
{{MoveListRow | Gravimetric Pulse (L) <br> (Level 1) | qcf + l | 90,000 | airok proj }}
{{MoveListRow | Gravimetric Pulse (L) <br> (Level 2) | qcf + l | 50,000 x 3 | airok <br> softknockdown (air only) <br> proj ; <br> softknockdown caused only by <br> last hit. }}
{{MoveListRow | Gravimetric Pulse (L) <br> (Level 2) | qcf + l | 50,000 x 3 | airok <br> softknockdown (air only) <br> proj ; <br> softknockdown caused only by <br> last hit. }}
{{MoveListRow | Gravimetric Pulse (L) <br> (Level 3) | qcf + l | 50,000 x 5 | airok <br> [[File:truesoftknockdown.png]] (air only) <br> [[File:forcedwallbounce.png]] (air only) <br> stagger (ground only) <br> proj ; <br> [[File:truesoftknockdown.png]] and stagger <br> caused only by last hit. <br> wallbounce only occurs if opponent <br> reaches wall during air reel. }}
{{MoveListRow | Gravimetric Pulse (L) <br> (Level 3) | qcf + l | 50,000 x 5 | airok <br> [[File:truesoftknockdown.png]] (air only) <br> [[File:forcedwallbounce.png]] (air only) <br> stagger (ground only) <br> proj ; <br> [[File:truesoftknockdown.png]] and stagger <br> caused only by last hit. <br> wallbounce only occurs if <br> opponent reaches wall during air reel. }}
{{MoveListRow | Gravimetric Pulse (M) <br> (Level 1) | qcf + m | 90,000 | proj }}
{{MoveListRow | Gravimetric Pulse (M) <br> (Level 1) | qcf + m | 90,000 | proj }}
{{MoveListRow | Gravimetric Pulse (M) <br> (Level 2) | qcf + m | 50,000 x 3 | airok <br> softknockdown (air only) <br> proj ; <br> softknockdown caused only by <br> last hit. }}
{{MoveListRow | Gravimetric Pulse (M) <br> (Level 2) | qcf + m | 50,000 x 3 | airok <br> softknockdown (air only) <br> proj ; <br> softknockdown caused only by <br> last hit. }}

Revision as of 20:01, 30 November 2014

Ultimate Marvel vs Capcom 3UMvC3Logo.png
UMVC3/Getting StartedUMVC3#CharactersUMVC3/GlossaryUMVC3/Game MechanicsUMVC3/Game ModesUMVC3/StrategyUMvC3HeaderButtons.png

Nova

Umvc3 nova face.jpg

As a high-schooler Richard Rider is chosen by a dying alien to receiving the power bestowed as a member of the Nova Corps. With his new roll Nova divides his time between saving the world and saving the universe. Nova was a founding member of the New Warriors and more recently is seen taking part in Steve Roger's Secret Avengers.


In a nutshell

An extremely versatile character, Nova can fulfill many roles in the game. His rushdown capabilities are rather notable, ranging from high pressure to overhead mixups, especially with his unusual air dashes and varied hitboxes. As a zoning / keepaway character, he can create barriers, anti-air energy javelins, and has a Hyper combo for any situation. Additionally, he has the unique ability to enhance some of his Special moves and Hypers by consuming his remaining Red Life - both a curse and a blessing. If you want an extremely versatile character with strategic concerns, Nova is the intergalactic hero for you!

Alternate Colors

Nova colors.jpg

Players to Watch

TA|Moons, Nemo, Infrit, Marvelo, Zansam, Darryn

Character Vitals

CHARACTER DATA
Health:
900k.jpg
Double Jump:
No
Air Dash:
Yes
Air Dash/Jump count:
1
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
30.0 %
50.0 %
70.0 %
X-Factor Speed Boost:
10.0 %
20.0 %
30.0 %
X-Factor Duration:
10.5 s
15.5 s
20.5 s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
5 %
5 %
5 %
10 %
35 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
35 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
35 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
35 %

Video Walkthrough


Technology


hard tag to Viper
resets with spencer's assist by Infrit
Nova Fuzzy Guards
Various resets

Combos

XF3 combos by Infrit

Team Synergy


Nova/Task Master/Dante
Nova/Task/Dante #2 cmv, amazing combos
Nova/Doom/Strider corner throw tech by Marvelo

