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omf2097:nova_frames [2022/06/14 21:15] – created aokmaniac13omf2097:nova_frames [2022/09/18 14:31] (current) aokmaniac13
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 ^6P  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^ ^6P  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^
-|{{omf2097:nova_6p.png}}|  4  |  3  |  4  |  +2  |  5.0   -  |  LH  |  -  |+|{{omf2097:nova_6p.png}}|  4  |  3  |  4  |  +2  |  10   -  |  LH  |  -  |
 |:::|Nova's jab is slow for a jab, doesn't chain into anything and generally is not very useful. Most bots don't have a good high-hitting move like Nova's b+P, so it's only fair that Nova doesn't get a good high-hitting jab.|||||||| |:::|Nova's jab is slow for a jab, doesn't chain into anything and generally is not very useful. Most bots don't have a good high-hitting move like Nova's b+P, so it's only fair that Nova doesn't get a good high-hitting jab.||||||||
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 ^5P  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^ ^5P  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^
-|{{omf2097:nova_5p1.png }}{{ omf2097:nova_5p2.png}}|  1  |  8  |  6  |  -1  |  13.5   -  |  LH  |  -  |+|{{omf2097:nova_5p1.png }}{{ omf2097:nova_5p2.png}}|  1  |  8  |  6  |  -1  |  27   -  |  LH  |  -  |
 |:::|Nova's strong punch sticks his arm way out to the opponent's midsection. Cannot be ducked, outranges almost anything else in the game, chains into itself, quite fast. The only tool Nova will ever need if the opponent wants to start poking you: walk back a step and hit P. Also great for stupidly easy combos.|||||||| |:::|Nova's strong punch sticks his arm way out to the opponent's midsection. Cannot be ducked, outranges almost anything else in the game, chains into itself, quite fast. The only tool Nova will ever need if the opponent wants to start poking you: walk back a step and hit P. Also great for stupidly easy combos.||||||||
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 ^4P  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^ ^4P  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^
-|{{omf2097:nova_4p1.png }}{{ omf2097:nova_4p2.png}}|  1  |  7  |  5  |  +2  |  16.5   -  |  LH  |  -  |+|{{omf2097:nova_4p1.png }}{{ omf2097:nova_4p2.png}}|  1  |  7  |  5  |  +2  |  33   -  |  LH  |  -  |
 |:::|Nova's fierce is an uppercut that knocks down only on its later hit frames. Against a standing opponent, it'll link into almost anything except itself. It does lots of damage, it's quick, it does decent anti-air - the range is bad, but that's what you have the rest of his normals for. A very good move.|||||||| |:::|Nova's fierce is an uppercut that knocks down only on its later hit frames. Against a standing opponent, it'll link into almost anything except itself. It does lots of damage, it's quick, it does decent anti-air - the range is bad, but that's what you have the rest of his normals for. A very good move.||||||||
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 ^6K  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^ ^6K  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^
-|{{omf2097:nova_6k1.png }}{{ omf2097:nova_6k2.png}}|  2  |  6  |  4  |  -2  |  7.0   -  |  LH  |  -  |+|{{omf2097:nova_6k1.png }}{{ omf2097:nova_6k2.png}}|  2  |  6  |  4  |  -2  |  14   -  |  LH  |  -  |
 |:::|Short kick that hits with his knee. Has more priority than it looks like, but not too useful unless you're Kreissack because it's so slow.|||||||| |:::|Short kick that hits with his knee. Has more priority than it looks like, but not too useful unless you're Kreissack because it's so slow.||||||||
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 ^5K  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^ ^5K  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^
-|{{omf2097:nova_5k.png}}|  4  |  4  |  5  |  -4  |  9.5   -  |  LH  |  -  |+|{{omf2097:nova_5k.png}}|  4  |  4  |  5  |  -4  |  19   -  |  LH  |  -  |
 |:::|Gimpy kick with Nova's foot. Useful in combos, as it chains into lots of stuff, but otherwise generally inferior to P.|||||||| |:::|Gimpy kick with Nova's foot. Useful in combos, as it chains into lots of stuff, but otherwise generally inferior to P.||||||||
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 ^4K  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^ ^4K  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^
-|{{omf2097:nova_4k1.png }}{{ omf2097:nova_4k2.png}}|  3  |  9  |  10  |  -5  |  10.0+10.0   -  |  LH  |  -  |+|{{omf2097:nova_4k1.png }}{{ omf2097:nova_4k2.png}}|  3  |  9  |  10  |  -5  |  20+20   -  |  LH  |  -  |
