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| {{Infobox Character UMVC3 | | <div style="display: flex; flex-wrap:wrap-reverse;"> |
| |name=Captain America | | <div style="display: flex;flex-direction: column;flex:5;min-width:300px;padding: 10px;"> |
| |image=Umvc3_captamerica_face.jpg
| | {{Character Subnav UMVC3|name=Captain America}} |
| |health=1,050,000
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| |magicseries=Stronger+
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| |airchain=Four
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| |forwarddash=40
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| |backdash=33
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| |jump=44
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| |superjump=81
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| |walljump=No
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| |doublejump=Yes
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| |airdash=No
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| |xfactordamage1=35
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| |xfactordamage2=60
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| |xfactordamage3=85
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| |xfactorspeed1=5
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| |xfactorspeed2=10
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| |xfactorspeed3=15
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| |minimumdamagenormal=20
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| |minimumdamagehyper=55
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| |minimumdamagexfactor=35
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| |content=
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| ==Introduction== | | ==Introduction== |
| Gifted with an experimental "Super Soldier" serum during World War 2, Captain America has access to peak human strength, endurance, reflexes, and a genius tactical mind. Near the end of the war, he was frozen in ice, allowing him to be discovered and thawed in the present day. Captain America fights with his iconic vibranium-adamantium shield, which is considered indestructible. | | Gifted with an experimental "Super Soldier" serum during World War 2, Captain America has access to peak human strength, endurance, reflexes, and a genius tactical mind. Near the end of the war, he was frozen in ice, allowing him to be discovered and thawed in the present day. Captain America fights with his iconic vibranium-adamantium shield, which is considered indestructible. |
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| {{ProConTable | | {{ProConTable |
| | pros = | | | pros = |
| *Zoning with Shield Slash is very dangerous for the opponent to contest, as the double-hitting nature of the projectile means that it will knock an opponent towards Cap on hit, allowing him to start a combo. Cap can even use Shield Slash to convert stray hits at superjump height. Even a single shield hit can result in a dead character for the opponent. | | *'''Dangerous Zoning:''' Zoning with Shield Slash is very dangerous for the opponent to contest, as the double-hitting nature of the projectile means that it will knock an opponent towards Cap on hit, allowing him to start a combo. Cap can even use Shield Slash to convert stray hits at superjump height. Even a single shield hit can result in a dead character for the opponent. |
| *Cap gets consistent, solid damage off most hits with relatively easy BnB combos and simple extensions. | | *'''Simple Damage & Combo Buildup:''' Cap gets consistent, solid damage off most hits with relatively easy BnB combos and simple extensions. |
| *Charging Star and Hyper Charging Star are fast, projectile-immune attacks that can blow through an enemy's zoning or punish an opponent's assist calls. He also has access to Hyper Stars and Stripes, an invincible reversal with 0 frames of post-flash startup. In short, opponents must always respect Cap as long as he is on the ground. | | *'''Insane Ground Potential:''' Charging Star and Hyper Charging Star are fast, projectile-immune attacks that can blow through an enemy's zoning or punish an opponent's assist calls. He also has access to Hyper Stars and Stripes, an invincible reversal with 0 frames of post-flash startup. In short, opponents must always respect Cap as long as he is on the ground. |
| | cons = | | | cons = |
| *Cap has poor assists, and all of his choices offer limited lockdown and little utility. In general, he does not contribute much synergy to a team other than decent damage. | | *'''Underwhelming Synergy:''' Cap has poor assists, and all of his choices offer limited lockdown and little utility. In general, he does not contribute much synergy to a team other than decent damage. |
| *Despite being built for a keepaway gameplan, Cap's keepaway game is limited to a single shield toss, which does not cover much of the screen and has low total durability. | | *'''Limited Keepaway:''' Despite being built for a keepaway gameplan, Cap's keepaway game is limited to a single shield toss, which does not cover much of the screen and has low total durability. |
