Marvel VS Capcom: Infinite/Captain America: Difference between revisions

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== Captain America ==
== Captain America ==
{{MvC3HyperGuideCharacterBox | Mvci_Capamerica.png }}
{{MvC3HyperGuideCharacterBox | Mvci_Capamerica.png }}
 
Captain America is the superhero name of American soldier Steven Rogers, who, during World War II, signs up for the army to fight the Germans, but is found to be too frail and weak to be worth the army's time. He's chosen as a test subject for an experimental "Super Soldier" serum, which grants him super strength and endurance, and a special shield made of a cutting-edge indestructible metal known as Vibranium, allowing him to deflect any attack. He can throw this shield as a durable boomerang, which is the source of many of his best attacks in ''Marvel vs. Capcom Infinite''.<br>
{{Nutshell|WIP}}
{{Nutshell|WIP}}


Line 21: Line 21:


=== Unique Trait ===
=== Unique Trait ===
'''Super Soldier''': Captain America has extended mobility thanks to the modification of his body back in the 1940's that made him the worlds greatest soldier. His double jump allows him to get around in the air as well as create new combo opportunities or more chances for an overhead. His cartwheel allows him to pass through attacks thanks to it's invincibility frames and helps Cap get in range to punish the opponents mistakes.
'''Vibranium Shield''': Captain America's shield is his hallmark, acting as a boomerange-like projectile. He can throw it at a variety of angles, both going out and returning. He even packs a new shield-based counter move in this game to further emphasize it.


