User:Speedmccool25/sandbox: Difference between revisions

From SuperCombo Wiki
(gotta figure out how i want to format hooligan and do the hyper combos and stuff, otherwise almost done, barring the assist section)
(starting on this, will do at some point)
 
(23 intermediate revisions by the same user not shown)
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{{MVC2 Character Intro|char= cammy|full=Cammy|short=CAM|content=
{{MVC2 Character Intro|char= captainamerica|full=Captain America|short=CAP|content=
== Introduction ==
== Introduction ==
=== Story ===
Steven "Steve" Rogers, known by his alias of Captain America, is the titular character from his comic by Marvel. A rejected World War II soldier due to many health problems, he signed up for Project Rebirth and was given a super soldier serum. Captain America helped the allies win the war, but was lost at sea and frozen for decades. Now thawed, Captain America doesn't serve a particular government or organization, but rather fights for the timeless principles of freedom, equality, and justice of the American Dream.
Cammy White is a character from the Street Fighter series by Capcom. Originally meant to be a successor body for M.Bison/Vega/Dictator, Cammy was a part of the Dolls Unit under the codename Killer Bee. After Dhalsim helped her break free from Bison's control, she joined forces with the British government organization Delta Red to defeat Dictator once and for all.
=== Gameplay ===
In Marvel Vs. Capcom 2, Cammy is a lightning fast rushdown character designed around landing her good priority buttons to convert into an air combo into her big damage super, the Killer Bee Assault (KBA) or to reset the opponent for even more damage. Cammy has the fastest ground dash in the game, a divekick special move, and a double jump, as well as air Cannon Drill to be used as a pseudo-airdash. Cammy has great normals that have good priority or great frame data, allowing her to use them very well in neutral. Cammy's damage is also very high; with a bar of meter, her BnB does about half health. She also has access to a fast invincible high reaching anti-air assist, which makes her assist value very good. Overall, Cammy can be played on point or in the assist slot, and plays Marvel 2 very well. If you're looking for a hyper mobile rushdown queen who stifles the opponent with buttons, but a bit simpler than someone like Magneto, then lock on with Cammy.


'''TO-DO''': Add frame data, as well as missing sprites
In Marvel Vs. Capcom 2, Captain America is an all rounder with decent normals and specials that let him put out damage and traverse the screen while shielded. Captain America has a double jump, which allows him to move around a bit more freely than some characters. He has nice damage with his normals, which are pretty solid all things considered, and his specials aren't any slouch either. His Shield Slash is a fast projectile that has nice zoning, his Stars and Stripes is a lightning fast DP, and his trademark Charging Star lets him go through projectiles. His supers are also solid, with Hyper Charging Star being projectile invulnerable, Hyper Stars and Stripes being a good combo super, and the incredibly damaging Final Justice to cap it off.
 
The problem with Captain America is he has no real mixup, and his shield is both his biggest strength and greatest weakness. If you do not get your shield back after throwing it with Shield Slash, Captain America becomes one of the most dysfunctional characters in the game, with no real combos, most of his specials and supers losing their protective properties, and his damage and range going way down. Couple this with his poor movement, Captain America has a really hard time getting in and applying his pressure. However, he's a damage machine, so it's good to keep him in mind. If you like all rounders with an emphasis on zoning, or are a full-blooded American hero, then be at ease with Captain America.
== Gameplay ==
== Gameplay ==
{{2 Column Flex|flex1=6|flex2=4
{{2 Column Flex|flex1=6|flex2=4
|content1=
|content1=
{{Content Box|content='''Cammy''' is a very mobile rushdown character who can use high priority normals and great frame data to stifle the opponent with buttons. Her main strengths are excellent movement and poking capabilities but their weaknesses are a lack of unreactable mixups and slightly stubby buttons.
{{Content Box|content='''CharacterName''' is a [rough approximation of archetype] who can use [their tools] to [work towards their gameplan]. [Their] main strengths are [as follows] but their weaknesses are [so and so].
{{ProConTable
{{ProConTable
|pros=
|pros=
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|content2=
|content2=
{{Content Box|content=
{{Content Box|content=
<center><youtube>euPXEoztfbg</youtube></center>
<center><youtube>re1IjZsUGtU</youtube></center>
}}
}}
}}
}}
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{{3 Column Flex
{{3 Column Flex
|content1=
|content1=
{{Content Box|header=Special Moves|content=
{{Content Box|header=Special Moves (Example)|content=
;Cannon Drill (Air OK)
;Fireball (Air OK)
*{{qcf}} + {{k}}
*{{qcf}}+{{p}}
;Cannon Spike
;Dragon Punch
*{{dp}} + {{k}}
*{{dp}}+{{p}}
;Axel Spin Knuckle
;Hurricane Kick (Air Only)
*{{qcf}} + {{p}}
*{{qcb}}+{{k}}
;Cannon Strike (Air Only)
*{{qcb}} + {{k}}
;Cannon Revenge
*{{hcb}} + {{lp}} or {{hp}}
;Hooligan Combination
*{{qcb}} + {{k}}
* Press {{k}} to do a Cannon Strike.
* {{p}} near the opponent to perform Fatal Leg Twister or Cross Scissors Pressure, depending on the timing.
* {{p}} when away from the opponent to cancel.
* Press nothing to perform Razor's Edge Slicer.
 
