UMVC3/Nova

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Nove

Umvc3 nova face.jpg

TBW


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!


Character Vitals

CHARACTER DATA
Health:
950,000
Double Jump:
No
Air Dash:
No
Air Dash/Jump count:
0
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
30.0 %
50.0 %
70.0 %
X-Factor Speed Boost:
? %
 ? %
 ? %
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:
? %
 ? %
 ? %
 ? %
 ? %
X-Factor Lvl 1:
? %
 ? %
 ? %
 ? %
 ? %
X-Factor Lvl 2:
? %
 ? %
 ? %
 ? %
 ? %
X-Factor Lvl 3:
? %
 ? %
 ? %
 ? %
 ? %


Video Walkthrough


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
softknockdown (air only)
stagger (ground only)
proj ;
softknockdown and stagger
caused only by last hit.
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
softknockdown (aironly)
wallbounce (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
Centurian Rush (L)
dp + l
90,000
strk otg
Centurian Rush (M)
dp + m
100,000
high
forcedgroundbounce (aironly)
Centurian 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
qcb + atk + atk
12,000 x 40
strk projnull ;
Mashable.
Human Rocket
dp + 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.


Strategy

Tips and Tricks

Combos

Basic Strategy

Advanced Strategy