=== Normals ===
=== Normals ===
Line 28: Line 28:
|name=Standing Light Punch
|name=Standing Light Punch
|command=[[File:Mvci_lp.png]]
|command=[[File:Mvci_lp.png]]
|damage=
|damage=300
|guard=
|guard=Mid
|properties=
|properties=
|startup=
|startup=5
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=-6
|block=
|block=-5
|notes=
|notes=-
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Line 42: Line 42:
|name=Standing Heavy Punch
|name=Standing Heavy Punch
|command=[[File:Mvci_hp.png]]
|command=[[File:Mvci_hp.png]]
|damage=
|damage=700
|guard=
|guard=Mid
|properties=
|properties=
|startup=
|startup=11
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=-14
|block=
|block=-19
|notes=
|notes=-
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Line 56: Line 56:
|name=Standing Light Kick
|name=Standing Light Kick
|command=[[File:Mvci_lk.png]]
|command=[[File:Mvci_lk.png]]
|damage=
|damage=500
|guard=
|guard=Mid
|properties=
|properties=
|startup=
|startup=8
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=-4
|block=
|block=-7
|notes=
|notes=-
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Line 70: Line 70:
|name=Standing Heavy Kick
|name=Standing Heavy Kick
|command=[[File:Mvci_hk.png]]
|command=[[File:Mvci_hk.png]]
|damage=
|damage=700
|guard=
|guard=Mid
|properties=
|properties=
|startup=
|startup=17
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=-5
|block=
|block=-10
|notes=
|notes=-
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Line 84: Line 84:
|name=Crouching Light Punch
|name=Crouching Light Punch
|command=[[File:Mvci_down.png]][[File:Mvci_lp.png]]
|command=[[File:Mvci_down.png]][[File:Mvci_lp.png]]
|damage=
|damage=300
|guard=
|guard=Mid
|properties=
|properties=
|startup=
|startup=5
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=-6
|block=
|block=-5
|notes=
|notes=-
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Line 98: Line 98:
|name=Crouching Heavy Punch
|name=Crouching Heavy Punch
|command=[[File:Mvci_down.png]][[File:Mvci_hp.png]]
|command=[[File:Mvci_down.png]][[File:Mvci_hp.png]]
|damage=
|damage=700
|guard=
|guard=Mid
|properties=Launch
|properties=Launch
|startup=
|startup=11
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=
|block=
|block=-5
|notes=
|notes=-
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Line 112: Line 112:
|name=Crouching Light Kick
|name=Crouching Light Kick
|command=[[File:Mvci_down.png]][[File:Mvci_lk.png]]
|command=[[File:Mvci_down.png]][[File:Mvci_lk.png]]
|damage=
|damage=500
|guard=
|guard=Low
|properties=
|properties=
|startup=
|startup=14
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=
|block=
|block=-11
|notes=
|notes=-
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Line 126: Line 126:
|name=Crouching Heavy Kick
|name=Crouching Heavy Kick
|command=[[File:Mvci_down.png]][[File:Mvci_hk.png]]
|command=[[File:Mvci_down.png]][[File:Mvci_hk.png]]
|damage=
|damage=700
|guard=
|guard=Low
|properties=
|properties=
|startup=
|startup=14
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=
|block=
|block=-11
|notes=
|notes=-
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Line 140: Line 140:
|name=Jumping Light Punch
|name=Jumping Light Punch
|command=j.[[File:Mvci_lp.png]]
|command=j.[[File:Mvci_lp.png]]
|damage=
|damage=300
|guard=High
|guard=High
|properties=
|properties=
|startup=
|startup=5
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=-
|block=
|block=-
|notes=
|notes=-
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Line 154: Line 154:
|name=Jumping Heavy Punch
|name=Jumping Heavy Punch
|command=j.[[File:Mvci_hp.png]]
|command=j.[[File:Mvci_hp.png]]
|damage=
|damage=700
|guard=High
|guard=High
|properties=
|properties=
|startup=
|startup=16
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=-
|block=
|block=-
|notes=
|notes=-
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Line 168: Line 168:
|name=Jumping Light Kick
|name=Jumping Light Kick
|command=j.[[File:Mvci_lk.png]]
|command=j.[[File:Mvci_lk.png]]
|damage=
|damage=500
|guard=High
|guard=High
|properties=
|properties=
|startup=
|startup=9
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=-
|block=
|block=-
|notes=
|notes=-
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Line 182: Line 182:
|name=Jumping Heavy Kick
|name=Jumping Heavy Kick
|command=j.[[File:Mvci_hk.png]]
|command=j.[[File:Mvci_hk.png]]
|damage=700
|guard=High
|guard=High
|properties=Groundbounce Hardknockdown
|properties=Groundbounce Hardknockdown
|startup=
|startup=11
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=-
|block=
|block=-
|notes=
|notes=-
}}
}}
=== Command Normals ===
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
|photo=
|photo=
|name=Power Swing
|name=Power Swing
|command=[[File:Mvci_fwd.png]][[File:Mvci_hp.png]]
|command=[[File:Mvci_fwd.png]][[File:Mvci_hp.png]]
|damage=
|damage=800
|guard=
|guard=Mid
|properties=
|properties=
|startup=
|startup=15
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=
|block=
|block=-17
|notes=
|notes=-
}}
{{UMvC3MoveListRow2.0
|photo=
|name=Shield Bash
|command=[[File:Mvci_df.png]][[File:Mvci_hp.png]]
|damage=750
|guard=Mid
|properties=
|startup=10
|active=
|recovery=
|hit=-10
|block=-15
|notes=-
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Line 209: Line 225:
|name=Leap Kick
|name=Leap Kick
|command=[[File:Mvci_fwd.png]][[File:Mvci_lk.png]]
|command=[[File:Mvci_fwd.png]][[File:Mvci_lk.png]]
|damage=
|damage=700
|guard=
|guard=Mid
|properties=
|properties=
|startup=
|startup=22
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=+10
|block=
|block=+5
|notes=
|notes=-
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Line 223: Line 239:
|name=Air Chop
|name=Air Chop
|command=j.[[File:Mvci_down.png]][[File:Mvci_lp.png]]
|command=j.[[File:Mvci_down.png]][[File:Mvci_lp.png]]
|damage=
|damage=500
|guard=
|guard=High
|properties=
|startup=9
|active=
|recovery=
|hit=-
|block=-
|notes=-
}}
{{UMvC3MoveListRow2.0
|photo=
|name=Middle Kick
|command=[[File:Mvci_lk.png]] > [[File:Mvci_lk.png]]
|damage=500
|guard=Mid
|properties=
|properties=
|startup=
|startup=
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=-6
|block=
|block=-9
|notes=
|notes=-
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Line 237: Line 267:
|name=Air Raid Kick
|name=Air Raid Kick
|command=j.[[File:Mvci_fwd.png]][[File:Mvci_hk.png]]
|command=j.[[File:Mvci_fwd.png]][[File:Mvci_hk.png]]
|damage=
|damage=800
|guard=
|guard=High
|properties=
|properties=
|startup=
|startup=11
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=-
|block=
|block=-
|notes=
|notes=-
}}
}}