Move List


Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Gravimetric
Pulse (H)
shot front
35,000 x
3 / 4 / 5
proj
softknockdown
(air only / level 3 only)
stagger
(ground only / level 3 only) ;
Level determined by
Nova's Red Life.
Red Life still drains
as an Assist.
Gravimetric Blaster
Beta2.png Nova Strike (M)
direct front
50,000 x 3
airok
softknockdown
wallbounce
Gravimetric Blaster
Gamma2.png Centurian Rush (M)
direct tiltdown
100,000
high
forcedgroundbounce
(aironly)
Gravimetric Blaster

Normal Moves

Name
Command
Damage
Notes (glossary)
Standing Light
l
55,000
rpdfire
Crouching Light
d + l
50,000
Standing Medium
m
80,000
Crouching Medium
d + m
75,000
low
Standing Heavy
h
85,000
Crouching Heavy
d + h
80,000
low softknockdown
Special
s
100,000
launch nocancel
Nova Slam
f + h
100,000
high nocancel
otg softknockdown
groundbounce
Jumping Light
air l
55,000
high
Jumping Medium
air m
75,000
high
Jumping Heavy
air h
90,000
high
Jumping Special
air s
40,000 x 3
high nocancel
aircombofinisher
hardknockdown

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
f + h
80,000
throw hardknockdown
Back Throw
b + h
80,000
throw hardknockdown
Forward Air Throw
air f + h
80,000
airthrow hardknockdown
Back Air Throw
air b + h
80,000
airthrow hardknockdown

Special Moves

Name
Command
Damage
Notes (glossary)
Gravimetric Pulse (L)
(Level 1)
qcf + l
90,000
airok proj
Gravimetric Pulse (L)
(Level 2)
qcf + l
50,000 x 3
airok
softknockdown (air only)
proj ;
softknockdown caused only by
last hit.
Gravimetric Pulse (L)
(Level 3)
qcf + l
50,000 x 5
airok
Truesoftknockdown.png (air only)
Forcedwallbounce.png (air only)
stagger (ground only)
proj ;
Truesoftknockdown.png and stagger
caused only by last hit.
wallbounce only occurs if
opponent reaches wall during air reel.
Gravimetric Pulse (M)
(Level 1)
qcf + m
90,000
proj
Gravimetric Pulse (M)
(Level 2)
qcf + m
50,000 x 3
airok
softknockdown (air only)
proj ;
softknockdown caused only by
last hit.
Gravimetric Pulse (M)
(Level 3)
qcf + m
50,000 x 5
airok
Truesoftknockdown.png (aironly)
Forcedwallbounce.png (aironly)
stagger (ground only)
proj ;
softknockdown , stagger ,
and wallbounce caused
only by last hit. wallbounce
only occurs if opponent reaches
wall during air reel.
Gravimetric Pulse (H)
(Level 1)
qcf + h
35,000 x 3
airok proj
Gravimetric Pulse (H)
(Level 2)
qcf + h
35,000 x 4
airok proj
Gravimetric Pulse (H)
(Level 3)
qcf + h
35,000 x 5
airok
softknockdown (air only)
stagger (groundonly)
proj
Centurion Rush (L)
dp + l
90,000
strk otg
Centurion Rush (M)
dp + m
100,000
high
forcedgroundbounce (aironly)
Centurion Rush (H)
dp + h
35,000 + 35,000 + 80,000
launch ;
launch caused only by last hit.
Nova Strike (L)
qcb + l
75,000
airok softknockdown
Nova Strike (M)
qcb + m
50,000 x 3
airok softknockdown
wallbounce ;
wallbounce caused only by
last hit
Nova Strike (H)
qcb + h
110,000
airok
softknockdown (air only)
wallbounce (air only)
crumple (ground only)
Flight
qcb + s
0
airok ;
Leaves Nova in Flight.
Energy Javelin
atk + s
70,000
softknockdown (air only)
groundbounce (air only)
proj

NOTE -- The amount of Red Life Nova has at the time of performing the Gravimetric Pulse determines what level the
move will be performed at. The more Red Life, the higher the level. Once performed, however, Nova drains all of the
Red Life that he has.

