User:Speedmccool25/sandbox: Difference between revisions

From SuperCombo Wiki
(starting on this, will do at some point)
 
(123 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{MVC2 Character Intro|char= cable|full=Cable|short=CAB|content=
{{MVC2 Character Intro|char= captainamerica|full=Captain America|short=CAP|content=
== Story ==
== Introduction ==
Nathaniel Christopher Charles Summers, better known as Cable, is a mutant from the future. He is an incredibly powerful mutant, being telepathic and able to use telekinesis. He was infected with the Techno-Organic virus when he was a baby by Mr. Sinister, and must use his powers to contain the virus, otherwise his whole body will turn into a machine, like his left arm and eye have.
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, Cable is one of the four gods. He possesses a decent - if not obnoxious - zoning game, and combined with certain assists allow him to zone effectively. The main star of the show in Cable's moveset, though, is the Air Hyper Viper Beam (AHVB), which almost single-handedly puts him in the top 4. Instant with high damage, hard to counter, and loopable for massive damage on any opening. If you want a character that can slowly chip your opponent down and then punish their mistakes with death, Cable is for you.
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=
{{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].
'''Cable''' is mainly known for zoning and his Air Hyper Viper Beam. Knowing how to use AHVB effectively is a crucial part of this character.
{{ProConTable
{{ProConTable
|pros=
|pros=
*'''Air Hyper Viper Beam:''' This move is one of the best supers in the game. 1 frame startup, full screen, massive damage, loopable... the list goes on. This move is the reason to play Cable, and the reason why he's a god.
* Is in MvC2
*'''Winning matchup against Sentinel:''' This is another good reason to play the character, as many characters simply do not have a good matchup. Cable is an exception.
*'''Easy to pickup:''' Cable is probably the easiest of the four gods to learn how to play.
*'''Guard breaks:''' Cable has an easy guard break, and combined with AHVB, can kill a character before they even hit the ground.
*'''Grenades:''' Lingers for a while, denies rushdown attempts, including trijumps. Good move to play defensively.
|cons=
|cons=
*'''Bad mobility:''' Outside of dashing, jumping, and super jumping, Cable has poor mobility.
* Is in MvC2
*'''Bad without meter:''' AHVB is the reason to play Cable... but he needs meter to do it. If you don't have meter, Cable isn't that great.
*'''Limited solo defensive options:''' Outside of Psimitar, which is a DP (though not a great one), Cable has few options for escaping pressure.
*'''No mixup:''' Cable struggles to find an opening, as he has no real mixup.
}}
}}
}}
}}
|content2=
|content2=
{{Content Box|content=
{{Content Box|content=
<center><youtube>dl-GGek4ANA</youtube></center>
<center><youtube>re1IjZsUGtU</youtube></center>
}}
}}
}}
}}
}}
== Character Summary ==
== Character Summary ==
{{3 Column Flex
{{3 Column Flex
|content1=
|content1=
{{Content Box|header=Special Moves|content=
{{Content Box|header=Special Moves (Example)|content=
;Viper Beam (Air OK)
;Fireball (Air OK)
*{{qcf}} + {{lp}} or {{hp}} (Mashable, aim with directional input)
*{{qcf}}+{{p}}
;Psimitar
;Dragon Punch
*{{dp}} + {{lp}} or {{hp}}
*{{dp}}+{{p}}
;Electrap
;Hurricane Kick (Air Only)
*{{qcb}} + {{lk}} or {{hk}}
*{{qcb}}+{{k}}
;Psy-Charge
*{{hcb}} + {{p}}
;Crackdown
*{{qcf}} + {{lk}} or {{hk}}
}}
}}
|content2=
|content2=
{{Content Box|header=Super Moves|content=
{{Content Box|header=Hyper Combos (Example)|content=
;Hyper Viper Beam (Air OK)
;Beam Super (Mashable)
* {{qcf}} + {{lp}}{{hp}} (Mashable, aim with directional input)
*{{qcf}}+{{lp}}+{{hp}}
;Time Flip
;Dragon Punch Super
* {{qcf}} + {{lk}}{{hk}}
*{{dp}}+{{lp}}+{{hp}}
;Hurricane Kick Super
*{{qcb}}+{{lk}}+{{hk}}
}}
}}
|content3=
|content3=
{{Content Box|header=Assist Moves|content=
{{Content Box|header=Assist Types (Example)|content=
;Type α - Projectile Type
;Type α - Expansion Type
*Assist: {{lp}} Viper Beam
*Assist: {{hk}} Hurricane Kick
*Counter: {{lp}} Viper Beam
*Counter: {{lk}} Hurricane Kick
*Combination: Hyper Viper Beam
*Combination: Hurricane Kick Super
;Type β - Anti-Air Type
;Type β - Projectile Type
*Assist: {{hp}} Psimitar
*Assist: {{hp}} Fireball
*Counter: {{hp}} Psimitar
*Counter: {{lp}} Fireball
*Combination: Hyper Viper Beam
*Combination: Beam Super
;Type γ - Variable Type
;Type γ - Anti-air Type
*Assist: {{lk}} Electrap
*Assist: {{hp}} Dragon Punch
*Counter: {{lk}} Crackdown
*Counter: {{hp}} Dragon Punch
*Combination: Hyper Viper Beam
*Combination: Dragon Punch Super
}}
}}
}}
}}
}}


