Notation | Meaning |
---|---|
(Leave a space) cancel from the previous normal to the following. | |
, | Link from the previous move to the following. |
> | Cancel the previous move into the following special / super move. |
~ | Cancel special into set followup or plink previous attack into the following. |
dl. / delay | Delay the following move. |
whiff | Must whiff the following move. |
land | Must land on the ground before the next move. |
rejump | Must land then jump again before the next move. |
j. / sj. | Move is done in a jump / superjump. |
jc / sjc | Cancel previous move into a jump / superjump. |
ia./tk. | Instant Air or Tiger Knee Special or Super Move. |
XX | Any two attack buttons excluding S. |
NXX | Dash / Airdash in N direction. |
X+S | Any other attack button and S pressed at the same time. |
AA | Anti-Air |
[X] | Hold input |
-X- | Release input |
(N) | Connect with only the Nth hit of this attack. |
(Move) | Move is optional. |
[sequence] x N | Repeat sequence N times. |
Beginner Combos
- Work on all or nearly all characters.
- Require little to no resources (Meter, Assists, Character Specific Stocks).
- Need minimal adjustments for positioning or starter.
Core Combos
- Works against a selected set of characters.
- Can require adjustments for positioning and resources.
- Are expected to be consistently performable by a skilled player who main the character.
Normal Starter
Universal, works anywhere on screen, and off of almost any starter. While it's not the highest damage combo it will corner carry from more than midscreen and builds a solid amount of meter.
On smaller characters and when hitting airborne opponents the sequence before and after the flight (214S) cancel may need to be shortened to have the correct height for j.S to connect. Typically doing j.M j.H > 214S, j.L j.H j.5S will work.
The ender you choose to do is dependent on your team / the situation and how you started the combo. Refer to the ender section in combo theory.
Throw Combos
Nova has among the best ability to covert his throws in the entire cast being able to combo all versions of his throws (ground/air, front/back) anywhere on screen. While his low minimum damage scaling means he can struggle to kill off throws solo, assists and TAC infinites can more than make up for that shortcoming.
Advanced Combos
- May only work on a few characters or in specific circumstances.
- Can have any amount of requirements such as meter, positioning, starter.
- Are not necessarily harder than core combos, but require more specific knowledge.
Combo Theory
Nova has an interesting combination of tools that make his combo game relatively strong. While he has low minimum damage scaling he makes up for it by having overall low execution, very easy confirms on most hits, high conversion ability off of stray hits and throws, and easy extensions with assists which includes the option to set up hard tag scaling resets.