| *Is outclassed on mobility by other common point characters, with no airdash, flight, teleport, or other form of aerial movement except his double jump. | | *'''Easily Outclassed Mobility:''' Is outclassed on mobility by other common point characters, with no airdash, flight, teleport, or other form of aerial movement except his double jump. |
| }}
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| }} | | }} |
| | </div> |
| | <div style="display: flex;flex-direction: column;flex:2;min-width:350px;padding: 10px;">{{UMVC3_Character_Query|reversals=236S, 623S, 236XX, 623XX}}</div></div> |
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| == Move List == | | == Move List == |
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| |onhit=- | | |onhit=- |
| |onblock=- | | |onblock=- |
| |properties={{strk}} | | |properties=Invuln (as Crossover Counter) frames 1 - ???, Fixed Hitstun |
| |description= | | |description= |
| THC Hyper: Hyper Stars and Stripes. Has no invincibility as an assist, limited range and provides poor lockdown. It also uses a generally worse Team Hyper, and on hit tends to knock opponents too high in the air to be useful for combos. | | THC Hyper: Hyper Stars and Stripes. Has no invincibility as an assist, limited range and provides poor lockdown. It also uses a generally worse Team Hyper, and on hit tends to knock opponents too high in the air to be useful for combos. |
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| |onhit=- | | |onhit=- |
| |onblock=- | | |onblock=- |
| |properties={{projnull}}, {{softknockdown}} | | |properties={{projnull}}, Forced {{softknockdown}} |
| |description= | | |description= |
| THC Hyper: Hyper Charging Star. Recommended assist. Cap charges forward behind his shield, covering about half of fullscreen distance. The charge will nullify low and medium priority projectiles it comes into contact with while active (frames 28-36). It can be used to blow through an opponent's zoning, or as a counter-call to a projectile assist. | | THC Hyper: Hyper Charging Star. Recommended assist. Cap charges forward behind his shield, covering about half of fullscreen distance. The charge will nullify low and medium priority projectiles it comes into contact with while active (frames 28-36). It can be used to blow through an opponent's zoning, or as a counter-call to a projectile assist. |
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| |data= | | |data= |
| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
| |damage=85,000 | | |damage=90,000 |
| |guard=Mid | | |guard=Mid |
| |startup=10 | | |startup=10 |
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| |onhit=+12 | | |onhit=+12 |
| |onblock=+10 | | |onblock=+10 |
| |properties=- | | |properties=Jump Cancellable |
| |description= | | |description= |
| - | | - |
| }} | | }} |
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| |onhit=+17 | | |onhit=+17 |
| |onblock=+15 | | |onblock=+15 |
| |properties= | | |properties=Jump Cancellable |
| |description= | | |description= |
| - | | - |
| }} | | }} |
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| |onhit=+19 | | |onhit=+19 |
| |onblock=+17 | | |onblock=+17 |
| |properties= | | |properties= Jump Cancellable |
| |description= | | |description= |
| Part of a set of three aerial heavy attacks, along with Air-Raid Kick and Anti-Ground Kick (8H and 2H, see Command Normals). j.5H is directed horizontally forward, and causes the largest amount of hitstun of the three. | | Part of a set of three aerial heavy attacks, along with Air-Raid Kick and Anti-Ground Kick (8H and 2H, see Command Normals). j.5H is directed horizontally forward, and causes the largest amount of hitstun of the three. |
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| |data= | | |data= |
| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
| |damage=95,000 | | |damage=85,000 |
| |guard=OH | | |guard=OH |
| |startup=15 | | |startup=15 |
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| |onhit=+13 | | |onhit=+13 |
| |onblock=-17 | | |onblock=-17 |
| |properties={{projnull}} (frames 4-18), {{strk}} | | |properties={{projnull}} (frames 4-18), Forced Soft Knockdown |
| }} | | }} |
| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
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| |onhit=+4 | | |onhit=+4 |
| |onblock=-22 | | |onblock=-22 |
| |properties={{projnull}} (frames 4-18), {{strk}} | | |properties={{projnull}} (frames 4-18), Forced Soft Knockdown |
| }} | | }} |
| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
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| |onhit=-3 | | |onhit=-3 |
| |onblock=-17 | | |onblock=-17 |
| |properties={{projnull}} (frames 4-18), {{strk}} | | |properties={{projnull}} (frames 4-18), Forced Soft Knockdown |
| |description= | | |description= |
| Cap charges forward behind his shield. Button strength increases the number of hits, duration of the move, and distance traveled. L version travels about 25% of fullscreen distance, M version travels just over half of fullscreen, and H version travels just short of fullscreen. | | Cap charges forward behind his shield. Button strength increases the number of hits, duration of the move, and distance traveled. L version travels about 25% of fullscreen distance, M version travels just over half of fullscreen, and H version travels just short of fullscreen. |