== Colors ==
== Moves List ==
First row: LP, HP, A1. Second row: LK, HK, A2.
 
=== Assists ===
{{MoveData
|image=MVC2 Psylocke QCF K 02.png
|caption={{hk}} Psyblade
|name=Anti-air
|subtitle=[[File:Alpha.png]]
|input={{a1}} // {{a2}}
|data=
{{AssistData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|AlphaCounter=
|TeamHyperCombo=
|description= Assist description.
}}
}}<br>


[[Image:Mvc2-cable.png]]
{{MoveData
|image=MVC2_Cable_DP_P_02.png
|caption={{hp}} Psimitar
|name=Anti-air
|subtitle=[[File:Beta.png]]
|input={{a1}} // {{a2}}
|data=
{{AssistData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|AlphaCounter=
|TeamHyperCombo=
|description= Assist description.
}}
}}<br>


== Moves List ==
{{MoveData
|image=MVC2_Cyclops_QCB_01.png
|caption={{hk}} Cyclone Kick
|name=Expansion
|subtitle=[[File:Gamma.png]]
|input={{a1}} // {{a2}}
|data=
{{AssistData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|AlphaCounter=
|TeamHyperCombo=
|description= Assist description.
}}
}}<br>


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


==== Standing Normals ====
-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, [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.
 
 
==== Ground Normals ====


{{MoveData
{{MoveData
|image= MVC2_Cable_5LP_01.png
|image=  
|caption= Quick punch.
|caption=  
|name= Light Punch
|name= Light Punch
|linkname= 5LP
|linkname= 5LP
|input= 5LP // {{lp}}
|input= 5{{lp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 4
  |Damage=  
  |Startup= 4
  |Startup=  
  |Active= 2
  |Active=  
  |Recovery= 8
  |Recovery=  
  |Guard= HL
  |Guard=  
  |Special Property=  
  |Special Property=  
  |Cancel= Chain, Special, Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Just a standard quick punch. Nothing much to say.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cable_5MP_01.png
|image=  
|caption= An uppercut.
|caption=  
|name= Medium Punch
|name= Medium Punch
|linkname= 5MP
|linkname= 5MP
|input= 5MP // {{lp}}, {{lp}}
|input= 5{{lp}} after a {{lp}} or {{lk}} connects
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 7
  |Damage=  
  |Startup= 7
  |Startup=  
  |Active= 2
  |Active=  
  |Recovery= 13
  |Recovery=  
  |Guard= HL
  |Guard=  
  |Special Property=  
  |Special Property=  
  |Cancel= Chain, Special, Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= An uppercut. Your grounded launcher.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cable_5HP_01.png
|image=  
|image2= MVC2_Cable_5HP_02.png
|caption=  
|caption2= Bang bang bang bang!
|name= Heavy Punch
|name= Heavy Punch
|linkname= 5HP
|linkname= 5HP
|input= 5HP // {{hp}}
|input= 5{{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 12, 6, 6, 6, 6
  |Damage=  
  |Startup= 9, 12, 9, 9, 9
  |Startup=  
  |Active= 2, -, -, -, -
  |Active=  
  |Recovery= 25
  |Recovery=  
  |Guard= HL
  |Guard=  
  |Special Property= Projectile
  |Special Property=  
  |Cancel= Special, Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Cable points his gun forward and fires once. The initial attack has a hitbox, and by mashing HP, you can fire up to 3 more times after the first shot.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
 
