UMVC3/Captain America: Difference between revisions

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=== Assist Types ===
=== Assist Types ===
{{UMvC3CharacterAssists
{{UMvC3CharacterAssists
   | Shield Slash | shot front | 95,000 <br>(2 hits) | | Hyper Charging Star |
   | Shield Slash M | shot front | 50,000 X 2 <br> (95,000) | proj <br> minor stagger | Hyper Charging Star
   | Stars & Stripes | direct upward | 135,400 <br>(3 hits) | Knock Down | Hyper Stars and Stripes |
   | Stars & Stripes H | direct tiltup | 50,000 X 3 <br> (135,400) | strk | Hyper Stars & Stripes
   | Charging Star | direct front | 143,600 <br>(3 hits)| Can destroy some projectiles | Hyper Charging Star}}
   | Charging Star | direct front | 53,000 X 3 <br> (143,600) | projnull <br> softknockdown | Hyper Charging Star
}}


=== Normal Moves ===
=== Normal Moves ===
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{{MoveListRow | Standing Heavy | h | 80,000 | }}
{{MoveListRow | Standing Heavy | h | 80,000 | }}
{{MoveListRow | Crouching Heavy | d + h | 75,000 | low softknockdown }}
{{MoveListRow | Crouching Heavy | d + h | 75,000 | low softknockdown }}
{{MoveListRow | Standing Special | s | 90,000 | launch }}
{{MoveListRow | Special | s | 90,000 | launch nocancel }}
{{MoveListRow | Middle Kick | during m : m | 60,000 | }}
{{MoveListRow | Jumping Light | air l | 50,000 | high djcancel }}
{{MoveListRow | Jumping Light | air l | 50,000 | high djcancel }}
{{MoveListRow | Jumping Medium | air m | 65,000 | high djcancel }}
{{MoveListRow | Jumping Medium | air m | 65,000 | high djcancel }}
{{MoveListRow | Jumping Heavy | air h | 70,000 | high djcancel }}
{{MoveListRow | Jumping Heavy | air h | 70,000 | high djcancel }}
{{MoveListRow | Jumping High Kick | air u + h | 73,000 | high djcancel }}
{{MoveListRow | Jumping Special | air s | 85,000 | high aircombofinisher }}
{{MoveListRow | Jumping Stomp | air d + h | 70,000 | high djcancel }}
{{MoveListRow | Air-Raid Kick | air u + h | 73,000 | high }}
{{MoveListRow | Jumping Special | air s | 85,000 | high }}
{{MoveListRow | Anti-Ground Kick | air d + h | 70,000 | high }}
{{MoveListFooter}}
{{MoveListFooter}}


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{{UMvC3MoveListHeader}}
{{UMvC3MoveListHeader}}
{{MoveListRow | Shield Slash | qcf + atk | 114,000 | airok <br> Hits on the way back<br> l goes df , OTG <br> m goes f <br> h goes uf }}
{{MoveListRow | Shield Slash L | qcf + l | 60,000 X 2 <br> (114,000) | airok otg <br> proj }}
{{MoveListRow | Stars & Stripes | dp + atk  | 80,000 l <br> 104,500 m <br> 135,400 h | }}
{{MoveListRow | Shield Slash M / H | qcf + m / h | 60,000 X 2 <br> (114,000) | airok <br> proj <br> atk determines angle }}
{{MoveListRow | Charging Star | qcb + h | 100,000 l <br> 123,500 m <br> 143,600 h | Can destroy some projectiles }}
{{MoveListRow | Stars & Stripes L | dp + l | 80,000 | strk }}
{{MoveListRow | Cartwheel | atk + s | | Can pass through players<br>Invinceable frames 1-13}}
{{MoveListRow | Stars & Stripes M | dp + m | 55,000 X 2 <br> (104,500) | strk }}
{{MoveListRow | Stars & Stripes H | dp + h | 50,000 X 3 <br> (135,400) | strk }}
{{MoveListRow | Charging Star L | qcb + l | 100,000 | softknockdown <br> projnull }}
{{MoveListRow | Charging Star M | qcb + m | 65,000 X 2 <br> (123,500) | softknockdown <br> projnull }}
{{MoveListRow | Charging Star H | qcb + h | 53,000 X 3 <br> (143,600) | softknockdown <br> projnull }}
{{MoveListRow | Backflip <br> "Cartwheel" | atk + s | 0 | Dodge technique }}
{{MoveListFooter}}
{{MoveListFooter}}