 |:::|Two-hit roundhouse. First hit is very fast, but that's the only reason to use it. Nova has better anti-airs at that angle (namely b+P, which is also better in every other way) anyway.|||||||| |:::|Two-hit roundhouse. First hit is very fast, but that's the only reason to use it. Nova has better anti-airs at that angle (namely b+P, which is also better in every other way) anyway.||||||||
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 ^3P  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^ ^3P  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^
-|{{omf2097:nova_3p1.png }}{{ omf2097:nova_3p2.png}}|  2  |  5  |  3  |  +2  |  6.0   -  |  LH  |  -  |+|{{omf2097:nova_3p1.png }}{{ omf2097:nova_3p2.png}}|  2  |  5  |  3  |  +2  |  12   -  |  LH  |  -  |
 |:::|Low jab, fairly standard. Nova's crouching animation is huge, though, which takes away much of the usual benefits of being crouched. Useful in combos and for defense.|||||||| |:::|Low jab, fairly standard. Nova's crouching animation is huge, though, which takes away much of the usual benefits of being crouched. Useful in combos and for defense.||||||||
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 ^2P  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^ ^2P  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^
-|{{omf2097:nova_3p1.png }}{{ omf2097:nova_3p2.png}}|  2  |  7  |  5  |  0  |  11.0   -  |  LH  |  -  |+|{{omf2097:nova_3p1.png }}{{ omf2097:nova_3p2.png}}|  2  |  7  |  5  |  0  |  22   -  |  LH  |  -  |
 |:::|Low strong, same animation as low jab. Just like low jab but worse. Nova has good normals, these are just filler.|||||||| |:::|Low strong, same animation as low jab. Just like low jab but worse. Nova has good normals, these are just filler.||||||||
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 ^1P  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^ ^1P  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^
-|{{omf2097:nova_1p1.png }}{{ omf2097:nova_1p2.png }}{{ omf2097:nova_1p3.png }}{{ omf2097:nova_1p4.png}}|  3  |  11  |  9  |  -3  |  10.0+10.0   -  |  LH  |  -  |+|{{omf2097:nova_1p1.png }}{{ omf2097:nova_1p2.png }}{{ omf2097:nova_1p3.png }}{{ omf2097:nova_1p4.png}}|  3  |  11  |  9  |  -3  |  20+20   -  |  LH  |  -  |
 |:::|Low fierce, a 2-hit uppercut of which the second hit juggles. Nova's fastest ground move, and when you're close it hits for both hits and starts a golden opportunity for an air juggle. Also works great as anti-air for pitiful damage, but you're a poking character, you should expect that.|||||||| |:::|Low fierce, a 2-hit uppercut of which the second hit juggles. Nova's fastest ground move, and when you're close it hits for both hits and starts a golden opportunity for an air juggle. Also works great as anti-air for pitiful damage, but you're a poking character, you should expect that.||||||||
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 ^3K  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^ ^3K  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^
-|{{omf2097:nova_3k1.png }}{{ omf2097:nova_3k2.png}}|  1  |  4  |  4  |  +2  |  6.0   -  |  L  |  -  |+|{{omf2097:nova_3k1.png }}{{ omf2097:nova_3k2.png}}|  1  |  4  |  4  |  +2  |  12   -  |  L  |  -  |
 |:::|Low short. One of the better low shorts in the game, meaning you should do piddly damage with this often. Make the opponent choose between being worn down by df+K and P pokes or possibly being launched into a Smash trap.|||||||| |:::|Low short. One of the better low shorts in the game, meaning you should do piddly damage with this often. Make the opponent choose between being worn down by df+K and P pokes or possibly being launched into a Smash trap.||||||||
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 ^2K  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^ ^2K  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^
-|{{omf2097:nova_3k1.png }}{{ omf2097:nova_3k2.png}}|  1  |  5  |  5  |  +2  |  12.0   -  |  L  |  -  |+|{{omf2097:nova_3k1.png }}{{ omf2097:nova_3k2.png}}|  1  |  5  |  5  |  +2  |  24   -  |  L  |  -  |
 |:::|Low forward, same animation as low short. Chains into K for combo purposes, making it decent for high/low mixups.|||||||| |:::|Low forward, same animation as low short. Chains into K for combo purposes, making it decent for high/low mixups.||||||||
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 ^1K  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^ ^1K  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^