{{MoveData
{{MoveData
|image= MVC2_Cable_5LK_01.png
|image=  
|caption= A quick knee.
|caption=  
|name= Light Kick
|name= Light Kick
|linkname= 5LK
|linkname= 5LK
|input= 5LK // {{lk}}
|input= 5{{lk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 4
  |Damage=  
  |Startup= 5
  |Startup=  
  |Active= 2
  |Active=  
  |Recovery= 14
  |Recovery=  
  |Guard= HL
  |Guard=  
  |Special Property=  
  |Special Property=  
  |Cancel= Chain, Special, Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= A quick knee. Nothing too special.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cable_5MK_01.png
|image=  
|image2= MVC2 Cable 5MK 02.png
|caption=  
|caption2= A side kick.
|name= Medium Kick
|name= Medium Kick
|linkname= 5MK
|linkname= 5MK
|input= 5MK // {{lk}}, {{lk}}
|input= 5{{lk}} after a {{lp}}, {{lk}}, or {{mp}} connects
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 7
  |Damage=  
  |Startup= 7
  |Startup=  
  |Active= 3
  |Active=  
  |Recovery= 21
  |Recovery=  
  |Guard= HL
  |Guard=  
  |Special Property=  
  |Special Property=  
  |Cancel= Chain, Special, Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= A side kick. Combo filler, for the most part.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cable_5HK_01.png
|image=  
|caption= A high kick.
|caption=  
|name= Heavy Kick
|name= Heavy Kick
|linkname= 5HK
|linkname= 5HK
|input= 5HK // {{hk}}
|input= 5{{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 13
  |Damage=  
  |Startup= 11
  |Startup=  
  |Active= 3
  |Active=  
  |Recovery= 24
  |Recovery=  
  |Guard= HL
  |Guard=  
  |Special Property=  
  |Special Property=  
  |Cancel= Special, Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= A high kick. Crucial to his B&B combos. After this move hits, there is an unusually long time where a super jump can be inputted.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
==== Crouching Normals ====


{{MoveData
{{MoveData
|image= MVC2_Cable_2LP_01.png
|image=  
|caption= A low punch.
|caption=  
|name= Crouching Light Punch
|name= Crouching Light Punch
|linkname= 2LP
|linkname= 2LP
|input= 2LP // {{d}} + {{lp}}
|input= 2{{lp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 4
  |Damage=  
  |Startup= 4
  |Startup=  
  |Active= 2
  |Active=  
  |Recovery= 10
  |Recovery=  
  |Guard= HL
  |Guard=  
  |Special Property=  
  |Special Property=  
  |Cancel= Chain, Special, Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= A low punch. Also not that special.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cable_2MP_01.png
|image=  
|caption= A hit with the end of his gun.
|caption=  
|name= Crouching Medium Punch
|name= Crouching Medium Punch
|linkname= 2MP
|linkname= 2MP
|input= 2MP // {{d}} + {{lp}}, {{lp}}
|input= 2{{lp}} after a {{lp}} or {{lk}} connects
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 7
  |Damage=  
  |Startup= 9
  |Startup=  
  |Active= 2
  |Active=  
  |Recovery= 18
  |Recovery=  
  |Guard= HL
  |Guard=  
  |Special Property=  
  |Special Property=  
  |Cancel= Chain, Special, Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= A flashy looking move, though generally also just combo filler.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cable_2HP_01.png
|image=  
|image2= MVC2_Cable_2HP_02.png
|caption=  
|caption2= Skeet shooting, anyone?
|name= Crouching Heavy Punch
|name= Crouching Heavy Punch
|linkname= 2HP
|linkname= 2HP
|input= 2HP // {{d}} + {{hp}}
|input= 2{{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 12, 6
  |Damage=  
  |Startup= 9, 8
  |Startup=  
  |Active= 2, -
  |Active=  
  |Recovery= 34
  |Recovery=  
  |Guard= HL
  |Guard=  
  |Special Property= Projectile
  |Special Property=  
  |Cancel= Special, Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Cable hits opponents up, then fires a shot into them, sending them back down. Not that useful for zoning, but decent.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
 