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| |data= | | |data= |
| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
| |damage=27,000 | | |damage=30,000 |
| |guard=OH | | |guard=OH |
| |startup=- | | |startup=- |
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| }} | | }} |
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| | {{MoveData |
| | |image= |
| | |image2= |
| | |image3= |
| | |caption= |
| | |name=Air Exchange |
| | |input=(During a Launcher Combo) {{u}} / {{f}} / {{b}} / {{d}} + {{s}} |
| | |data= |
| | {{AttackData-UMVC3 |
| | |version=Up |
| | |subtitle={{u}} + {{s}} |
| | |damage=60,000 |
| | |guard=- |
| | |startup=11 |
| | |active=4 |
| | |recovery=21 |
| | |onhit=- |
| | |onblock=- |
| | |properties=- |
| | }} |
| | {{AttackData-UMVC3 |
| | |version=Side |
| | |subtitle={{f}} / {{b}} + {{s}} |
| | |damage=60,000 |
| | |guard=- |
| | |startup=12 |
| | |active=10 |
| | |recovery=- |
| | |onhit=- |
| | |onblock=- |
| | |properties=[[File:forcedwallbounce.png]] |
| | }} |
| | {{AttackData-UMVC3 |
| | |version=Down |
| | |subtitle={{d}} + {{s}} |
| | |damage=60,000 |
| | |guard=- |
| | |startup=11 |
| | |active=5 |
| | |recovery=17 |
| | |onhit=- |
| | |onblock=- |
| | |properties={{forcedgroundbounce}} |
| | |description= |
| | - |
| | }} |
| | }} |
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| == Team Position == | | == Team Position == |
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| Cap is most commonly picked as a '''Point''' character, where he can more easily utilize multiple assists to help with his zoning game, and where his own below-average assists are less relevant. He sometimes also takes the '''Second''' spot, especially on teams where character order is intended to be more fluid, or where he may be DHC'd in early. | | Cap is most commonly picked as a '''Point''' character, where he can more easily utilize multiple assists to help with his zoning game, and where his own below-average assists are less relevant. He sometimes also takes the '''Second''' spot, especially on teams where character order is intended to be more fluid, or where he may be DHC'd in early. |
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| | Although he can be quite threatening with assists backing him up, Cap makes for a poor anchor. He has very limited offensive options, and limited ways to deal significant safe chip damage. |
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| Although he can be quite threatening, especially with assists backing him up, Cap makes for a poor anchor. He has very limited offensive options, and limited ways to deal significant safe chip damage.
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| === Notable Synergies ===
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| '''Doctor Doom:''' Although Doom is a generically strong support character that could be used as an assist on any team, he does have some notable synergies with Cap. Doom's assists, especially Hidden Missiles, can support Captain America's playstyle by making it difficult for an opponent to flee to superjump height (where Cap is weakest), and by covering for him while he advances with his grounded specials. One particularly noteworthy example of their synergy is using missiles for a post-super extension. Cap can call Doom assist right before his usual 236L xx 214XX combo ender. Right as the hyper ends and the opponent is knocked down, missiles will land, OTGing the opponent and allowing for additional follow-up attacks. Finally, "Finger Lasers" 214XX hyper gives Cap a safe DHC option to escape in case a Hail Mary attempt at Charging Star, Hyper Charging Star, or DP fails.
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| '''Players to Watch:''' Frutsy (Cap/MODOK/Doom), EliTheCurry (Cap/Doom/Strider)
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| '''Doctor Strange:''' Cap particularly like assists with long duration, as they can more easily cover him while he approaches with his normally-punishable specials, like Charging Star (214X) and Cartwheel (S+X). Bolts of Balthakk has extremely long total duration, and if Cap calls it right before Charging Star, it will cover his recovery, while Charging Star itself nullifies any projectiles that threaten Strange.
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| '''Players to Watch:''' IHeartJustice (Cap/Phoenix Wright/Strange), 215Jesse (Cap/Raccoon/Strange)
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| '''Rocket Raccoon:''' Captain America has no moves that cause wall or ground bounce of his own. Thus, the wall-bounce property of Rocket's "Log Trap" assist is never wasted when used to support Cap, and he doesn't have to worry about modifying his combo routes based on whether he has used it or not. Log Trap provides a high-speed, high-coverage tool to support Cap's keepaway game, or extend his combos. Like with Doctor Doom, Rocket's "Mad Hopper" 214XX hyper gives Cap a safe DHC option to escape if one of his unsafe specials or hypers is blocked.
