Marvel VS Capcom: Infinite/Nova

From SuperCombo Wiki

Mvci logo.png

Nova

Mvci Nova.png

Nova is the superhero identity of once-ordinary New Yorker Richard Rider. Rhomann Dey, an alien from the planet Xandar, who is part of the elite Nova Corps, an alien intergalactic protection force, is dying during a struggle against the evil alien Zorr, when he selects Rider to be his successor. Rider is then imbued with a Nova Corps uniform as well as a surge of energy from the energy source known as the Nova Force that all Nova Corps members tap into. Nova's ability to tap into energy sources is reflected in Marvel vs. Capcom Infinite with his ability to have his specials passively get stronger when he has more hyper combo gauge, even without actively using said gauge; merely having that energy flow through him enables him to perform greater feats than normal.
In a nutshell
WIP

Introduction

Players to Watch

Character Vitals

CHARACTER DATA
Health:
10,000
Double Jump:
No
Air Dash:
8-Way
Air Dash/Jump count:
1
Misc Movement:
Flight

Move List

Unique Trait

Gravimetric Energy: Nova's Gravimetric projectiles (both Gravimetric Pulse and Energy Javelin) gain increased damage and often new properties based on how much Hyper Combo gauge he has stocked. When Nova has 3 or more meters, his projectiles become ridiculously strong with long reach and new hitstun properties.

Normals

Standing Light Punch
Mvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
300 Mid 5 3 13 -5 -4
-
Standing Heavy Punch
Mvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 Mid 9 3 22 -1 -6
-
Standing Light Kick
Mvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 Mid 8 2 17 -1 -4
-
Standing Heavy Kick
Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 Mid 11 3 24 -3 -8
-
Crouching Light Punch
Mvci down.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
300 Mid 5 3 13 -5 -4
-
Crouching Heavy Punch
Mvci down.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 Mid 12 7 21 +24 -8 Launch
-
Crouching Light Kick
Mvci down.pngMvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 Low 8 4 15 -1 -4
-
Crouching Heavy Kick
Mvci down.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 Low 13 3 23 +52 -7
-
Jumping Light Punch
j.Mvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
300 High 5 2 14 - -
-
Jumping Heavy Punch
j.Mvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 High 11 4 24 - -
-
Jumping Light Kick
j.Mvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 High 9 2 19 - -
-
Jumping Heavy Kick
j.Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 High 13 3 15 - - Groundbounce Hardknockdown
-

Command Normals

Backstep Kick
Mvci hk.png > Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 Mid 23 +29 -7
-
Slash Kick
j.Mvci fwd.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 High 10 7 24 - -
-
Aerial Uppercut
j.Mvci fwd.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 High 8 4 18 - -
-
Nova Slam
Mvci fwd.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 High 24 4 27 +56 -12 Ground Bounce
Soft Knockdown
-
Shooting Punch
Mvci df.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 Mid 11 8 20 -10 -13
-
Moon Tracer Kick
Mvci fwd.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 Mid 15 4 26 +16 -11
-

Misc

Throw
Mvci fwd.png or Mvci back.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
950 (2 hits) Throw 3 1 - - -
Additional damage scales by 50%.
Air Throw
Mvci fwd.png or Mvci back.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
950 (2 hits) Throw 3 1 - - -
Additional damage scales by 50%.
Tag
Mvci tag.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 Mid 6 8 44 +33 +28
Hit/Block adv is dependent on when you Cancel.png your tag-in.

Specials

Gravimetric Pulse
Mvci qcf.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lp.png 800/1000/1200 Mid 16/17 8 32 ?/+8/+39 ?/-14/-19 Airok.png
Mvci hp.png 800/1000/1200 Mid 16/17 8 32 ?/+1/+45 ?/-14/-19 Airok.png
Startup is listed as ground/air. Damage values, hit advantage, and block advantage are with 0 hyper meters, 1~2 hyper meters, and 3~4 hyper meters. Hit advantage and block advantage are for ground only.
Nova unleashes a short-ranged burst of energy from his wrists.
Nova Strike
Mvci qcb.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lp.png 900 Mid 19/19 10/12 13/16 +23/- -4/- Airok.png
Mvci hp.png 900 Mid 19/19 10/11 25/25 +16/- -16/- Airok.png
Frame data is listed as ground/air.
Centurion Rush (Ground)
Mvci qcb.pngMvci lk.png or Mvci hk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lk.png 1000 Low 13 16 23 +39 -20
Mvci hk.png 1000 High 29 15 9
-
Centurion Rush (Air)
j.Mvci qcb.pngMvci lk.png or Mvci hk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lk.png 1000 High 13 15 10 - -
Mvci hk.png 1000 Low 45 9 20 +40 -10
-
Energy Javelin
Mvci down.pngMvci down.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lp.png 600/800/500x2 (1000) Mid ?/25/25 - ?/31/21 ?/+58 ?/+32 Airok.png
Mvci hp.png 800/1000/700+630 (1330) Mid ?/33/36 (ground), 33 (air) - ?/28/18 ?/+54 ?/+28 Airok.png
Damage values and frame data are with 0 hyper meters, 1~2 hyper meters, and 3~4 hyper meters.

Nova tosses a long bolt of energy straight up, which then hurtles down onto the opponent's head wherever they are, tracking their position. You cannot fire have two Energy Javelins in play at once.
Flight
Mvci qcb.pngMvci lk.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
- - - - - Airok.png
-

Hypers

Gravimetric Blaster
Mvci qcf.pngMvci lp.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
60x28 (1350) ~ 120x36 (3240) Mid 12 74 46 +47 -29 Airok.png
Nova fires a thick energy beam across the screen. Like all beams, it deals less damage the further you are from your opponent.
Super Nova
Mvci qcb.pngMvci lp.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
140x33 (3402) Mid 14 33 57 +44 -39 Airok.png
Invuln frames 1-13
-
Nova Prime
Lvl 3

Mvci qcf.pngMvci lk.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
5230 (8 hits) Mid 15 23 31 +40 -37 Invuln frames 1-25
Hard Knockdown (no further combo)
Nova travels full screen to tackle the opponent into a cinematic. This hyper is invulnerable for the entire travel duration. Deceptively, although it's +40 on hit, much of that time is spent with Nova himself busy recovering; you can take action much sooner if you tag (though, like all cinematic level 3 hypers, it is physically impossible to get any further combo after the hyper connects).

Hitboxes

Videos

Technology

Combos

Strategy

Partner Selection

Stone Selection

Power

Time

Reality

Soul

Space

Mind

Match ups

How to fight Nova

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