Nova Frame Data

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The data here only applies to one and two player modes. Frame data can change in tournament mode based on Arm and Leg speed enhancements. Descriptions assume Hyper Mode and Rehit Mode are on.

Startup - Refers to the duration of frames prior to the first frame which can hit. E.G. a move with startup 3 will hit on frame 4.

Active - Refers to the duration of frames which can register a hit. A higher number means the move can potentially hit much later.

Recovery - The duration of frames in which the move is no longer active.

Frame Advantage - The difference in time between how long an opponent is in blockstun and when your character can act again, calculated from the first possible hit frame and ignoring cancels. A move hitting on the last active frame will have better frame advantage than hitting on the first active frame.

Damage - Damage dealt by the move on hit. This value is adjusted by your pilot's power stat.

Stun - Stun dealt by the move on hit. This value is constant, however your opponent's stun bar is adjusted by their pilot's endurance stat.

Guard - H indicates a move which can be blocked high (standing). L indicates a move which can be blocked low (crouching).

Invuln - Invulnerability properties will be described here.

6P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
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.
5P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
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.
4P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
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.
6K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
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.
5K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
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.
4K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
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.
3P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
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.
2P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
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.
1P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
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.
3K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
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.
2K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
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.
1K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
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.
j.P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
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.
j.K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
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.
j.2P Belly Flop Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
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.
236P Missile Launcher Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
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).
j.236P Missile Launcher Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
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.
214P Mini Grenade Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
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.
252P Earthquake Smash Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
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.