{{MoveData
{{MoveData
|image= MVC2_Cable_2LK_01.png
|image=  
|caption= A low kick.
|caption=  
|name= Crouching Light Kick
|name= Crouching Light Kick
|linkname= 2LK
|linkname= 2LK
|input= 2LK // {{d}} + {{lk}}
|input= 2{{lk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 4
  |Damage=  
  |Startup= 4
  |Startup=  
  |Active= 2
  |Active=  
  |Recovery= 10
  |Recovery=  
  |Guard= L
  |Guard=  
  |Special Property=  
  |Special Property=  
  |Cancel= Chain, Special, Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= A low kick. Being a low is useful, otherwise not much to write about.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cable_2MK_01.png
|image=  
|caption= A crouching side kick.
|caption=  
|name= Crouching Medium Kick
|name= Crouching Medium Kick
|linkname= 2MK
|linkname= 2MK
|input= 2MK // {{d}} + {{lk}}, {{lk}}
|input= 2{{lk}} after a {{lp}}, {{lk}}, or {{mp}} connects
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 7
  |Damage=  
  |Startup= 9
  |Startup=  
  |Active= 2
  |Active=  
  |Recovery= 22
  |Recovery=  
  |Guard= HL
  |Guard=  
  |Special Property=  
  |Special Property=  
  |Cancel= Chain, Special, Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= A crouching high kick, mainly combo filler and a hitconfirm tool into his St. HK.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cable_2HK_01.png
|image=  
|caption= Sweep.
|caption=  
|name= Crouching Heavy Kick
|name= Crouching Heavy Kick
|linkname= 2HK
|linkname= 2HK
|input= 2HK // {{d}} + {{hk}}
|input= 2{{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 13
  |Damage=  
  |Startup= 13
  |Startup=  
  |Active= 3
  |Active=  
  |Recovery= 24
  |Recovery=  
  |Guard= L
  |Guard=  
  |Special Property=  
  |Special Property=  
  |Cancel= Special, Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= A sweep. Knocks down, as most sweeps do.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


==== Jumping 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, [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_Cable_8LP_01.png
|image=  
|image2= MVC2_Cable_8LP_02.png
|caption=  
|caption2= A quick aerial punch.
|name= Air Light Punch
|name= Jumping Light Punch
|linkname= j.LP
|linkname= 8LP
|input= j.{{lp}}
|input= Jump+LP // Jump + {{lp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 4
  |Damage=  
  |Startup= 4
  |Startup=  
  |Active= 10
  |Active=  
  |Recovery= 11
  |Recovery=  
  |Guard= H
  |Guard=  
  |Special Property=  
  |Special Property=  
  |Cancel= Chain, Special, Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= A quick punch. Not really much to talk about, and you won't see this very often, as Cable very rarely does air combos.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cable_8MP_01.png
|image=  
|caption= Another aerial gun hit.
|caption=  
|name= Jumping Medium Punch
|name= Air Medium Punch
|linkname= 8MP
|linkname= j.MP
|input= Jump+MP // Jump + {{lp}}, {{lp}}
|input= {{lp}} after a {{lp}} or {{lk}} connects
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 7
  |Damage=  
  |Startup= 8
  |Startup=  
  |Active= 2
  |Active=  
  |Recovery= 20
  |Recovery=  
  |Guard= H
  |Guard=  
  |Special Property=  
  |Special Property=  
  |Cancel= Chain, Special, Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Mostly used as air combo filler.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cable_8HP_01.png
|image=  
|image2= MVC2_Cable_8HP_02.png
|caption=  
|caption2= Aerial gunshot.
|name= Air Heavy Punch
|name= Jumping Heavy Punch
|linkname= j.HP
|linkname= 8HP
|input= j.{{hp}}
|input= Jump+HP // Jump + {{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 6
  |Damage=  
  |Startup= 17
  |Startup=  
  |Active= -
  |Active=  
  |Recovery= 25
  |Recovery=  
  |Guard= H
  |Guard=  
  |Special Property=  
  |Special Property=  
  |Cancel= Special, Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= A pretty useful move. Like his other HP buttons, this shoots an invisible projectile across the screen. Used in guard break setups a lot, and generally really good in his zoning game. An invaluable move.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cable_8LK_01.png
|image=  
|caption= A knee.
|caption=  
|name= Jumping Light Kick
|name= Air Light Kick
|linkname= 8LK
|linkname= j.LK
|input= Jump+LK // Jump + {{lk}}
|input= j.{{lk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 4
  |Damage=  
  |Startup= 6
  |Startup=  
  |Active= 3
  |Active=  
  |Recovery= 19
  |Recovery=  
  |Guard= H
  |Guard=  
  |Special Property=
  |Special Property=  
  |Cancel= Chain, Special, Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= A quick knee. Air combo starter.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cable_8MK_01.png
|image=  
|caption= A flying kick.
|caption=  
|name= Jumping Medium Kick
|name= Air Medium Kick
|linkname= 8MK
|linkname= j.MK
|input= Jump+MK // Jump + {{lk}}, {{lk}}
|input= {{lk}} after a j.{{lp}}, j.{{lk}}, or j.{{mp}} connects
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 7
  |Damage=  
  |Startup= 8
  |Startup=  
  |Active= 2
  |Active=  
  |Recovery= 19
  |Recovery=  
  |Guard= H
  |Guard=  
  |Special Property=
  |Special Property=  
  |Cancel= Chain, Special, Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= A flying kick. Air combo filler.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cable_8HK_01.png
|image=  
|image2= MVC2_Cable_8HK_02.png
|caption=  
|caption2= A downward kick.
|name= Air Heavy Kick
|name= Jumping Heavy Kick
|linkname= j.HK
|linkname= 8HK
|input= j.{{hk}}
|input= Jump+HK // Jump + {{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 13
  |Damage=  
  |Startup= 12
  |Startup=  
  |Active= 6
  |Active=  
  |Recovery= 18
  |Recovery=  
  |Guard= H
  |Guard=  
  |Special Property=
  |Special Property=  
  |Cancel= Special, Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Your main jump-in move. Pretty good hitbox, and lasts for a while. Can sometimes crossup.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


