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<youtube>lF9RykLP0BA</youtube> 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. | <youtube>lF9RykLP0BA</youtube> 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. | ||
| | | | ||
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!}} | 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 === | === Alternate Colors === | ||
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{{UMvC3CharacterAssists | {{UMvC3CharacterAssists | ||
| Gravimetric <br> Pulse (H) | shot front | 35,000 x <br> 3 / 4 / 5 | proj <br> softknockdown <br> (air only / level 3 only) <br> stagger <br> (ground only / level 3 only) ; <br> Level determined by <br> Nova's Red Life. <br> Red Life still drains <br> as an Assist. | Gravimetric Blaster | | Gravimetric <br> Pulse (H) | {{shot}} {{front}} | 35,000 x <br> 3 / 4 / 5 | {{proj}} <br> {{softknockdown}} <br> (air only / level 3 only) <br> {{stagger}} <br> (ground only / level 3 only) ; <br> Level determined by <br> Nova's Red Life. <br> Red Life still drains <br> as an Assist. | Gravimetric Blaster | ||
| Nova Strike (M) | direct front | 50,000 x 3 | airok <br> softknockdown <br> wallbounce | Gravimetric Blaster | | Nova Strike (M) | {{direct}} {{front}} | 50,000 x 3 | {{airok}} <br> {{softknockdown}} <br> {{wallbounce}} | Gravimetric Blaster | ||
| Centurion Rush (M) | direct tiltdown | 100,000 | high <br> forcedgroundbounce <br> (aironly) | Gravimetric Blaster | | Centurion Rush (M) | {{direct}} {{tiltdown}} | 100,000 | {{high}} <br> {{forcedgroundbounce}} <br> (aironly) | Gravimetric Blaster | ||
}} | }} | ||
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{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{MoveListRow | Standing Light | l | 55,000 | rpdfire }} | {{MoveListRow | Standing Light | {{l}} | 55,000 | {{rpdfire}} }} | ||
{{MoveListRow | Crouching Light | d + l | 50,000 | }} | {{MoveListRow | Crouching Light | {{d}} + {{l}} | 50,000 | }} | ||
{{MoveListRow | Standing Medium | m | 80,000 | }} | {{MoveListRow | Standing Medium | {{m}} | 80,000 | }} | ||
{{MoveListRow | Crouching Medium | d + m | 75,000 | low }} | {{MoveListRow | Crouching Medium | {{d}} + {{m}} | 75,000 | {{low}} }} | ||
{{MoveListRow | Standing Heavy | h | 85,000 | }} | {{MoveListRow | Standing Heavy | {{h}} | 85,000 | }} | ||
{{MoveListRow | Crouching Heavy | d + h | 80,000 | low softknockdown }} | {{MoveListRow | Crouching Heavy | {{d}} + {{h}} | 80,000 | {{low}} {{softknockdown}} }} | ||
{{MoveListRow | Special | s | 100,000 | launch nocancel }} | {{MoveListRow | Special | {{s}} | 100,000 | {{launch}} {{nocancel}} }} | ||
{{MoveListRow | Nova Slam | f + h | 100,000 | high nocancel <br> otg softknockdown <br> groundbounce }} | {{MoveListRow | Nova Slam | {{f}} + {{h}} | 100,000 | {{high}} {{nocancel}} <br> {{otg}} {{softknockdown}} <br> {{groundbounce}} }} | ||
{{MoveListRow | Jumping Light | air l | 55,000 | high }} | {{MoveListRow | Jumping Light | air {{l}} | 55,000 | {{high}} }} | ||
{{MoveListRow | Jumping Medium | air m | 75,000 | high }} | {{MoveListRow | Jumping Medium | air {{m}} | 75,000 | {{high}} }} | ||
{{MoveListRow | Jumping Heavy | air h | 90,000 | high }} | {{MoveListRow | Jumping Heavy | air {{h}} | 90,000 | {{high}} }} | ||
{{MoveListRow | Jumping Special | air s | 40,000 x 3 | high nocancel <br> aircombofinisher <br> hardknockdown }} | {{MoveListRow | Jumping Special | air {{s}} | 40,000 x 3 | {{high}} {{nocancel}} <br> {{aircombofinisher}} <br> {{hardknockdown}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{MoveListRow | Forward Throw | f + h | 80,000 | throw hardknockdown }} | {{MoveListRow | Forward Throw | {{f}} + {{h}} | 80,000 | {{throw}} {{hardknockdown}} }} | ||
{{MoveListRow | Back Throw | b + h | 80,000 | throw hardknockdown }} | {{MoveListRow | Back Throw | {{b}} + {{h}} | 80,000 | {{throw}} {{hardknockdown}} }} | ||
{{MoveListRow | Forward Air Throw | air f + h | 80,000 | airthrow hardknockdown }} | {{MoveListRow | Forward Air Throw | air {{f}} + {{h}} | 80,000 | {{airthrow}} {{hardknockdown}} }} | ||
{{MoveListRow | Back Air Throw | air b + h | 80,000 | airthrow hardknockdown }} | {{MoveListRow | Back Air Throw | air {{b}} + {{h}} | 80,000 | {{airthrow}} {{hardknockdown}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{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> [[File:forcedwallbounce.png]] only occurs if <br> opponent 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> [[File:forcedwallbounce.png]] 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. }} | ||
