UMVC3/Nova/Strategy

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< UMVC3‎ | Nova


Movement and Neutral Options

In most matchups, Nova wants to bully his way into close range using his solid normals and set up a Strike/Throw offense. Key normals to utilize in neutral include j.H and 2M

j.H is a "dolphin kick" with vertical reach that extends both above and below Nova, making it perform well against grounded opponents. It is also a Throw OS when input as j.6H or j.4H, and Nova's airthrow has excellent confirm potential. This move is most frequently used as a Box Dash - Jump upwards to minimum airdash height, then airdash forward, then cancel the airdash into j.H as you approach the opponent. This is typically paired with a horizontal assist, like Plasma Beam or Bolts of Balthakk, to cover Nova until he gets into range. You can choose to superjump, which will let Nova reach minimum airdash height slightly faster and gives j.H additional hitstun, but this requires you to call the assist before leaving the ground.

Another movement pattern that Nova can use in neutral is to superjump, and use the limited air control granted from superjumping to "steer" Nova to a desired location, then airdash straight down and cancel into a falling j.H. Remember that Nova's straight down airdash is significantly faster than his diagonal ones.

2M is an advancing slide attack. Even hitting on the last possible active frame, it is still slightly minus on block, and so it should always be paired with an assist call to prevent the opponent from stealing Nova's turn. Autopilot canceling 2M into 236L is recommended. If Nova has even a pixel of red health, level 2 Grav Pulse reaches far enough to connect even after the previous hit is pushblocked, it frametraps from 2M (which can be confirmed into a combo using 214XX Human Rocket), and is plus on block. Even level 1 Grav Pulse is only slightly minus and causes enough pushback to reset to a neutral state, letting Nova try again.

Nova can stall at superjump height if needed, by using a combination of Flight and Nova Strike (214X), to remain above dangerous things on the ground like assists, Astral Morrigan, Vergil Swords, or anything else he would like to wait out.

If Nova is in a matchup where he would prefer not to rush down too aggressively, he can run a zoning game using 236H Gravimetric Force and X+S Energy Javelin. Use an assist to cover Nova while he deploys the barrier with 236H. Levels 1 and 2 Pulse last long enough and cover enough space that Nova will typically have time to safely throw two javelins. Conveniently, two javelins take approximately enough time for your assist to come back off cooldown. Nova can then either loop this process until the opponent takes a risk to go in past the shield, or approach himself under the cover of his own Javelins and assist.

If Nova is in a matchup where he is being zoned out by large volumes of projectiles, he has access to his Human Rocket (214XX) hyper as a generic punish option so long as he is on the ground. Human Rocket can hit as early as frame 14, travels very quickly across the screen, and destroys all projectiles during its active frames, including projectiles from other hypers. On block, Nova can steer himself away from the opponent to minimize the risk of punishment, and on hit, Nova can confirm into a combo.

Mixup Theory

Like Magneto, Nova has a fast and spammable j.L which he can use for repeated Overhead attacks by jumping and quickly airdashing back down. Unlike Magneto, Nova does not have a fast Low attack to pair with this Overhead pressure, as his 2L hits Mid. Additionally, Nova's diagonal airdashes are quite poor, so Nova needs to airdash straight down to get the "twinkle toes" effect. Instead, Nova usually wants to use dash-down j.L to set up tick throws. 2M can still be thrown out as a Low option if an opponent refuses to crouch-block at all.

Oncoming Mixups

236H can be used when setting up oncomings, especially in the corner, as a meaty projectile to lock an incoming character down while Nova runs his mixups. Generically, Nova can place a pulse in the corner and then dash or 2M slide under it in order to go for a cross-under setup.

(After killing with Nova Force in the corner), Dash Back -> 236H + Assist Call, 2M Video Timestamp

Generic corner Left/Right mixup. Because Grav Pulse does the heavy lifting in terms of actually being the cross-up hit, this setup does well against mashed buttons from the oncoming character. It also works with a variety of assists, as the assist call only serves to make confirming the Pulse hit easier. This setup works best if Nova has red health available for Level 2 or 3 Gravimetric Pulse, which increases the size of the shield and allows it to hit the oncoming character sooner. If Level 1 pulse is used, most characters with any kind of aerial mobilty can evade the shield hit altogether.

Dash into corner, 2M + Assist Call > X+S, Anything Video Timestamp

Dash deep into the corner and then kara-cancel 2M into Javelin to make it hit ambiguously on the way up. If the opponent successfully blocks the Javelin, Nova is still at plus frames and can run additional offense; the javelin will fall back down shortly after to provide Nova with additional coverage, or to convert any successful mixup attempt into a Ground Bounce.

Backdash to fullscreen, X+S > 214XX > 1XX Video Timestamp

Toss a Javelin and cancel into Human Rocket to ambiguously cross under the oncoming opponent as the Javelin falls on them. If successful, the Javelin hitting the airborne opponent causes a Ground Bounce and makes the follow-up combo simple.

214H, 214H (side switch), 2M > Snapback, 2M + Assist Call (Spencer), Dash Video Timestamp

Classic Snap reset into a midscreen mixup popularized by Coach Steve. Spencer's Slant Shot assist is uniquely useful as a meaty hit against a midscreen oncoming opponent here. If the cross-up is successful, Spencer pulls the opponent down to the ground for an easy confirm. If the cross-up is blocked, Spencer keeps the opponent stuck in blockstun just long enough for Nova to layer the mixup one more time with either another cross-under attempt or a Guard Break throw.

Sideswitch oncomings with Nova/Sentinel

Counterplay

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