==== Command Normals ====
==== Command Normals ====


{{MoveData
{{MoveData
|image= MVC2_Cable_6HK_01.png
|image=  
|caption= A grounded leaping kick.
|caption=  
|name= Forward Heavy Kick
|name= Direction + Button Name
|linkname= 6HK
|linkname=  
|input= 6HK // {{f}} + {{hk}}
|input= Direction + Button Icon
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 13
  |Damage=  
  |Startup= 20
  |Startup=  
  |Active= 3
  |Active=  
  |Recovery= 31
  |Recovery=  
  |Guard= HL
  |Guard=  
  |Special Property=
  |Special Property=  
  |Cancel= Special, Super
  |Cancel= None
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= A pretty useless move. You can theoretically kara cancel this into special moves, but it's not even really good for that. Try to avoid this one, unless you're styling.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


=== Universal Mechanics ===
=== Universal Mechanics ===


{{MoveData
{{MoveData
|image= MVC2_Cable_5MP_01.png
|image=  
|caption= Launcher
|caption=  
|name= Launcher
|name= Universal Launcher (Punch)
|linkname= 3HP
|linkname= Universal Launcher (Punch)
|input= 3HP // {{df}} + {{hp}}
|input= 3{{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 10
  |Damage=  
  |Startup= 7
  |Startup=  
  |Active= 2
  |Active=  
  |Recovery= 13
  |Recovery=  
  |Guard= HL
  |Guard=  
  |Special Property=  
  |Special Property= Launcher (high)
  |Cancel= Special, Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Standing medium punch launcher, but it does slightly more damage, and you can do it raw.
  |description= Every character has at least one of the two, sometimes both.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|name= Throw (Kick)
|image=
|linkname= 4/6HK
|caption=
|input= 4/6HK // {{b}} or {{f}} + {{hk}}
|name= Universal Launcher (Kick)
|linkname= Universal Launcher (Kick)
|input= 3{{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 16
  |Damage=  
  |Startup= -
  |Startup=  
  |Active= -
  |Active=  
  |Recovery= -
  |Recovery=  
  |Guard= N/A
  |Guard=  
  |Special Property= Throw
  |Special Property= Launcher (away)
  |Cancel= None
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Cable grabs his opponent and sends them flying over him with a push. Press backward to throw the opponent behind you.
  |description= Every character has at least one of the two, sometimes both.
  }}
  }}
  }}<br>
  }}<br>
=== Special Moves ===