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| '''Players to Watch:''' 215Jesse (Cap/Raccoon/Strange)
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| '''Other Players to Watch:''' EliTheCurry (Cap/Nova/Strider), NickBad (Cap/Deadpool/Strider), Jinal (Zero/Cap/Hawkeye)
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| == Combos ==
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| === Solo Combos ===
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| ==== Midscreen ====
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| <code><nowiki>2L > 2M > 2H > 5S sjc. j.5M > j.5M > j.5H > j.2H > j.5S, land, 236L, forward dash, 5S sjc. j.5M > j.5M > j.5H > j.2H > j.5S, land, 236L, 214H xx 214XX (720,000 damage for 1 bar, builds ~1.1 bars of meter)</nowiki></code> <br>
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| [https://youtu.be/c_apOn1GIMk?t=8 Video Timestamp]. Most basic midscreen combo for Cap. Both of the 236L OTG extensions require Cap to be midscreen, and not in the corner. More specifically, they require Cap to be far enough away from the knocked down opponent, which is difficult to do except midscreen. As a result, if Cap carries to the corner during this combo, he needs to cancel 236L directly into 214XX instead.<br>
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| <code><nowiki>2L > 2M > 2H xx 236H, jump, j.8H xx j.236M, rejump, j.8H xx j.236L, land, 5S sjc. j.5M > j.5M > j.5H > j.2H > j.5S, land, 236L xx 214XX (712,000 for 1 bar, builds _.95 bars of meter.)</nowiki></code> <br>
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| [https://youtu.be/c_apOn1GIMk?t=22 Video Timestamp.] Jump loop route using 2H xx 236H to get the opponent airborne. Less likely to be impeded by carrying to the corner than the previous combo.<br>
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| <code><nowiki>2L > 2M > 2H > 5S sjc. j.8H xx j.236L, rejump, j.8H xx j.236M, land, 214L, 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 236L, 214H xx 214XX (750,000 for 1 bar, builds ~1.1 bars of meter.)</nowiki></code> <br>
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| [https://youtu.be/c_apOn1GIMk?t=47 Video Timestamp.] Slightly more optimized version of the above combo. <br>
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| [https://youtu.be/zlHQ5VQL0l0 Various Air-to-Air confirms] | | === Notable Supports === |
| | <tabber> |
| | |-|Doctor Doom= |
| | [[File:UMVC3 Doctor Doom Icon.png|center|100px]] |
| | <center>[[File:Alpha.png|20px]][[File:Beta.png|20px]][[File:Gamma.png|20px]]</center> |
| | To no one's surprise, Doctor Doom is one of Captain America's best partners. Cap makes excellent use of Doctor Doom's capacity as a damage engine on 2nd, and with Hidden Missiles assist, Cap can act as his own damage engine by looping his incredibly damaging Hyper Charging Star. However, Plasma Beam and Molecular Shield are both also incredibly useful in neutral and in combos. With Doctor Doom 2nd, Cap gains access to incredibly damaging TACs that can win you a game. All in all, you can't go wrong picking Doom to slot behind Cap, on '''2nd or 3rd.''' |
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| | |-|Vergil= |
| | [[File:UMVC3 Vergil Icon.png|center|100px]] |
| | <center>[[File:Gamma.png|20px]]</center> |
| | Likewise, Vergil's appearance on this list should not surprise you. The Son of Sparda is an incredible partner for Captain America, especially when placed directly behind him on '''Second''' position. Captain America can DHC directly from Charging Star into Spiral Swords for incredibly damaging extensions that secure kills which he might otherwise struggle with. Furthermore, Captain America's Shield Slash assist allows Vergil to pick up off High Time, making this a uniquely utilitarian pairing. Rapid Slash is an incredible assist in neutral for Captain America, as he can throw out a charging star to catch the opponent pressing and, if he is blocked or whiffs, make it safe with Rapid Slash. S-tier pairing. |
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| ==== Corner ==== | | |-|Spencer= |
| | [[File:UMVC3 Spencer Icon.png|center|100px]] |
