Pyra spins her sword around her, then causes an explosion. While spinning, the sword has a hitbox alternating on each side of her. The hitbox at the end is large and lingering, making it easy to land. You can move during this move, and if used in the air it will stall Pyra. This can be useful for mixing up timings for recovery and landing. Because of how long the hitboxes are active, as well as the ability to drift during the move, Flame Nova can also be used effectively for edgeguarding. When charged, it will cover many low recovery angles, as well as kill or cause stage spikes which become untechable very early.
Flame Nova has three levels of charge. The earliest you can release is on frame 10, giving Nova1. You can release for Nova2 as soon as frame 25. For Nova3, you can release as soon as frame 36. Normally, max charge releases on frame 50. This means you can release the charge early to get Nova3, saving up to 13 frames.
When used against shields, the opponent can jump out between hits for Nova1/2, but not Nova3. However, every version of the move can be spotdodged before the final hit. This creates an interesting mixup between Nova2/3 where you can release a few frames earlier or later to ambiguously change the timing they need to spotdodge. However, if they're looking for this, Nova3 has more wobble to the sword than Nova2, and additional green fire effects, which make it noticeable.
If both the front and back hits of Nova3 connect on shield, it will be a almost inescapable shieldbreak from full health, however this can often only be done by landing directly on top of someone, or reading a roll.
FAF
Damage (base)
Damage (1v1)
Angle
KBG
BKB
Shieldstun
Shield Safety
Final Hits: FN1 / FN2 / FN3
49 / 61 / 70
7 / 10 / 13
8.4 / 12 / 15.6
50
100
65 / 75 / 80
7 / 10 / 12
-15 to -9 / -12 to -6 / -12 to -5