-|{{omf2097:nova_1k.png}}|  7  |  4  |  11  |  -2  |  17.5   -  |  L  |  -  |+|{{omf2097:nova_1k.png}}|  7  |  4  |  11  |  -2  |  35   -  |  L  |  -  |
 |:::|Longest sweep in the game, crazy slow but touches most of the screen. Throw one out every once in a while just to scare your opponent with that range, as it's safe when blocked from long distance. Also stuffs projectiles with ease.|||||||| |:::|Longest sweep in the game, crazy slow but touches most of the screen. Throw one out every once in a while just to scare your opponent with that range, as it's safe when blocked from long distance. Also stuffs projectiles with ease.||||||||
 |:::|:::|||||||| |:::|:::||||||||
  
 ^j.P  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^ ^j.P  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^
-|{{omf2097:nova_jp.png}}|  6  |  10  |  3  |  -  |  12.5   -  |  H  |  -  |+|{{omf2097:nova_jp.png}}|  6  |  10  |  3  |  -  |  25   -  |  H  |  -  |
 |:::|Nova does a Bison-like attack forward while twisting his body backward. Not good for much except air-to-air, and Nova shouldn't need to get into dogfights with opponents anyway.|||||||| |:::|Nova does a Bison-like attack forward while twisting his body backward. Not good for much except air-to-air, and Nova shouldn't need to get into dogfights with opponents anyway.||||||||
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 ^j.K  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^ ^j.K  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^
-|{{omf2097:nova_jk1.png }}{{ omf2097:nova_jk2.png}}|  1  |  14  |  2  |  -  |  12.5   -  |  H  |  -  |+|{{omf2097:nova_jk1.png }}{{ omf2097:nova_jk2.png}}|  1  |  14  |  2  |  -  |  25   -  |  H  |  -  |
 |:::|Standard jumpkick, except with range that makes the Baby Jesus cry. Use from max range to harass and get some space for yourself, use from midrange to establish a good range for you to poke from.|||||||| |:::|Standard jumpkick, except with range that makes the Baby Jesus cry. Use from max range to harass and get some space for yourself, use from midrange to establish a good range for you to poke from.||||||||
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 ^j.2P Belly Flop  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^ ^j.2P Belly Flop  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^
-|{{omf2097:nova_j2p.png}}|  4  |  -  |  -  |  -  |  22.5   -  |  H  |  -  |+|{{omf2097:nova_j2p.png}}|  4  |  -  |  -  |  -  |  45   -  |  H  |  -  |
 |:::|Maybe not a real special move (it's not in the ingame list), it's different enough from his other moves to be special. The Flop stays out for a long time, has a huge hitbox and mad priority, and causes the “being stunned” animation on an opponent. That means you can combo if it hits late, or knock down if it hits early. Nova's best jump-in at close range, and his only way to dish out significant damage. Bring out this one every time they get frustrated and try to throw something out you can jump over, or just to get close for free. Of course, against some bots, you don't WANT to get close.|||||||| |:::|Maybe not a real special move (it's not in the ingame list), it's different enough from his other moves to be special. The Flop stays out for a long time, has a huge hitbox and mad priority, and causes the “being stunned” animation on an opponent. That means you can combo if it hits late, or knock down if it hits early. Nova's best jump-in at close range, and his only way to dish out significant damage. Bring out this one every time they get frustrated and try to throw something out you can jump over, or just to get close for free. Of course, against some bots, you don't WANT to get close.||||||||
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 ^236P Missile Launcher  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^ ^236P Missile Launcher  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^
-|{{omf2097:nova_236p.png }}{{ omf2097:nova_236p_p.png}}|  4  |  -  |  16  |  -7  |  17.5   -  |  LH  |  -  |+|{{omf2097:nova_236p.png }}{{ omf2097:nova_236p_p.png}}|  4  |  -  |  16  |  -7  |  35   -  |  LH  |  -  |