{{MoveListRow | Gravimetric Pulse (M) <br> (Level 3) | qcf + m | 50,000 x 5 | airok <br> [[File:truesoftknockdown.png]] (aironly); <br> [[File:forcedwallbounce.png]] (aironly) ; <br> stagger (ground only) ; <br> proj ; <br> [[File:truesoftknockdown.png]] , stagger , <br> and [[File:forcedwallbounce.png]] caused <br> only by last hit. ; <br> [[File:forcedwallbounce.png]] <br> only occurs if opponent reaches <br> wall during air reel. }} | {{MoveListRow | Gravimetric Pulse (M) <br> (Level 3) | {{qcf}} + {{m}} | 50,000 x 5 | {{airok}} <br> [[File:truesoftknockdown.png]] (aironly); <br> [[File:forcedwallbounce.png]] (aironly) ; <br> {{stagger}} (ground only) ; <br> {{proj}} ; <br> [[File:truesoftknockdown.png]] , {{stagger}} , <br> and [[File:forcedwallbounce.png]] caused <br> only by last hit. ; <br> [[File:forcedwallbounce.png]] <br> only occurs if opponent reaches <br> wall during air reel. }} | ||
{{MoveListRow | Gravimetric Pulse (H) <br> (Level 1) | qcf + h | 35,000 x 3 | airok proj }} | {{MoveListRow | Gravimetric Pulse (H) <br> (Level 1) | {{qcf}} + {{h}} | 35,000 x 3 | {{airok}} {{proj}} }} | ||
{{MoveListRow | Gravimetric Pulse (H) <br> (Level 2) | qcf + h | 35,000 x 4 | airok proj }} | {{MoveListRow | Gravimetric Pulse (H) <br> (Level 2) | {{qcf}} + {{h}} | 35,000 x 4 | {{airok}} {{proj}} }} | ||
{{MoveListRow | Gravimetric Pulse (H) <br> (Level 3) | qcf + h | 35,000 x 5 | airok <br> softknockdown (air only) <br> stagger (groundonly) <br> proj }} | {{MoveListRow | Gravimetric Pulse (H) <br> (Level 3) | {{qcf}} + {{h}} | 35,000 x 5 | {{airok}} <br> {{softknockdown}} (air only) <br> {{stagger}} (groundonly) <br> {{proj}} }} | ||
{{MoveListRow | Centurion Rush (L) | dp + l | 90,000 | strk otg }} | {{MoveListRow | Centurion Rush (L) | {{dp}} + {{l}} | 90,000 | {{strk}} {{otg}} }} | ||
{{MoveListRow | Centurion Rush (M) | dp + m | 100,000 | high <br> forcedgroundbounce (aironly) }} | {{MoveListRow | Centurion Rush (M) | {{dp}} + {{m}} | 100,000 | {{high}} <br> {{forcedgroundbounce}} (aironly) }} | ||
{{MoveListRow | Centurion Rush (H) | dp + h | 35,000 + 35,000 + 80,000 | launch ; <br> armored on frames 22-46 ; <br> launch caused only by last hit. }} | {{MoveListRow | Centurion Rush (H) | {{dp}} + {{h}} | 35,000 + 35,000 + 80,000 | {{launch}} ; <br> {{armored}} on frames 22-46 ; <br> {{launch}} caused only by last hit. }} | ||
{{MoveListRow | Nova Strike (L) | qcb + l | 75,000 | airok softknockdown }} | {{MoveListRow | Nova Strike (L) | {{qcb}} + {{l}} | 75,000 | {{airok}} {{softknockdown}} }} | ||
{{MoveListRow | Nova Strike (M) | qcb + m | 50,000 x 3 | airok softknockdown <br> wallbounce ; <br> wallbounce caused only by <br> last hit }} | {{MoveListRow | Nova Strike (M) | {{qcb}} + {{m}} | 50,000 x 3 | {{airok}} {{softknockdown}} <br> {{wallbounce}} ; <br> {{wallbounce}} caused only by <br> last hit }} | ||
{{MoveListRow | Nova Strike (H) | qcb + h | 110,000 | airok <br> softknockdown (air only) ; <br> wallbounce (air only) <br> crumple (ground only) }} | {{MoveListRow | Nova Strike (H) | {{qcb}} + {{h}} | 110,000 | {{airok}} <br> {{softknockdown}} (air only) ; <br> {{wallbounce}} (air only) <br> {{crumple}} (ground only) }} | ||
{{MoveListRow | Flight | qcb + s | 0 | airok ; <br> Leaves Nova in Flight. }} | {{MoveListRow | Flight | {{qcb}} + {{s}} | 0 | {{airok}} ; <br> Leaves Nova in Flight. }} | ||
{{MoveListRow | Energy Javelin | atk + s | 70,000 | softknockdown (air only) <br> groundbounce (air only) <br> proj }} | {{MoveListRow | Energy Javelin | {{atk}} + {{s}} | 70,000 | {{softknockdown}} (air only) <br> {{groundbounce}} (air only) <br> {{proj}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
NOTE—The amount of Red Life Nova has at the time of performing the Gravimetric Pulse determines what level the <br> | |||
move will be performed at. The more Red Life, the higher the level. Once performed, however, Nova drains all of the <br> | move will be performed at. The more Red Life, the higher the level. Once performed, however, Nova drains all of the <br> | ||
Red Life that he has. | Red Life that he has. | ||
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{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{MoveListRow | Gravimetric Blaster (Level 1) | qcf + atk + atk | 15,000 x 25 | strk proj ; <br> Mashable. strk caused <br> only by last hit. }} | {{MoveListRow | Gravimetric Blaster (Level 1) | {{qcf}} + {{atk}} + {{atk}} | 15,000 x 25 | {{strk}} {{proj}} ; <br> Mashable. {{strk}} caused <br> only by last hit. }} | ||