{{MoveData
{{MoveData
|image= MVC2_Cable_QCF_P_01.png
|image=  
|image2= MVC2_Cable_QCF_P_02.png
|caption=  
|caption= Gun not present.
|name= Throw (Punch)
|caption2= Air version.
|linkname= Throw (Punch)
|name= Viper Beam
|input= 6{{hp}} // 4{{hp}} near opponent
|linkname= QCFP
|input= QCF+P // {{qcf}} + {{lp}} or {{hp}} (Air OK, Mashable, aim with directional input)
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 15 (LP), 18 (HP)
  |Damage=  
  |Startup= 19 (LP, ground)<br> 20 (HP, ground)<br> 16 (LP, air)<br> 18 (HP, air)
  |Startup=  
  |Active= 11 (LP), 31 (HP)
  |Active=  
  |Recovery= 41 (Ground), 29 (Air)
  |Recovery=  
  |Guard= HL
  |Guard=  
  |Special Property= Projectile
  |Special Property=  
  |Cancel= Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Cable takes out a beam rifle, and fires it across the screen. Decent for zoning, but unsafe on block, unless you're in the air.
  |description= Every character has at least one of the two, sometimes both.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cable_DP_P_01.png
|image=  
|image2= MVC2_Cable_DP_P_02.png
|caption=  
|image3= MVC2_Cable_DP_P_03.png
|name= Throw (Kick)
|image4= MVC2_Cable_DP_P_04.png
|linkname= Throw (Kick)
|caption= Completely invulnerable on startup.
|input= 6{{hk}} // 4{{hk}} near opponent
|caption2= First active frame.
|caption4= Projectile thrown. Colors are not correct, hitbox is.
|name= Psimitar
|linkname= DPP
|input= DP+P // {{dp}} + {{lp}} or {{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 21 (LP), 24 (HP)
  |Damage=  
  |Startup= 5
  |Startup=  
  |Active= 10, -
  |Active=  
  |Recovery= 30 (LP), 46 (HP)
  |Recovery=  
  |Guard= HL
  |Guard=  
  |Special Property= Projectile
  |Special Property=  
  |Cancel= Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Cable takes out a halberd-like weapon charged with psionic energy and throws it into the sky. A good reversal option, as it is invincible until (but not as) it hits. Kara cancelling this into AHVB is a good way to start learning them, if Tiger Knee motions are too tough.
  |description= Every character has at least one of the two, sometimes both.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cable_QCB_K_01.png
|image=  
|image2= MVC2_Cable_QCB_K_02.png
|caption=  
|image3= MVC2_Cable_QCB_K_03.png
|name= Air Throw (Punch)
|image4= MVC2_Cable_QCB_K_04.png
|linkname= Air Throw (Punch)
|caption2= Air version.
|input= j.6{{hp}} // j.4{{hp}} near airborne opponent
|caption3= Projectile thrown.
|caption4= Explosion hitbox. Colors are not correct, hitbox is.
|name= Electrap
|linkname= QCBK
|input= QCB+K // {{qcf}} + {{lk}} or {{hk}} (Air OK, hold to delay detonation)
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 12
  |Damage=  
  |Startup= 36 (Ground), 23 (Air)
  |Startup=  
  |Active= -
  |Active=  
  |Recovery= 11 (Ground), 22 (Air)
  |Recovery=  
  |Guard= HL
  |Guard=  
  |Special Property= Projectile
  |Special Property=  
  |Cancel= Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Cable pulls the pin on a time grenade, and throws it forward. A great zoning tool, as the explosions linger for a while, and the grenades can be detonated at any time by holding until after Cable has thrown one, then releasing. Keeps pressure up, denies rushdown and trijumps, and more. A very good move, especially when Tiger Knee'd. LK on the ground throws it further, HK throws it more vertically. LK in the air throws it closer, and HK in the air throws it farther. Learn to use this move.
  |description= Every character has at least one of the two, sometimes both. Unless you're Thanos.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cable_HCB_P_01.png
|image=  
|caption= Command grab.
|caption=  
|name= Psy-Charge
|name= Air Throw (Kick)
|linkname= HCBP
|linkname= Air Throw (Kick)
|input= HCB+P // {{hcb}} + {{p}}
|input= j.6{{hk}} // j.4{{hk}} near airborne opponent
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 24
  |Damage=  
  |Startup= 15
  |Startup=  
  |Active= 5
  |Active=  
  |Recovery= 17
  |Recovery=  
  |Guard= HL
  |Guard=  
  |Special Property=
  |Special Property=  
  |Cancel= None
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Cable reaches out, and if he hits the opponent, sends psionic energy into them, then throws them away. Not a true command grab, this move is a hitgrab instead. This move is bad. According to the old page, "The Psy-Charge is generally considered to be one of the most insulting moves in the game. In Florida you had to pay your opponent a quarter if you got hit by it." On the plus side, he does go into a really cool animation if you land it... It's hard to combo into, and can be used as a poor anti-air option. Try to avoid this move.
  |description= Every character has at least one of the two, sometimes both. Unless you're Thanos.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cable_QCF_K_01.png
|image=  
|image2= MVC2_Cable_QCF_K_02.png
|caption=  
|caption2= Projectile hitbox. Colors are not accurate, hitbox is.
|name= Raw Tag
|name= Crackdown
|linkname= Raw Tag
|linkname= QCFK
|input= {{lp}}+{{lk}} // {{hp}}+{{hk}}
|input= QCF+K // {{qcf}} + {{lk}} or {{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 17 (LK), 20 (HK), 4 (Projectile)
  |Damage=  
  |Startup= 14
  |Startup=  
  |Active= 2, -
  |Active=  
  |Recovery= 32
  |Recovery=  
  |Guard= HL
  |Guard=  
  |Special Property= Projectile
  |Special Property=  
  |Cancel= Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Cable rushes forward, swinging with an overhand strike. Launches a projectile in front of Cable's fist. Not a move used very often, not that great. Try to avoid this move.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
==== Assist Moves ====