Hyper Moves

Name
Command
Damage
Notes (glossary)
Gravimetric Blaster (Level 1)
qcf + atk + atk
15,000 x 25
strk proj ;
Mashable. strk caused
only by last hit.
Gravimetric Blaster (Level 2)
qcf + atk + atk
18,000 x 25
strk proj ;
Mashable. strk caused
only by last hit.
Gravimetric Blaster (Level 3)
qcf + atk + atk
22,000 x 25
softknockdown
proj ;
Mashable. softknockdown
caused only by last hit.
Super Nova
dp + atk + atk
12,000 x 40
strk projnull ;
Mashable.
Human Rocket
qcb + atk + atk
100,000 per Hit
strk projnull ;
Each time you tap an atk button,
you add another hit (up to 3 total hits).
Each hit can be aimed with the
controller in any of the 8 directions.

NOTE -- The amount of Red Life Nova has at the time of performing the Gravimetric Blaster determines what level the
move will be performed at. The more Red Life, the higher the level. Once performed, however, Nova drains all of the
Red Life that he has.

Mission Mode

Strategy

Tips and Tricks

  • Nova's air mobility, between his flight speed and his air dash, is incredible. Use this to run away and irritate the opponent, or use it for fast cross-ups and overhead mixups.
  • Nova's air {{#motion: h}} has a large hitbox and is very fast on startup, while also pulling his "hurtbox" (the part of him that can take damage) in closer to the center, making this an astonishing safe move overall.
  • Because of the way Nova floats, his Nova Slam attack ( {{#motion: f}} + {{#motion: h}} ) can actually be used to attack while dodging low attacks. If you have your opponent scared, use this to test their reactions and probably inflict huge damage.
  • Nova's Crouching {{#motion: l}} does not hit low, only his crouching {{#motion: m}} and {{#motion: h}}. Keep this in mind when attacking, as that extra light will give the opponent time to block low.
  • Air Dashing straight down with a light attack is a very fast overhead. Use this to open crouching opponents.
  • If you ever finish a combo with the Human Rocket Hyper, try to aim the last hit down. This will cause Nova to land very quickly, and give you an amazing reset opportunity.
  • Virtually any combo can be finished with an {{#motion: otg}} Centurion Rush {{#motion: l}} , canceled into his Super Nova Hyper. This is often going to be the most damaging combo you can do.
  • Nova is one of the only characters to have a true X-Factor infinite. Centurion Rush {{#motion: m}} causes a {{#motion: forcedgroundbounce}} on any airborne opponent, and in X-Factor level 3, he can loop this bounce until the opponent is defeated, or X-Factor runs out.

Combos

Fly/UnFly Combo 1) {{#motion: air h (land), h , s (launcher), air h, qcb + s , air h , qcb + s ,
air h (land), h , s (launcher), delay air h , dp + atk + atk}}
Fly/UnFly Combo 2) {{#motion: d + m , h , s (launcher), air h, qcb + s , air h , qcb + s ,
air h (land), h , s (launcher), air h , qcb + s , air h , air s (land), f + h , s (launcher),
air h, dp + atk + atk}}
Throw Combo) Follwing a throw, {{#motion: f + h , h , s (launcher), air h , qcb + s , air h ,
air s (land), dp + l , dp + atk + atk}}
Air Combo) {{#motion: air m , air m , delay air h (land), uf , air m , air h , air s (land), f + h ,
s (launcher), air m , air m , air h , dp + atk + atk}}

Basic Strategy

Advanced Strategy

Strategy vs. Nova

  • As noted in the Tips above, Nova's crouching {{#motion: l}} cannot hit low. During any given fight with Nova, you can spend much of the match simply blocking high. It will save you a lot of trouble.
  • Nova tends to be hesitant to use the moves that will drain his red health. This will often help, as you will see much less of the Gravimetric Pulse {{#motion: h}} (barrier), and will give you more opportunities to get in. If he does use it, punish with a beam Hyper when able. This will both destroy the barrier, and deal huge damage to Nova, with the added bonus of him losing the previous red health.
  • Be wary of his surprisingly large hitboxes and throw range. He can easily confirm around 700k damage from almost any hit, and almost as much from a throw. He may be fast, but he can be zoned out, especially when he wants to play his own zoning game. Energy Javelin will cause problems in this strategy.
  • If all of the above seems contradictory, it's simply because Nova is so variable: he can do a bit of everything, and change strategies on a whim. Stay on your toes, and be prepared to change your strategy at a moment's notice. If you can control the flow and pacing of the match, you should be fine.