Line 253: Line 283:
|name=Throw
|name=Throw
|command=[[File:Mvci_fwd.png]] or [[File:Mvci_back.png]][[File:Mvci_hp.png]]
|command=[[File:Mvci_fwd.png]] or [[File:Mvci_back.png]][[File:Mvci_hp.png]]
|damage=
|damage=1000
|guard=
|guard=Throw
|properties=
|properties=
|startup=3
|startup=3
|active=1
|active=1
|recovery=
|recovery=-
|hit=
|hit=-
|block=
|block=-
|notes=Additional damage scales by 50%
|notes=Additional damage scales by 50%.
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Line 267: Line 297:
|name=Air Throw
|name=Air Throw
|command=[[File:Mvci_fwd.png]] or [[File:Mvci_back.png]][[File:Mvci_hp.png]]
|command=[[File:Mvci_fwd.png]] or [[File:Mvci_back.png]][[File:Mvci_hp.png]]
|damage=
|damage=1000
|guard=
|guard=Throw
|properties=
|properties=
|startup=3
|startup=3
|active=1
|active=1
|recovery=
|recovery=-
|hit=
|hit=-
|block=
|block=-
|notes=Additional damage scales by 50%
|notes=Additional damage scales by 50%.
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Line 282: Line 312:
|command=[[File:Mvci_tag.png]]
|command=[[File:Mvci_tag.png]]
|damage=500
|damage=500
|guard=
|guard=Mid
|properties=
|properties=
|startup=6
|startup=6
Line 289: Line 319:
|hit=+33
|hit=+33
|block=+28
|block=+28
|notes=Hit/Block adv is dependent on when you {{cancel}} your tag-in
|notes=Hit/Block adv is dependent on when you {{cancel}} your tag-in.
}}
}}