===Hyper Moves===
===Hyper Moves===
{{MvC3MoveListHeader}}
{{MvC3MoveListHeader}}
{{MoveListRow | Hyper Stars & Stripes | dp + atk + atk | 290,800 <br>(70,000 x 2 + 60,000 x 3) | startupinv <br> Damage scales by 0.95 }}
{{MoveListRow | Hyper Stars & Stripes | dp + atk + atk | 70,000 x 2 + 60,000 x 3 <br> (290,800) | strk on hits 3-5 <br> * 0 frame hyper }}
{{MoveListRow | Hyper Charging Star | qcb + atk + atk | 274,100 - 328,800 <br>(30,000 x 10) | Has Projectile Destroying Properties <br> Damage scales by 0.98; <br> mashable}}
{{MoveListRow | Hyper Charging Star | qcb + atk + atk | 30,000 x 10 <br> (274,100 ~ 328,800) | projnull <br> hardknockdown <br> mashable <br> Damage scales by 0.98 }}
{{MoveListRow | Final Justice | qcf + atk + atk | 440,000 | startupinv | level3 }}
{{MoveListRow | Final Justice | qcf + atk + atk | 440,000 | hardknockdown | level3 }}
{{MoveListFooter}}
{{MoveListFooter}}


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* Team Hyper Combos with Captain America's Hyper Charging Star in the assist position of the team (not on point) hit on the same frame that the THC activates on (close range only). This means that they cannot be blocked if the opponent is not already blocking when the Team Hyper Combo is executed.  This is very powerful.
* Team Hyper Combos with Captain America's Hyper Charging Star in the assist position of the team (not on point) hit on the same frame that the THC activates on (close range only). This means that they cannot be blocked if the opponent is not already blocking when the Team Hyper Combo is executed.  This is very powerful.
* Team Hyper Combos with Captain America's Hyper Charging Star in the point position often leave him free to move long before his teammates are finished performing their super attacks.  Cartwheel behind someone and mess with their head.
* Team Hyper Combos with Captain America's Hyper Charging Star in the point position often leave him free to move long before his teammates are finished performing their super attacks.  Cartwheel behind someone and mess with their head.
* Hyper Stars & Stripes is a 0-Frame move. This means that, at point blank range, if the opponent wasn't already blocking by the time of the Hyper Flash animation, they haven't blocked the move: it starts on the same exact frame.


=== Combos ===
=== Combos ===
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=== Basic Strategy ===
=== Basic Strategy ===
The basic goal of Captain America is to get within range of your opponent to cross up with Backflip, while still having access to your primary crossover assist. Backflips are the only reliable method Captain America has to damage an opponent as he has no overhead and he isn't really a great zoner. To get into range for this tactic use Charging Star L at long range to safely pass through projectiles without over committing, and H at mid range to punish them. You can also apply advancing pressure by jumping forward and using Shield Slash L in the air. While playing him keep in mind that some of Captain America's combos actually work best from mid-screen due to how Shield Slash behaves in a corner.
The basic goal of Captain America is to get within range of your opponent to cross up with Backflip, while still having access to your primary crossover assist. Backflips are one of the most reliable methods Captain America has to damage an opponent, as he has no fast overhead and lacks GREAT zoning tools.  
<br> One way to get into range for this tactic: use Charging Star L at long range to safely pass through projectiles without over committing, and H at mid range to punish them. You can also apply advancing pressure by jumping forward and using Shield Slash L in the air. While playing him, keep in mind that some of Captain America's combos actually work best from mid-screen, due to how Shield Slash behaves in the corner.


=== Advanced Strategy ===
=== Advanced Strategy ===

Revision as of 23:24, 17 January 2012

Ultimate Marvel vs Capcom 3UMvC3Logo.png
UMVC3/Getting StartedUMVC3#CharactersUMVC3/GlossaryUMVC3/Game MechanicsUMVC3/Game ModesUMVC3/StrategyUMvC3HeaderButtons.png

Captain America

Umvc3 captamerica face.jpg

In the time of World Ward II scrawny illustrator Steve Rogers was given an experimental Super Soldier syrum that permanently transformed him into a specemin of perfect health and peak fitness. Captain fought against the Nazi threat and was presumed dead following a battle with Barron Zemo that also killed his young sidekick Bucky. Years later Captain was found frozen in a block of ice by the foundeing members of the Avengers, a team that Captain America would lead ever since. More recently Captain America has been apointed the Head of National Security for the United States and leads the super hero team kown as the Secret Avengers.


In a nutshell Captain America is a straightforward character. His Shield Slash is strong for keeping away characters without strong projectiles of their own or sometimes pressuring opponents from mid range. The shield will return for a second hit while the light version can be used as an OTG. Captain can also use his Charging Star to zip through most projectiles and inflict damage. His Cartwheel moves through the opponent, causing crossups with the right assists and is invincible for the first 13 frames of animation. He doesn't have a lot of moves or flashy combos which makes him pretty easy to pick up and play, but limits his versatility. If a high health, brute force character with a few ranged options is for you then give Captain America a try.