{{MoveData
{{MoveData
|image= MVC2_Cable_QCF_P_01.png
|image=  
|caption= Assist α
|caption=  
|name= Viper Beam
|name= Snap Back
|linkname= QCFP
|linkname= Snap Back
|input= A1 // A2
|input= {{qcf}} + A1 / A2
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 15
  |Damage=  
  |Startup= -
  |Startup=  
  |Active= -
  |Active=  
  |Recovery= -
  |Recovery=  
  |Guard= HL
  |Guard=  
  |Special Property= Projectile
  |Special Property=  
  |Cancel= N/A
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=  
  |Adv. Guard=  
  |Adv. Guard=  
  |Adv. Pushblock=  
  |Adv. Pushblock=  
  |description= Cable takes out a beam rifle, and fires it across the screen, then jumps out. Used when more of a ground game is needed, which isn't too often.
  |description=  
  }}
  }}
  }}<br>
  }}
 
 
 
=== Special Moves ===


{{MoveData
{{MoveData
|image= MVC2_Cable_DP_P_01.png
|image=  
|image2= MVC2_Cable_DP_P_02.png
|caption=  
|image3= MVC2_Cable_DP_P_03.png
|name= Special Move Name
|image4= MVC2_Cable_DP_P_04.png
|linkname= Special Move Name
|caption= Completely invulnerable on startup.
|input= Motion + Button Icon
|caption4= Assist β
|name= Psimitar
|linkname= DPP
|input= A1 // A2
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 21
  |Damage=  
  |Startup= -
  |Startup=  
  |Active= -
  |Active=  
  |Recovery= -
  |Recovery=  
  |Guard= HL
  |Guard=  
  |Special Property= Projectile
  |Special Property=  
  |Cancel= N/A
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit= -
  |Adv. Guard=  
  |Adv. Guard= -
  |Adv. Pushblock=  
  |Adv. Pushblock= -
  |description= Cable takes out a halberd-like weapon charged with psionic energy and throws it into the sky. Not really used as a traditional anti-air assist. However, a big thing to note with this assist is the utility of Variable Counter ({{b}}, {{db}}, {{d}} + A1/A2, while blocking) XX AHVB, which is a VERY good tool for punishing attacks on block, as this can do MASSIVE damage, and with the invulnerability, blow through other attacks that may be close.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
=== Hyper Combos ===