Line 297: Line 327:
|name=Shield Slash
|name=Shield Slash
|command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]]
|command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]]
|ldamage=
|ldamage=600x2 (1140)
|lguard=
|lguard=Mid
|lstartup=
|lstartup=18/16
|lactive=
|lactive=
|lrecovery=
|lrecovery=
|lhit=
|lhit=
|lblock=
|lblock=-16
|lproperties={{airok}}
|lproperties={{airok}}
|hdamage=
|hdamage=800x2 (1520)
|hguard=
|hguard=Mid
|hstartup=
|hstartup=13/16
|hactive=
|hactive=
|hrecovery=
|hrecovery=
|hhit=
|hhit=
|hblock=
|hblock=-23
|hproperties={{airok}}
|hproperties={{airok}}
|notes=
|notes=Frame data is listed as ground/air.
}}
{{MvCIMoveListRow2.1
|photo=
|name=Charging Star
|command=[[File:Mvci_qcb.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]]
|ldamage=1000
|lguard=Mid
|lstartup=5
|lactive=
|lrecovery=
|lhit=
|lblock=-14
|lproperties=
|hdamage=400x3 (1160)
|hguard=Mid
|hstartup=11
|hactive=
|hrecovery=
|hhit=
|hblock=-30
|hproperties=
|notes=-
}}
}}
{{MvCIMoveListRow2.2
{{MvCIMoveListRow2.2
|photo=
|photo=
|name=Stars and Stripes
|name=Stars & Stripes
|command=[[File:Mvci_down.png]][[File:Mvci_down.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]]
|command=[[File:Mvci_down.png]][[File:Mvci_down.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]]
|ldamage=
|ldamage=1000/1200
|lguard=
|lguard=Mid
|lstartup=
|lstartup=5
|lactive=
|lactive=
|lrecovery=
|lrecovery=
|lhit=
|lhit=
|lblock=
|lblock=-30
|lproperties={{airok}}
|lproperties=
|hdamage=
|hdamage=1100/1500
|hguard=
|hguard=Mid
|hstartup=
|hstartup=6
|hactive=
|hactive=
|hrecovery=
|hrecovery=
|hhit=
|hhit=
|hblock=
|hblock=-50
|hproperties={{airok}}
|hproperties=
|notes=
|notes=Captain America's approximation of a Shoryuken. Strikes upwards with a shield. This move deals more damage if it hits in its earlier active frames.
}}
{{UMvC3MoveListRow2.0
|photo=
|name=Backflip
|command=[[File:Mvci_lk.png]][[File:Mvci_hk.png]]
|damage=-
|guard=-
|properties=
|startup=-
|active=-
|recovery=39
|hit=-
|block=-
|notes=Captain America cartwheels forward. This move disables Cap's pushbox, allowing him to pass through opponents, enabling tricky cross-up set-ups.
}}
}}
{{MvCIMoveListRow2.2
{{MvCIMoveListRow2.2
|photo=
|photo=
|name=Liberty Shock
|name=Trick Shield
|command=[[File:Mvci_qcb.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]]
|command=[[File:Mvci_qcf.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]]
|ldamage=
|ldamage=700
|lguard=
|lguard=Mid
|lstartup=
|lstartup=17
|lactive=
|lactive=
|lrecovery=
|lrecovery=
|lhit=
|lhit=
|lblock=
|lblock=-17
|lproperties={{airok}}
|lproperties=
|hdamage=
|hdamage=900
|hguard=
|hguard=Mid
|hstartup=
|hstartup=24
|hactive=
|hactive=
|hrecovery=
|hrecovery=
|hhit=
|hhit=
|hblock=
|hblock=
|hproperties={{airok}}
|hproperties=
|notes=
|notes=Captain America tosses his shield in a rounded arc.
}}
}}
{{MvCIMoveListRow2.2
{{MvCIMoveListRow2.2
|photo=
|photo=
|name=Charging Star
|name=Liberty Shock
|command=[[File:Mvci_qcb.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]]
|command=[[File:Mvci_qcb.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]]
|ldamage=
|ldamage=0
|lguard=
|lguard=Mid
|lstartup=
|lstartup=
|lactive=
|lactive=
Line 370: Line 436:
|lhit=
|lhit=
|lblock=
|lblock=
|lproperties=
|lproperties=Crumple
|hdamage=
|hdamage=0
|hguard=
|hguard=Mid
|hstartup=
|hstartup=
|hactive=
|hactive=
Line 378: Line 444:
|hhit=
|hhit=
|hblock=
|hblock=
|hproperties=
|hproperties=Hard Knockdown
|notes=
|notes=Captain America poses for a counter. If triggered by the appropriate attacks, he'll respond with a quick shield bash that deals zero damage but leaves the opponent wide open for a follow-up.<br><br> Both versions counter projectiles. LK counters all strikes where the opponent is grounded, regardless of how they must be guarded. HK counters all strikes where the opponent is airborne, regardless of how they must be guarded. This includes even the tiny amount of space off the ground characters like Ryu take when he does the grounded version of Tatsu; even ground Tatsu must be countered with HK counter due to him just barely being in the air.<br><br>Unlike many counter-based moves, it does not trigger a cutscene, so if the opponent performs a move with invuln, or triggers the counter from afar, they could sail right past Cap unharmed or ignore him.
}}
}}
=== Hypers ===
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
|photo=
|photo=
|name=Backflip
|name=Hyper Charging Star
|command=[[File:Mvci_lk.png]][[File:Mvci_hk.png]]
|command=[[File:Mvci_qcb.png]][[File:Mvci_lp.png]][[File:Mvci_hp.png]]
|damage=
|damage=600+350x8+700 (3190)
|guard=
|guard=Mid
|properties=
|properties=
|startup=
|startup=8
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=
|block=
|block=-27
|notes=
|notes=-
}}
}}
=== Hypers ===
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
|photo=
|photo=
|name=
|name=Hyper Stars & Stripes
|command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]][[File:Mvci_hp.png]]
|command=[[File:Mvci_down.png]][[File:Mvci_down.png]][[File:Mvci_lp.png]][[File:Mvci_hp.png]]
|damage=
|damage=1200x2+800x2+1200 (3800)
|guard=
|guard=Mid
|properties=
|properties=
|startup=
|startup=16
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=
|block=
|block=-59
|notes=
|notes=-
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
|photo=
|photo=
|name=
|name=Unyielding Justice<br>Lvl 3
|command=[[File:Mvci_qcf.png]][[File:Mvci_lk.png]][[File:Mvci_hk.png]]
|command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]][[File:Mvci_hp.png]]
|damage=
|damage=5450 (14 hits)
|guard=
|guard=Mid
|properties=
|properties=
|startup=
|startup=19
|active=
|active=
|recovery=
|recovery=
|hit=
|hit=
|block=
|block=-45
|notes=
|notes=-
}}
}}



Latest revision as of 18:24, 22 September 2024

Mvci logo.png

Captain America

Mvci Capamerica.png

Captain America is the superhero name of American soldier Steven Rogers, who, during World War II, signs up for the army to fight the Germans, but is found to be too frail and weak to be worth the army's time. He's chosen as a test subject for an experimental "Super Soldier" serum, which grants him super strength and endurance, and a special shield made of a cutting-edge indestructible metal known as Vibranium, allowing him to deflect any attack. He can throw this shield as a durable boomerang, which is the source of many of his best attacks in Marvel vs. Capcom Infinite.
In a nutshell
WIP

Introduction

Players to Watch

Character Vitals

CHARACTER DATA
Health:
10,000
Double Jump:
Yes
Air Dash:
No
Air Dash/Jump count:
1
Misc Movement:
Cartwheel

Move List

Unique Trait

Vibranium Shield: Captain America's shield is his hallmark, acting as a boomerange-like projectile. He can throw it at a variety of angles, both going out and returning. He even packs a new shield-based counter move in this game to further emphasize it.