}}
}}
|content2=
|content2=
{{Content Box|header=Hyper Combos|content=
{{Content Box|header=Hyper Combos (Example)|content=
;Killer Bee Assault (Air OK)
;Beam Super (Mashable)
*{{qcb}}+{{lp}}+{{hp}}
*{{qcf}}+{{lp}}+{{hp}}
;Spin Drive Smasher
;Dragon Punch Super
*{{qcf}}+{{lk}}+{{hk}}  
*{{dp}}+{{lp}}+{{hp}}  
;Reverse Shaft Breaker
;Hurricane Kick Super
*{{qcb}}+{{lk}}+{{hk}}
*{{qcb}}+{{lk}}+{{hk}}
}}
}}
|content3=
|content3=
{{Content Box|header=Assist Types|content=
{{Content Box|header=Assist Types (Example)|content=
;Type α - Anti-Air Type
;Type α - Expansion Type
*Assist: {{hk}} Cannon Spike
*Assist: {{hk}} Hurricane Kick
*Counter: {{hk}} Cannon Spike
*Counter: {{lk}} Hurricane Kick
*Combination: Spin Drive Smasher
*Combination: Hurricane Kick Super
;Type β - Dash Type
;Type β - Projectile Type
*Assist: {{hk}} Cannon Drill
*Assist: {{hp}} Fireball
*Counter: {{hk}} Cannon Drill
*Counter: {{lp}} Fireball
*Combination: Spin Drive Smasher
*Combination: Beam Super
;Type γ - Expansion Type
;Type γ - Anti-air Type
*Assist: {{hp}} Axel Spin Knuckle
*Assist: {{hp}} Dragon Punch
*Counter: {{hp}} Axel Spin Knuckle
*Counter: {{hp}} Dragon Punch
*Combination: Killer Bee Assault
*Combination: Dragon Punch Super
}}
}}
}}
}}
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=== Normal Moves ===
=== Normal Moves ===
(keep '''only one''' of these, and '''update the inputs''' for their medium attacks as needed)


-When grounded, [charactername] has the Hunter type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}} > {{lk}} > {{mp}} > {{mk}} > {{hp}} > {{hk}} cancel tree.


-When grounded, Cammy has the Marvel type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}} > {{hp}}>{{hk}} cancel tree.
-When grounded, [charactername] has the Marvel type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}} > {{hp}}>{{hk}} cancel tree.
 
-When grounded, [charactername] has the 2-Hit type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}}/{{hp}}/{{hk}} cancel tree.




Line 139: Line 131:


{{MoveData
{{MoveData
|image= MVC2_Cammy_5LP_01.png
|image=  
|caption=  
|caption=  
|name= Light Punch
|name= Light Punch
Line 156: Line 148:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy does a quick jab. Whiffs on some crouching characters, but is 3 frame startup and VERY plus on block and hit, around +6. On characters that can't duck this, this is a really annoying tool to have.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cammy_5MP_01.png
|image=  
|caption=  
|caption=  
|name= Medium Punch
|name= Medium Punch
Line 178: Line 170:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy does another straight punch. Good hitconfirming combo filler, as it's 0 on block and combos to 2HP up close or Drill at any range. Really solid button with some nice use cases, but some characters might be able to duck this.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cammy_5HP_01.png
|image=  
|caption=  
|caption=  
|name= Heavy Punch
|name= Heavy Punch
Line 200: Line 192:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy does a backfist. One of the longer range normals Cammy has that's only exemplified with her dash, it's very safe on block, and combos to Drill or Spin Drive Smasher at any range. Has some nice priority as it's lacking a hurtbox around the end of her arm so it's good for poking too.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
   