{{MoveListRow | Gravimetric Blaster (Level 2) | qcf + atk + atk | 18,000 x 25 | strk proj ; <br> Mashable. strk caused <br> only by last hit. }} | {{MoveListRow | Gravimetric Blaster (Level 2) | {{qcf}} + {{atk}} + {{atk}} | 18,000 x 25 | {{strk}} {{proj}} ; <br> Mashable. {{strk}} caused <br> only by last hit. }} | ||
{{MoveListRow | Gravimetric Blaster (Level 3) | qcf + atk + atk | 22,000 x 25 | softknockdown <br> proj ; <br> Mashable. softknockdown <br> caused only by last hit. }} | {{MoveListRow | Gravimetric Blaster (Level 3) | {{qcf}} + {{atk}} + {{atk}} | 22,000 x 25 | {{softknockdown}} <br> {{proj}} ; <br> Mashable. {{softknockdown}} <br> caused only by last hit. }} | ||
{{MoveListRow | Super Nova | dp + atk + atk | 12,000 x 40 | strk projnull ; <br> Mashable. }} | {{MoveListRow | Super Nova | {{dp}} + {{atk}} + {{atk}} | 12,000 x 40 | {{strk}} {{projnull}} ; <br> Mashable. }} | ||
{{MoveListRow | Human Rocket | qcb + atk + atk | 100,000 per Hit | strk projnull ; <br> Each time you tap an atk button, <br> you add another hit (up to 3 total hits). <br> Each hit can be aimed with the <br> controller in any of the 8 directions. }} | {{MoveListRow | Human Rocket | {{qcb}} + {{atk}} + {{atk}} | 100,000 per Hit | {{strk}} {{projnull}} ; <br> Each time you tap an {{atk}} button, <br> you add another hit (up to 3 total hits). <br> Each hit can be aimed with the <br> controller in any of the 8 directions. }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
NOTE—The amount of Red Life Nova has at the time of performing the Gravimetric Blaster determines what level the <br> | |||
move will be performed at. The more Red Life, the higher the level. Once performed, however, Nova drains all of the <br> | move will be performed at. The more Red Life, the higher the level. Once performed, however, Nova drains all of the <br> | ||
Red Life that he has. | Red Life that he has. | ||
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* 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 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 {{ | * Nova's air {{ 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 ( {{ | * Because of the way Nova floats, his Nova Slam attack ( {{ f}} + {{ 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 {{ | * Nova's Crouching {{ l}} does not hit low, only his crouching {{ m}} and {{ 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. | * 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. | * 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 {{ | * Virtually any combo can be finished with an {{ otg}} Centurion Rush {{ 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 {{ | * Nova is one of the only characters to have a true X-Factor infinite. Centurion Rush {{ m}} causes a {{ 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 === | === Combos === | ||
Fly/UnFly Combo 1) {{ | Fly/UnFly Combo 1) {{ 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}} | air {{h}} (land), {{h}} , {{s}} (launcher), delay air {{h}} , {{dp}} + {{atk}} + atk}} | ||
Fly/UnFly Combo 2) {{ | Fly/UnFly Combo 2) {{ {{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}} (land), {{h}} , {{s}} (launcher), air {{h}} , {{qcb}} + {{s}} , air {{h}} , air {{s}} (land), {{f}} + {{h}} , {{s}} (launcher), | ||
air h, dp + atk + atk}} | air h, {{dp}} + {{atk}} + atk}} | ||
Throw Combo) Follwing a throw, {{ | Throw Combo) Follwing a throw, {{ {{f}} + {{h}} , {{h}} , {{s}} (launcher), air {{h}} , {{qcb}} + {{s}} , air {{h}} , | ||
air s (land), dp + l , dp + atk + atk}} | air {{s}} (land), {{dp}} + {{l}} , {{dp}} + {{atk}} + atk}} | ||
Air Combo) {{ | Air Combo) {{ 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}} | {{s}} (launcher), air {{m}} , air {{m}} , air {{h}} , {{dp}} + {{atk}} + atk}} | ||
=== Basic Strategy === | === Basic Strategy === | ||
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== Strategy vs. Nova == | == Strategy vs. Nova == | ||
[[Category: Ultimate Marvel vs Capcom 3]] | [[Category:Ultimate Marvel vs Capcom 3]] | ||
* As noted in the Tips above, Nova's crouching {{ | * As noted in the Tips above, Nova's crouching {{ 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 {{ | * 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 {{ 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. | * 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. | * 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. |
Revision as of 23:15, 8 December 2020


