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. |
Combos
Solo Combos
Midscreen
2M > 5H > 5S sjc. j.5M > j.5M > j.5H xx 214S (Fly), j.5L > j.5M > j.5H > j.5S, land, 6H, 5S sjc. j.5H xx 236L xx 623XX (672,000 for 1 bar, builds 1 bar of meter)
Beginner BnB, confirms off basically any hit into launcher.
2M > 5H > 5S sjc. j.5H xx 214M, j.5S, land, 6H, 5S sjc. j.5M > j.5M > j.5H xx 236L xx 623XX (678,000 for 1 bar, builds ~0.8 bars of meter)
Video Timestamp Does not work if too close to the corner. Alternate route with slightly better damage and corner carry, but worse meter gain.
j.5H, land, 5H > 5S sjc. j.5M > j.5H xx 214S (Fly), j.5L > j.5M > j.5H xx 214S (Unfly), short forward airdash, j.5H > j.5S, land, 6H, 5S sjc. j.5H xx 236L xx 623XX (708,000 damage for 1 bar, builds 1 bar of meter.)
Video Timestamp Slight optimization on the basic BnB. The small forward dash after unfly is necessary to connect the extra j.5H midscreen, but is difficult to pull off without using the Unfly Glitch.
j.5H, land, 5M > 5H > 5S sjc. j.5H > j.5S, land, 6H, 5H > 5S sjc. j.5H xx j.214L, airdash down, j.5H, land, 5S sjc. j.5H xx 623XX (754,000 damage for 1 bar, builds 1 bar of meter.)
Video Timestamp Corner carry combo. Although it can be started from anywhere on the screen, it relies on getting the opponent into the corner using j.214L in order to finish the combo.
j.5H, land, 5H > 5S sjc. j.5H xx 214S (Fly), j.5H xx 214S (Unfly), j.5H, land, short dash forward, 5M > 5H > 5S sjc. j.5H > j.5S, 6H, 5S sjc. j.5H xx 623XX (764,000 for 1 bar, builds 1 bar of meter.)
Video Timestamp Modified version of the corner Fly/Unfly combo to work midscreen with a well-timed dash.
Corner
2M > 5H > 5S sjc. j.5H xx 214S (Fly), j.5H xx 214S (Unfly), j.5H, land, 5H > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 6H, 5S sjc. j.5H xx 623XX (740,000 for 1 bar, builds 1.1 bars of meter)
Video Timestamp Beginner Corner Fly/Unfly Loop.
j.5H, land, 5H xx 214S (Fly), j.5H xx 214S (Unfly), land, 5H > 5S sjc. j.5H xx 214S (Fly), j.5H xx 214S (Unfly), j.5H, rejump, j.5H xx 214L, j.5H, land, 5H > 5S sjc. j.5H xx 236M xx 623XX (802,000 damage for 1 bar, builds 1.1 bars of meter.)
Video Timestamp Advanced Corner Fly/Unfly Loop. Does not work on small-body characters, or normal-sized characters in crouching hitstun.
214H, backdash, X+S, 2M xx 623M, 623H sjc. j.5M > j.5M > j.5H xx 214L xx 623XX (675,000 for 1 bar, build ~0.75 bars of meter)
Video Timestamp If you do land a crumple from a raw 214H, this gives you solid damage from it.
214XX > 9X > 2X, 5L > 5M > 5S sjc. j.5M > j.5M > j.5H > j.5S, 6H, 5S sjc. j.5H xx 623XX (725,000 for 2 bars)
Video Timestamp Nova can use specific follow-ups from his Human Rocket hyper to confirm into a full combo.
Throw
Ground Throw [Midscreen], 623L, 5L > 5M > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 623L xx 623XX (465,000 for 1 bar)
Video Timestamp Beginner Ground Throw confirm.
Airthrow [Corner], Airdash down, j.5H, land, 5H > 5S sjc. j.5H xx 214S (Fly), j.5H xx 214S (Unfly), j.5H, land, 5S sjc. j.5H xx 236M xx 623XX (517,000 for 1 bar, builds ~0.75 bars of meter.)
Video Timestamp Corner Airthrow confirm that skips the OTG process using Nova's unique airthrow, keeps hitstun deterioration low enough to go into a Fly/Unfly loop.
X-Factor Combos
623L, X-Factor Activation (Level 2/3), 623M, 623M, 623M, 623M, 623M, etc.
Simple confirm into an X-Factor infinite.
Sample Team Combos
Nova/Spencer Synergy
Nova/Spencer Combos
Nova/Spencer Resets
Nova/Spencer/Doom
Nova/Spencer/Taskmaster
Nova/Strider Double Hyper routes
Nova/Doom/Strider
Nova/Taskmaster/Dante
Nova/Taskmaster/Dante pt.2
Nova/Vergil/Strange BnB
Nova/Vergil/Strange Double Hyper
Throw Hard Tags ft. Viper, Wesker, Sentinel, Doom, Felicia, Chris, Dormammu
Nova/Doom/Vergil Throw Hard Tag
Nova/Sentinel/Skrull Throw Hard Tag
TAC Infinites
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.
Combo Enders
In general Nova combos end shortly after an OTG, as he cannot extend much beyond that by himself.
OTG Options
- 6H
- If you haven't used groundbounce this move grants before in the combo (such as when it's used as a starter) you can OTG with 6H for what is generally your highest damage combo ender.
- 623L
- Fast and long range you can more or less always OTG with this move. If done early in a combo and from a distance (so it hits meaty) can be picked up with a normal afterwards.
Common Solo Enders
- 6H (OTG), 5S sjc. j.H > 623XX
- This is Nova's highest damage solo, super ender if you don't want to spend your red health. The primary downside to this ender is that it leaves the opponent high in the air if they live which can make it hard to follow up with a DHC.
- 623L (OTG) > 236XX
- A normally slightly lower damage super ender, with the benefit of being much easier to DHC as the cancel window is much longer than 623XX and the opponent falls all the way to the ground before teching. This is also your main ender when the ground bounce of 6H has already been used. Lastly, if Nova has enough red health to level up his 236XX super to level 2 or 3 this ender can do more damage than the other.