   
{{MoveData
{{MoveData
|image= MVC2_Cammy_5LK_01.png
|image=  
|caption=  
|caption=  
|name= Light Kick
|name= Light Kick
Line 222: Line 214:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy does a knee in place. Much the same as 5LP, but has a lower hitbox so it hits more crouching characters, at the cost of it being not as plus. Very short range, so mostly used up close exclusively.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cammy_5MK_01.png
|image=  
|caption=  
|caption=  
|name= Medium Kick
|name= Medium Kick
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy does a back kick. Combo filler medium, which is really a shame considering how amazing this button is for neutral in other games.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cammy_5HK_01.png
|image=  
|caption=  
|caption=  
|name= Heavy Kick
|name= Heavy Kick
Line 266: Line 258:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy does a double leg kick. Acts as a launcher, but not really as good as 2HP. Has some good priority and is pretty fast, so finds some use as an anti-air.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cammy_2LP_01.png
|image=  
|caption=  
|caption=  
|name= Crouching Light Punch
|name= Crouching Light Punch
Line 288: Line 280:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy does a crouching jab. Less plus than 5LP, but doesn't miss against anyone, so it's completely consistent. Has a pretty small hurtbox so this one is alright to hit in scrambles.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cammy_2MP_01.png
|image=  
|caption=  
|caption=  
|name= Crouching Medium Punch
|name= Crouching Medium Punch
Line 310: Line 302:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy does another crouching punch. Combo filler medium, only very slightly minus on block making this a great safe confirming button.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cammy_2HP_01.png
|image=  
|caption=  
|caption=  
|name= Crouching Heavy Punch
|name= Crouching Heavy Punch
Line 332: Line 324:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy does an upward punch. Her primary launcher, can be comboed into after 2LK>2MK up close, or used as a slower anti-air from further ranges. Very important normal to have.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
   
   
{{MoveData
{{MoveData
|image= MVC2_Cammy_2LK_01.png
|image=  
|caption=  
|caption=  
|name= Crouching Light Kick
|name= Crouching Light Kick
Line 354: Line 346:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy does a low kick. Very important because it's your only grounded low, and it's plus on block too. Nice way to start grounded chains.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cammy_2MK_01.png
|image=  
|caption=  
|caption=  
|name= Crouching Medium Kick
|name= Crouching Medium Kick
Line 376: Line 368:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy does another longer crouching kick. Combo filler medium, and just like 2MK, it's a shame that it is. Hits from further away than 2MP, but is more unsafe on block which may make some punishes slightly more common.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cammy_2HK_01.png
|image=  
|caption=  
|caption=  
|name= Crouching Heavy Kick
|name= Crouching Heavy Kick
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy does a double leg sweep. Pretty standard as far as sweeps go, usually finds as a chain ender when no other button will hit.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
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==== Air Normals ====
==== Air Normals ====
(keep '''only one''' of these, and '''update the inputs''' for their medium attacks as needed)


-When in the Normal Jump state, [charactername] has the Hunter type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}} > {{lk}} > {{mp}} > {{mk}} > {{hp}} > {{hk}} cancel tree.


-When in the Normal Jump state, Cammy has the Marvel type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}} > {{hp}}>{{hk}} cancel tree.
-When in the Normal Jump state, [charactername] has the Marvel type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}} > {{hp}}>{{hk}} cancel tree.


-When in the Normal Jump state, [charactername] has the 2-Hit type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}}/{{hp}}/{{hk}} cancel tree.