Nova
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 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
Players to Watch
TA|Moons, Nemo, Infrit, Marvelo, YLT Cole, Zansam, Darryn
Character Vitals
Video Walkthrough
Technology
hard tag to Viper
resets with spencer's assist by Infrit
Nova Fuzzy Guards
Various resets
Combos
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


3 / 4 / 5


(air only / level 3 only)

(ground only / level 3 only) ;
Level determined by
Nova's Red Life.
Red Life still drains
as an Assist.
Normal Moves


































Throws
















Special Moves
(Level 1)




(Level 2)






last hit.
(Level 3)


(Level 1)



(Level 2)






last hit.
(Level 3)


(Level 1)




(Level 2)




(Level 3)





























last hit









Leaves Nova in Flight.





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





Mashable.

only by last hit.





Mashable.

only by last hit.





Mashable.

caused only by last hit.





Mashable.





Each time you tap an

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.
Frame Data
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
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 (
+
) 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
does not hit low, only his crouching
and
. 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
Centurion Rush
, 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
causes a
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) {{ air, (land),
,
(launcher), air
,
+
, air
,
+
, air
(land),
,
(launcher), delay air
,
+
+ atk}}
Fly/UnFly Combo 2) {{+
,
,
(launcher), air h,
+
, air
,
+
, air
(land),
,
(launcher), air
,
+
, air
, air
(land),
+
,
(launcher), air h,
+
+ atk}}
Throw Combo) Follwing a throw, {{+
,
,
(launcher), air
,
+
, air
, air
(land),
+
,
+
+ atk}}
Air Combo) {{ air, air
, delay air
(land),
, air
, air
, air
(land),
+
,
(launcher), air
, air
, air
,
+
+ atk}}
Basic Strategy
Advanced Strategy
Strategy vs. Nova
- As noted in the Tips above, Nova's crouching
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
(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.