 |:::|Missile. Slow and fired straight forward at Nova's waist height; unlike other projectiles, it can't be aimed, so its use is limited to backup for the rest of your special move arsenal. Fortunately, it does lots of damage and will knock an airborne opponent (say one trying to avoid an Earthquake Smash) into the wall, allowing you to follow up with more projectile madness. Beware: a grounded opponent can duck it completely (unless they're against the wall).|||||||| |:::|Missile. Slow and fired straight forward at Nova's waist height; unlike other projectiles, it can't be aimed, so its use is limited to backup for the rest of your special move arsenal. Fortunately, it does lots of damage and will knock an airborne opponent (say one trying to avoid an Earthquake Smash) into the wall, allowing you to follow up with more projectile madness. Beware: a grounded opponent can duck it completely (unless they're against the wall).||||||||
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 ^j.236P Missile Launcher  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^ ^j.236P Missile Launcher  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^
-|{{omf2097:nova_j236p.png }}{{ omf2097:nova_j236p_p.png}}|  8  |  -  |  10  |  -  |  17.5   -  |  LH  |  -  |+|{{omf2097:nova_j236p.png }}{{ omf2097:nova_j236p_p.png}}|  8  |  -  |  10  |  -  |  35   -  |  LH  |  -  |
 |:::|Air Missile. Fires at a 45-degree angle downward while pausing Nova in the air. Imagine if Akuma's air fireball totally stopped your trajectory and you'll have a good idea. Not much of a threat, but good to sabotage anti-air attempts or stay safe against mobile opponents and nasty hazards.|||||||| |:::|Air Missile. Fires at a 45-degree angle downward while pausing Nova in the air. Imagine if Akuma's air fireball totally stopped your trajectory and you'll have a good idea. Not much of a threat, but good to sabotage anti-air attempts or stay safe against mobile opponents and nasty hazards.||||||||
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 ^214P Mini Grenade  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^ ^214P Mini Grenade  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^
-|{{omf2097:nova_214p.png }}{{ omf2097:nova_214p_p.png}}|  11  |  -  |  15  |  -6  |  22.5   -  |  LH  |  -  |+|{{omf2097:nova_214p.png }}{{ omf2097:nova_214p_p.png}}|  11  |  -  |  15  |  -6  |  45   -  |  LH  |  -  |
 |:::|Mini Grenade. Very slow, fires from a shallow angle, bounces along the floor for most of a screen's length. Loads of startup and recovery make this a very dangerous move, but surprisingly effective if you can predict their movements enough to plant one in their path - where it can be anything from anti-air to a juggle starter.|||||||| |:::|Mini Grenade. Very slow, fires from a shallow angle, bounces along the floor for most of a screen's length. Loads of startup and recovery make this a very dangerous move, but surprisingly effective if you can predict their movements enough to plant one in their path - where it can be anything from anti-air to a juggle starter.||||||||
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 ^252P Earthquake Smash  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^ ^252P Earthquake Smash  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^
-|{{omf2097:nova_252p1.png }}{{ omf2097:nova_252p2.png}}|  10  |  -  |  11  |  -  |  16.5   -  |  -  |  -  |+|{{omf2097:nova_252p1.png }}{{ omf2097:nova_252p2.png}}|  10  |  -  |  11  |  -  |  33   -  |  -  |  -  |
 |:::|Earthquake Smash. Nova smashes a blue spark down and delivers an unblockable knockdown hit to a grounded opponent. Launches if you're close enough, i.e. never because they'll just jab you out of it. The almighty Smash is the only unblockable in the game, and is often overused by new players (veterans will wait for the Smash and jumpkick combo you). However, it CAN be free damage after they block another projectile if you time it right. It tends to glitch when that happens though, so watch out. If you have perfect timing, you can Smash an opponent getting up forever until they die. No one as of yet can do this, though.|||||||| |:::|Earthquake Smash. Nova smashes a blue spark down and delivers an unblockable knockdown hit to a grounded opponent. Launches if you're close enough, i.e. never because they'll just jab you out of it. The almighty Smash is the only unblockable in the game, and is often overused by new players (veterans will wait for the Smash and jumpkick combo you). However, it CAN be free damage after they block another projectile if you time it right. It tends to glitch when that happens though, so watch out. If you have perfect timing, you can Smash an opponent getting up forever until they die. No one as of yet can do this, though.||||||||
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omf2097/nova_frames.1655262956.txt.gz · Last modified: 2022/06/14 21:15 by aokmaniac13