{{MoveData
{{MoveData
|image= MVC2_Cammy_jLP_01.png
|image=  
|caption=  
|caption=  
|name= Air Light Punch
|name= Air Light Punch
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy does a downward chop. Primarily an air chain starter, though it finds use in her resets as well for additional confirming time.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cammy_jMP_01.png
|image=  
|caption=  
|caption=  
|name= Air Medium Punch
|name= Air Medium Punch
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy does a second downward chop. Extremely crucial to her combo and reset game, as it has very low recovery. Allows for a fairly easy link back into j.LP, or double jump into air chain.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cammy_jHP_01.png
|image=  
|caption=  
|caption=  
|name= Air Heavy Punch
|name= Air Heavy Punch
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy punches downward. Air chain finisher and jump-in, but while good, doesn't have a whole lot of other use cases outside that.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cammy_jLK_01.png
|image=  
|caption=  
|caption=  
|name= Air Light Kick
|name= Air Light Kick
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy does a side kick in the air. Longer hitbox than j.LP, making this slightly better when doing air chains as it's more likely to hit than j.LP.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cammy_jMK_01.png
|image=  
|caption=  
|caption=  
|name= Air Medium Kick
|name= Air Medium Kick
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy kicks upward. Awkward angle makes this mostly combo filler, though you could potentially find some use against opponents slightly higher than usual in air chains.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cammy_jHK_01.png
|image=  
|caption=  
|caption=  
|name= Air Heavy Kick
|name= Air Heavy Kick
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy kicks downward. Good priority at the end of her foot, making it a decent jump-in option. Has some nice hitstun to combo after as well.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
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{{MoveData
{{MoveData
|image= MVC2_Cammy_4HK_01.png
|image=  
|caption=  
|caption=  
|name= 4HK
|name= Direction + Button Name
|linkname=  
|linkname=  
|input= {{b}}+{{hk}}
|input= Direction + Button Icon
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 564: Line 559:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy does a low profiling side kick. Your longest poke on the ground, but it's pretty unsafe on block if not cancelled and has some pretty high recovery. Decent as a grounded chain ender from afar, but the slow startup can make this still whiff.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
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{{MoveData
{{MoveData
|image= MVC2_Cammy_3HK_01.png
|image=  
|caption=
|name= Universal Launcher (Punch)
|linkname= Universal Launcher (Punch)
|input= 3{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property= Launcher (high)
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Every character has at least one of the two, sometimes both.
}}
}}<br>
 
{{MoveData
|image=
|caption=  
|caption=  
|name= Universal Launcher (Kick)
|name= Universal Launcher (Kick)
Line 590: Line 607:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy does a version of her 5HK. Does slightly less damage than 5HK, but has more priority on her front side AND the hitbox lasts for 1 frame longer. 5HK is a good anti-air, this is just a better version of it everywhere outside of combos.
  |description= Every character has at least one of the two, sometimes both.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cammy_P_Throw_01.png
|image=  
|caption=  
|caption=  
|name= Throw (Punch)
|name= Throw (Punch)
Line 612: Line 629:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy suplexes the opponent. In the corner on certain characters, Cammy can combo out of this - with no OTG required - solo. Probably the slightly less useful throw generally speaking, but has some good use cases that should not be ignored.
  |description= Every character has at least one of the two, sometimes both.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cammy_K_Throw_01.png
|image=  
|caption=  
|caption=  
|name= Throw (Kick)
|name= Throw (Kick)
Line 634: Line 651:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy does a Frankensteiner. Puts the opponent in an untechable knockdown close to Cammy, allowing her a small amount of time to press her advantage.
  |description= Every character has at least one of the two, sometimes both.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cammy_Air_P_Throw_01.png
|image=  
|caption=  
|caption=  
|name= Air Throw (Punch)
|name= Air Throw (Punch)
Line 656: Line 673:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy tosses the opponent to the ground. Really useful for resets; you can combo out of this with an OTG and the throw animation is hard to react to, which can catch people off guard. Really useful throw to have.
  |description= Every character has at least one of the two, sometimes both. Unless you're Thanos.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cammy_K_Throw_01.png
|image=  
|caption=  
|caption=  
|name= Air Throw (Kick)
|name= Air Throw (Kick)
Line 678: Line 695:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy does a Frankensteiner, in the air. Basically the exact same as grounded Kick Throw, but far less rewarding than Air Punch Throw, so it's hard to make a case for this one.
  |description= Every character has at least one of the two, sometimes both. Unless you're Thanos.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cammy_Raw_Tag_01.png
|image=  
|caption=  
|caption=  
|name= Raw Tag
|name= Raw Tag
Line 700: Line 717:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Standard raw tag, but has a pretty large hitbox compared to most characters.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cammy_Snapback_01.png
|image=  
|caption=  
|caption=  
|name= Snap Back
|name= Snap Back
Line 722: Line 739:
  |Adv. Guard=  
  |Adv. Guard=  
  |Adv. Pushblock=  
  |Adv. Pushblock=  
  |description= Cammy's snapback uses a version of her non-existent cl.HP. 6 frame startup makes this fine enough as a Snap Back, but the thin hitbox and short duration makes it not as good as you'd like it to be.
  |description=  
  }}
  }}
  }}
  }}
Line 731: Line 748:


{{MoveData
{{MoveData
|image= MVC2_Cammy_QCF_K_01.png
|image=  
|caption= Spiral Arrow??
|caption=  
|name= Cannon Drill
|name= Special Move Name
|linkname= Cannon Drill
|linkname= Special Move Name
|input= {{qcf}} + {{lk}} or {{hk}} (Air OK)
|input= Motion + Button Icon
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 748: Line 765:
  |Adv. Guard= -
  |Adv. Guard= -
  |Adv. Pushblock= -
  |Adv. Pushblock= -
  |description= Cammy flies forward with her legs extended, knocking opponents backward. Overall a really solid special move that sees a ton of use in combos and some use for movement. Air Cannon Drill is a hard knockdown that combos into KBA, while ground Cannon Drill combos from basically any sequence of buttons that Cammy can do. Very useful tool to have in her kit.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
|image= MVC2_Cammy_DP_K_01.png
|image2= MVC2_Cammy_DP_K_02.png
|caption2= Thrust Kick???
|name= Cannon Spike
|linkname= Cannon Spike
|input= {{dp}} + {{lk}} or {{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Cammy performs a high reaching invincible vertical kick. Decent as a get off me option, but it's very unsafe on block due to a canned recoil animation. Doesn't combo into any of her supers, but it's fast and VERY invincible, with the HK version in particular covering a huge area for over half a second with no hurtboxes at all.
}}
}}<br>


{{MoveData
|image= MVC2_Cammy_QCF_P_01.png
|image2= MVC2_Cammy_QCF_P_02.png
|caption2= Oh God No
|name= Axel Spin Knuckle
|linkname= Axel Spin Knuckle
|input= {{qcf}} + {{lp}} or {{hp}} (Air OK)
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Cammy twirls forward and performs a backfist. This move ''SUCKS.'' There's is basically no reason to ever use this move. It's low damage, abysmally slow, not plus on block, near zero reward on hit, doesn't combo into supers in nearly any context... The only real use is that it goes over lows on frame 5 onward but... you do have better options for that. Remember this move exists, but ''only'' so that you don't get it by mistake.
}}
}}<br>
{{MoveData
|image= MVC2_Cammy_QCB_K_01.png
|caption= DIIIIVEKIIIICK
|name= Cannon Strike
|linkname= Cannon Strike
|input= {{qcb}} + {{lk}} or {{hk}} (Air Only)
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Cammy pauses midair, before performing a diving kick toward the ground. Useful for altering air momentum. Unfortunately, it's a bit slow so it can't really be used in combos, and on hit it instantly knocks away. This makes the move pretty much ONLY a movement tool. Regardless, you do have more options on the ground than in the air, and getting to the ground faster is nearly always a good thing.
}}
}}<br>
{{MoveData
|image= MVC2_Cammy_HCB_P_01.png
|image2= MVC2_Cammy_DP_K_01.png
|image3= MVC2_Cammy_HCB_P_Success_01.png
|caption= Come on!
|caption2= This comes out if LP counter succeeds
|caption3= This comes out if HP counter succeeds
|name= Cannon Revenge
|linkname= Cannon Revenge
|input= {{hcb}} + {{lp}} or {{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Cammy goes into a defensive counter stance. If she is hit during this time, she will either perform a HK DP, or a unique version of her 2HP, depending on the initial version used. Being a counter, this move is already pretty gimmicky. The counter does not start until frame 4, and the move after a successful counter does have some startup, making it vulnerable to safe jumps. HP counter is probably the most rewarding with the least risk, as the unique followup is fully invincible until it ends, and it causes a spin stun on a successful hit. Throw this out every once in a while for a laugh, otherwise avoid it in most situations.
}}
}}<br>


=== Hyper Combos ===
=== Hyper Combos ===
Line 906: Line 831:
First row: {{lp}}, {{hp}}, A1. Second row: {{lk}}, {{hk}}, A2.
First row: {{lp}}, {{hp}}, A1. Second row: {{lk}}, {{hk}}, A2.