Character Vitals

CHARACTER DATA
Health:
1,050,000
Double Jump:
Yes
Air Dash:
No
Air Dash/Jump count:
1
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
35.0 %
60.0 %
85.0 %
X-Factor Speed Boost:
5.0 %
10.0 %
15.0 %
X-Factor Duration:
10.0 s
15.0 s
20.0 s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
20 %
20 %
20 %
20 %
55 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
55 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
55 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
55 %

Video Walkthrough

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Shield Slash M
shot front
50,000 X 2
(95,000)
proj
minor stagger
Hyper Charging Star
Beta2.png Charging Star
direct front
53,000 X 3
(143,600)
projnull
softknockdown
Hyper Charging Star
Gamma2.png Stars & Stripes H
direct tiltup
50,000 X 3
(135,400)
strk
Hyper Stars & Stripes

Normal Moves

Name
Command
Damage
Notes (glossary)
Standing Light
l
46,000
rpdfire
Crouching Light
d + l
30,000
low
Standing Medium
m
68,000
Crouching Medium
d + m
48,000
Standing Heavy
h
80,000
Crouching Heavy
d + h
75,000
low softknockdown
Special
s
90,000
launch nocancel
Middle Kick
during m : m
60,000
Jumping Light
air l
50,000
high djcancel
Jumping Medium
air m
65,000
high djcancel
Jumping Heavy
air h
70,000
high djcancel
Jumping Special
air s
85,000
high aircombofinisher
Air-Raid Kick
air u + h
73,000
high
Anti-Ground Kick
air d + h
70,000
high

Special Moves

Name
Command
Damage
Notes (glossary)
Shield Slash L
qcf + l
60,000 X 2
(114,000)
airok otg
proj
Shield Slash M / H
qcf + m / h
60,000 X 2
(114,000)
airok
proj
atk determines angle
Stars & Stripes L
dp + l
80,000
strk
Stars & Stripes M
dp + m
55,000 X 2
(104,500)
strk
Stars & Stripes H
dp + h
50,000 X 3
(135,400)
strk
Charging Star L
qcb + l
100,000
softknockdown
projnull
Charging Star M
qcb + m
65,000 X 2
(123,500)
softknockdown
projnull
Charging Star H
qcb + h
53,000 X 3
(143,600)
softknockdown
projnull
Backflip
"Cartwheel"
atk + s
0
Dodge technique

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Hyper Stars & Stripes
dp + atk + atk
70,000 x 2 + 60,000 x 3
(290,800)
strk on hits 3-5
* 0 frame hyper
Hyper Charging Star
qcb + atk + atk
30,000 x 10
(274,100 ~ 328,800)
projnull
hardknockdown
mashable
Damage scales by 0.98
Final Justice
qcf + atk + atk
440,000
hardknockdown

Mission Mode

Strategy

Tips and Tricks

  • Team Hyper Combos with Captain America's Hyper Charging Star in the assist position of the team (not on point) hit on the same frame that the THC activates on (close range only). This means that they cannot be blocked if the opponent is not already blocking when the Team Hyper Combo is executed. This is very powerful.
  • Team Hyper Combos with Captain America's Hyper Charging Star in the point position often leave him free to move long before his teammates are finished performing their super attacks. Cartwheel behind someone and mess with their head.
  • Hyper Stars & Stripes is a 0-Frame move. This means that, at point blank range, if the opponent wasn't already blocking by the time of the Hyper Flash animation, they haven't blocked the move: it starts on the same exact frame.

Combos

{{#motion: l l l m h s air l air m air m air h djcancel air h air d + h air S (land) otg qcf + l

  • Mid-screen (when Shield Slash hit 2x): qcb + h xx qcb (mashable) or dp or qcf (Level 3) + atk + atk
  • Corner (when Shield Slash hit 1x and hit 2x while in Level 1 Hyper Combo): qcb (mashable) or dp or qcf (Level 3) + atk + atk }}

Basic Strategy

The basic goal of Captain America is to get within range of your opponent to cross up with Backflip, while still having access to your primary crossover assist. Backflips are one of the most reliable methods Captain America has to damage an opponent, as he has no fast overhead and lacks GREAT zoning tools.
One way to get into range for this tactic: use Charging Star L at long range to safely pass through projectiles without over committing, and H at mid range to punish them. You can also apply advancing pressure by jumping forward and using Shield Slash L in the air. While playing him, keep in mind that some of Captain America's combos actually work best from mid-screen, due to how Shield Slash behaves in the corner.

Advanced Strategy