{{MoveData
{{MoveData
|image= MVC2_Cable_QCB_K_01.png
|image=  
|image2= MVC2_Cable_QCB_K_03.png
|caption=  
|image3= MVC2_Cable_QCB_K_04.png
|name= Hyper Combo Name
|caption= Assist γ
|linkname= Hyper Combo Name
|caption2= Projectile thrown.
|input= Motion + Button Icon
|caption3= Explosion hitbox. Colors are not correct, hitbox is.
|name= Electrap
|linkname= QCBK
|input= A1 // A2
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 12
  |Damage=  
  |Startup= -
  |Startup=
  |Active= -
  |Active=
  |Recovery= -
  |Recovery=
  |Guard= HL
  |Guard=  
  |Special Property= Projectile
  |Special Property=
  |Cancel= N/A
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Cable pulls the pin on a time grenade, and throws it forward. Mainly used as a surprise assist pick.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


==== Super Moves ====
 
 
== Other ==


{{MoveData
{{MoveData
|image= MVC2_Cable_QCF_PP_01.png
|image=  
|image2= MVC2_Cable_QCF_PP_02.png
|caption=  
|caption= "What? It's just an ordinary Viper-"
|name= Direction + Button Name
|caption2= "OH MY GOODNESS."
|linkname=  
|name= Hyper Viper Beam
|input= Direction + Button Icon
|linkname= QCFPP
|input= QCF+PP // {{qcf}} + {{lp}}{{hp}} (Air OK, mashable, aim beam with up or down + mashing)
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 56
  |Damage=  
  |Startup= 20 (Ground, 4 pre-freeze, 16 post-freeze)<br> 2 (Air, 1 pre-freeze, 1 post-freeze)
  |Startup=  
  |Active= -
  |Active=  
  |Recovery= 63 (Ground), When landing (Air)
  |Recovery=  
  |Guard= HL
  |Guard=  
  |Special Property= Projectile
  |Special Property=  
  |Cancel= N/A
  |Cancel= None
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Oh boy. This is THE Cable super. Buckle up for a paragraph. <br> Hyper Viper Beam on the ground is not too special. The beam travels across the screen instantly after about 20 frames of startup. You can mash buttons to wiggle the beam, and mash buttons while holding up or down to aim the beam.<br> The air version, though, is a different beast. This version is just 2 frame startup, and you can do it as soon as you leave the ground. This super punishes a lot of things that were probably intended to be safe. (Example: AHVB punishes Blackheart's midscreen Heart of Darkness on HIT.) Additionally, AHVB recovers as soon as Cable touches the ground. The lower he is, the safer he is. Tiger Knee ({{tk}} + {{lp}}{{hp}}) AHVBs are usually safe on block (keyword usually, watch out for Variable Counters), and on hit, Cable can loop AHVBs for all 5 bars if he wants to. This super is what DEFINES Cable. Most people won't try to threaten your zoning because if you cancel into this move, it punishes their mistakes MASSIVELY. Learn to love, use, and abuse this move. This is Cable, and what makes him a god.
  |description= aaa
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
 
|image= MVC2_Cable_QCF_KK_01.png
 
|caption= Time Flip!
=== Taunt ===
|name= Time Flip
static image goes here, unless youre jin or something
|linkname= QCFKK
 
|input= QCF+KK // {{qcf}} + {{lk}}{{hk}}
 
|data=
 
{{AttackData-MVSC2
=== Colors ===
|Damage= 30
First row: {{lp}}, {{hp}}, A1. Second row: {{lk}}, {{hk}}, A2.
|Startup= 30
 
|Active= -
[[Image:Mvc2-captainamerica.png]]
|Recovery= 13 (whiff), 0 (hit, block)
 
|Guard= HL
 
|Special Property= Projectile
{{Navbox-MVC2}}
|Cancel= N/A
[[Category: Marvel Vs. Capcom 2]]
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  Cable creates a shadow clone that rushes forward. If it hits the opponent, the clone will perform an autocombo, while the original Cable is free to move around and do whatever he wants. If it's blocked, the clone will shake its fist and fade away, this will also happen if it doesn't hit anything or hits an assist. Most players will time an Electrap so that it hits the opponent on the last hit of the combo, keeping them in place. Cable cannot perform another Time Flip, a Hyper Viper Beam, or call assists while the clone is performing the autocombo.
}}
}}<br>

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