[[Image:Mvc2-cammy.png]]
[[Image:Mvc2-captainamerica.png]]




{{Navbox-MVC2}}
{{Navbox-MVC2}}
[[Category: Marvel Vs. Capcom 2]]
[[Category: Marvel Vs. Capcom 2]]

Latest revision as of 00:59, 8 October 2024

Introduction

Steven "Steve" Rogers, known by his alias of Captain America, is the titular character from his comic by Marvel. A rejected World War II soldier due to many health problems, he signed up for Project Rebirth and was given a super soldier serum. Captain America helped the allies win the war, but was lost at sea and frozen for decades. Now thawed, Captain America doesn't serve a particular government or organization, but rather fights for the timeless principles of freedom, equality, and justice of the American Dream.

In Marvel Vs. Capcom 2, Captain America is an all rounder with decent normals and specials that let him put out damage and traverse the screen while shielded. Captain America has a double jump, which allows him to move around a bit more freely than some characters. He has nice damage with his normals, which are pretty solid all things considered, and his specials aren't any slouch either. His Shield Slash is a fast projectile that has nice zoning, his Stars and Stripes is a lightning fast DP, and his trademark Charging Star lets him go through projectiles. His supers are also solid, with Hyper Charging Star being projectile invulnerable, Hyper Stars and Stripes being a good combo super, and the incredibly damaging Final Justice to cap it off.

The problem with Captain America is he has no real mixup, and his shield is both his biggest strength and greatest weakness. If you do not get your shield back after throwing it with Shield Slash, Captain America becomes one of the most dysfunctional characters in the game, with no real combos, most of his specials and supers losing their protective properties, and his damage and range going way down. Couple this with his poor movement, Captain America has a really hard time getting in and applying his pressure. However, he's a damage machine, so it's good to keep him in mind. If you like all rounders with an emphasis on zoning, or are a full-blooded American hero, then be at ease with Captain America.

Gameplay

CharacterName is a [rough approximation of archetype] who can use [their tools] to [work towards their gameplan]. [Their] main strengths are [as follows] but their weaknesses are [so and so].

Strengths Weaknesses
  • Is in MvC2
  • Is in MvC2
MVC2 captainamerica art.png

Character Summary

Special Moves (Example)

Fireball (Air OK)
  • Qcf.png+P.png
Dragon Punch
  • Dp.png+P.png
Hurricane Kick (Air Only)
  • Qcb.png+K.png
Hyper Combos (Example)

Beam Super (Mashable)
  • Qcf.png+Lp.png+Hp.png
Dragon Punch Super
  • Dp.png+Lp.png+Hp.png
Hurricane Kick Super
  • Qcb.png+Lk.png+Hk.png
Assist Types (Example)

Type α - Expansion Type
  • Assist: Hk.png Hurricane Kick
  • Counter: Lk.png Hurricane Kick
  • Combination: Hurricane Kick Super
Type β - Projectile Type
  • Assist: Hp.png Fireball
  • Counter: Lp.png Fireball
  • Combination: Beam Super
Type γ - Anti-air Type
  • Assist: Hp.png Dragon Punch
  • Counter: Hp.png Dragon Punch
  • Combination: Dragon Punch Super

Moves List

Assists

Anti-air
Alpha.png
A1.png // A2.png
MVC2 Psylocke QCF K 02.png
Hk.png Psyblade
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - - -

Assist description.


Anti-air
Beta.png
A1.png // A2.png
MVC2 Cable DP P 02.png
Hp.png Psimitar
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - - -

Assist description.


Expansion
Gamma.png
A1.png // A2.png
MVC2 Cyclops QCB 01.png
Hk.png Cyclone Kick
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - - -

Assist description.