Normals

Standing Light Punch
Mvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
300 Mid 5 -6 -5
-
Standing Heavy Punch
Mvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 Mid 11 -14 -19
-
Standing Light Kick
Mvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 Mid 8 -4 -7
-
Standing Heavy Kick
Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 Mid 17 -5 -10
-
Crouching Light Punch
Mvci down.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
300 Mid 5 -6 -5
-
Crouching Heavy Punch
Mvci down.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 Mid 11 -5 Launch
-
Crouching Light Kick
Mvci down.pngMvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 Low 14 -11
-
Crouching Heavy Kick
Mvci down.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 Low 14 -11
-
Jumping Light Punch
j.Mvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
300 High 5 - -
-
Jumping Heavy Punch
j.Mvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 High 16 - -
-
Jumping Light Kick
j.Mvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 High 9 - -
-
Jumping Heavy Kick
j.Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 High 11 - - Groundbounce Hardknockdown
-

Command Normals

Power Swing
Mvci fwd.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
800 Mid 15 -17
-
Shield Bash
Mvci df.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
750 Mid 10 -10 -15
-
Leap Kick
Mvci fwd.pngMvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 Mid 22 +10 +5
-
Air Chop
j.Mvci down.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 High 9 - -
-
Middle Kick
Mvci lk.png > Mvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 Mid -6 -9
-
Air Raid Kick
j.Mvci fwd.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
800 High 11 - -
-

Misc

Throw
Mvci fwd.png or Mvci back.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
1000 Throw 3 1 - - -
Additional damage scales by 50%.
Air Throw
Mvci fwd.png or Mvci back.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
1000 Throw 3 1 - - -
Additional damage scales by 50%.
Tag
Mvci tag.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 Mid 6 8 44 +33 +28
Hit/Block adv is dependent on when you Cancel.png your tag-in.

Specials

Shield Slash
Mvci qcf.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lp.png 600x2 (1140) Mid 18/16 -16 Airok.png
Mvci hp.png 800x2 (1520) Mid 13/16 -23 Airok.png
Frame data is listed as ground/air.
Charging Star
Mvci qcb.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lp.png 1000 Mid 5 -14
Mvci hp.png 400x3 (1160) Mid 11 -30
-
Stars & Stripes
Mvci down.pngMvci down.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lk.png 1000/1200 Mid 5 -30
Mvci hk.png 1100/1500 Mid 6 -50
Captain America's approximation of a Shoryuken. Strikes upwards with a shield. This move deals more damage if it hits in its earlier active frames.
Backflip
Mvci lk.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
- - - - 39 - -
Captain America cartwheels forward. This move disables Cap's pushbox, allowing him to pass through opponents, enabling tricky cross-up set-ups.
Trick Shield
Mvci qcf.pngMvci lk.png or Mvci hk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lk.png 700 Mid 17 -17
Mvci hk.png 900 Mid 24
Captain America tosses his shield in a rounded arc.
Liberty Shock
Mvci qcb.pngMvci lk.png or Mvci hk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lk.png 0 Mid Crumple
Mvci hk.png 0 Mid Hard Knockdown
Captain America poses for a counter. If triggered by the appropriate attacks, he'll respond with a quick shield bash that deals zero damage but leaves the opponent wide open for a follow-up.

Both versions counter projectiles. LK counters all strikes where the opponent is grounded, regardless of how they must be guarded. HK counters all strikes where the opponent is airborne, regardless of how they must be guarded. This includes even the tiny amount of space off the ground characters like Ryu take when he does the grounded version of Tatsu; even ground Tatsu must be countered with HK counter due to him just barely being in the air.

Unlike many counter-based moves, it does not trigger a cutscene, so if the opponent performs a move with invuln, or triggers the counter from afar, they could sail right past Cap unharmed or ignore him.

Hypers

Hyper Charging Star
Mvci qcb.pngMvci lp.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
600+350x8+700 (3190) Mid 8 -27
-
Hyper Stars & Stripes
Mvci down.pngMvci down.pngMvci lp.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
1200x2+800x2+1200 (3800) Mid 16 -59
-
Unyielding Justice
Lvl 3

Mvci qcf.pngMvci lp.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
5450 (14 hits) Mid 19 -45
-

Hitboxes

Videos

Technology

Combos

Strategy

Partner Selection

Stone Selection

Power

Time

Reality

Soul

Space

Mind

Match ups

How to fight Captain America

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