Normal Moves

(keep only one of these, and update the inputs for their medium attacks as needed)

-When grounded, [charactername] has the Hunter type Magic Series, meaning they can follow the Lp.png > Lk.png > Mp.png > Mk.png > Hp.png > Hk.png cancel tree.

-When grounded, [charactername] has the Marvel type Magic Series, meaning they can follow the Lp.png/Lk.png > Mp.png/Mk.png > Hp.png>Hk.png cancel tree.

-When grounded, [charactername] has the 2-Hit type Magic Series, meaning they can follow the Lp.png/Lk.png > Mp.png/Mk.png/Hp.png/Hk.png cancel tree.


Ground Normals

Light Punch
5Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Medium Punch
5Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Heavy Punch
5Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Light Kick
5Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Medium Kick
5Lk.png after a Lp.png, Lk.png, or Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Heavy Kick
5Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Light Punch
2Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Medium Punch
2Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Heavy Punch
2Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Light Kick
2Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Medium Kick
2Lk.png after a Lp.png, Lk.png, or Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Heavy Kick
2Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -



Air Normals

(keep only one of these, and update the inputs for their medium attacks as needed)

-When in the Normal Jump state, [charactername] has the Hunter type Magic Series, meaning they can follow the Lp.png > Lk.png > Mp.png > Mk.png > Hp.png > Hk.png cancel tree.

-When in the Normal Jump state, [charactername] has the Marvel type Magic Series, meaning they can follow the Lp.png/Lk.png > Mp.png/Mk.png > Hp.png>Hk.png cancel tree.

-When in the Normal Jump state, [charactername] has the 2-Hit type Magic Series, meaning they can follow the Lp.png/Lk.png > Mp.png/Mk.png/Hp.png/Hk.png cancel tree.


Air Light Punch
j.Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Medium Punch
Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Heavy Punch
j.Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Light Kick
j.Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Medium Kick
Lk.png after a j.Lp.png, j.Lk.png, or j.Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Heavy Kick
j.Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -



Command Normals

Direction + Button Name
Direction + Button Icon
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -



Universal Mechanics

Universal Launcher (Punch)
3Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher (high) - - - -

Every character has at least one of the two, sometimes both.


Universal Launcher (Kick)
3Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher (away) - - - -

Every character has at least one of the two, sometimes both.


Throw (Punch)
6Hp.png // 4Hp.png near opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Every character has at least one of the two, sometimes both.


Throw (Kick)
6Hk.png // 4Hk.png near opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Every character has at least one of the two, sometimes both.


Air Throw (Punch)
j.6Hp.png // j.4Hp.png near airborne opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Every character has at least one of the two, sometimes both. Unless you're Thanos.


Air Throw (Kick)
j.6Hk.png // j.4Hk.png near airborne opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Every character has at least one of the two, sometimes both. Unless you're Thanos.


Raw Tag
Lp.png+Lk.png // Hp.png+Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Snap Back
Qcf.png + A1 / A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Special Moves

Special Move Name
Motion + Button Icon
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -



Hyper Combos

Hyper Combo Name
Motion + Button Icon
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -



Other

Direction + Button Name
Direction + Button Icon
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -

aaa



Taunt

static image goes here, unless youre jin or something


Colors

First row: Lp.png, Hp.png, A1. Second row: Lk.png, Hk.png, A2.

Mvc2-captainamerica.png



Game Navigation

General
FAQ
Controls
System
HUD
Glossary
Esoterics
Metagame
Tiers
Teams
Characters (Marvel)
Blackheart
Cable
Colossus
Cyclops
Doctor Doom
Gambit
Hulk
Iceman
Iron Man
Juggernaut
Magneto
Marrow
Omega Red
Psylocke
Rogue
Sentinel
Silver Samurai
Spiral
Storm
Thanos
Venom
Wolverine - Claw
Characters (Capcom)
Akuma
Amingo
Anakaris
B.B.Hood
Cammy
Captain Commando
Dan
Dhalsim
Felicia
Guile
Hayato
Jill
Jin
Ken
Mega Man
Roll
Ruby Heart
Ryu
Sakura
Servbot
SonSon
Strider
Tron Bonne
Characters (Updating)
Morrigan
Characters (Old Pages)
Captain America
Sabretooth
Shuma-Gorath
Spiderman
War Machine
Wolverine - Bone
Charlie
Chun-Li
M.Bison
Zangief