| | <center>[[File:Beta.png|20px]]</center> |
| | Spencer, like other damage engines, is quite useful for Captain America. Cap doesn't use bounces, so Spencer gets full looped Maneuvers after Hyper Charging Star. This combined with a good beam on third and Spencer incomings can make this a truly nasty pair. Additionally, cartwheel + slant shot is a very potent neutral and incoming tool. Spencer compliments Cap very well, and will usually be placed directly behind him on the '''Second''' position. |
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| <code><nowiki>2L > 2M > 2H > 5S sjc. (straight up), j.5M > j.5M > j.5H > j.5S, land (hold back), backdash, 236L, forward dash, 5S sjc. j.5M > j.5M > j.5H > j.2H > j.5S, land, 236L xx 214XX (695,000 damage for 1 bar, builds ~0.95 bars of meter)</nowiki></code> <br> | | |-|Iron Man= |
| | [[File:UMVC3 Iron Man Icon.png|center|100px]] |
| | <center>[[File:Alpha.png|20px]][[File:Beta.png|20px]]</center> |
| | Iron Mans Unibeam is, arguably, the single best assist in the game for Captain America. However, it is attached to the albatross that is Iron Man. Struggle Doom can do everything that the Lord of Latveria can do, but he has to work a lot harder to get there. Still, if you really like the character, he's an excellent choice to back up the Captain, especially when paired with the likes of Doom's hidden missiles or Sentinel's drones. |
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| [https://youtu.be/c_apOn1GIMk?t=34 Video Timestamp.] A slight workaround to most of Cap's extensions not working in the corner. Delay the first air combo sequence slightly so that your opponent takes longer to land, giving you more time to reposition. <br> | | |-|Sentinel= |
| | [[File:UMVC3 Sentinel Icon.png|center|100px]] |
| | <center>[[File:Alpha.png|20px]]</center> |
| | Cap/Sentinel is a time-tested pairing with a surprisingly high ceiling. Cap makes great use of drones in neutral between cartwheel and anti-ground kick. He gets unique extensions, such as looping charging stars with proper spacing. Plasma Storm is a very damaging DHC and Hyper Sentinel Force is a safe one, making Sentinel a capable '''2nd or 3rd''' behind Cap. |
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| <code><nowiki>2L > 2M > 5H > 5S sjc. (straight up), j.8H xx j.236M, rejump (backwards), j.5H xx j.236M, land (hold forward), 214L, 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 236L xx 214XX (744,000 for 1 bar, builds ~0.95 bars of meter)</nowiki></code> <br> | | |-|Rocket Raccoon= |
| | [[File:UMVC3 Rocket Raccoon Icon.png|center|100px]] |
| | <center>[[File:Alpha.png|20px]][[File:Gamma.png|20px]]</center> |
| | Rocket Raccoon is arguably the third best support character in the game. This is just as true for Captain America, who makes great use of his Spitfire or Log Trap assists in neutral and in combos. Rocket 2nd gives Cap a damaging DHC in Rock n Roll and a safe one in Mad Hopper. Especially when paired with Doctor Strange's Bolts of Balthakk, this is a very tricksy and powerful pair. |
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| [https://youtu.be/c_apOn1GIMk?t=62 Video Timestamp.] Shield Slash loop modified to work in corner <br> | | |-|Doctor Strange= |
| | [[File:UMVC3 Doctor Strange Icon.png|center|100px]] |
| | <center>[[File:Beta.png|20px]][[File:Gamma.png|20px]]</center> |
| | Bolts of Balthakk has a case for Captain America's single best assist in neutral and combos. It allows for unique extensions that build oodles of meter and for uniquely powerful cartwheel mixups. Doctor Strange makes a powerful '''Anchor''' behind Captain America and strong mid such as Doctor Doom, Rocket Racoon, or Vergil. Having Doctor Strange on third means that Captain America can take advantage of Spell of Vishanti THC. The knockdown off of Hyper Charging Star lasts long enough to link an OTG THC afterward - if you're willing to spend 4 bars. |
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| <code><nowiki>2L > 2M > 5H > 5S sjc. (straight up), j.8H xx j.236M, forward dash, jump, j.8H xx j.236M, land, forward dash > 214L, 5S sjc. j.5M > j.5M > j.5H > j.2H > j.5S, rejump, j.236L, forward dash, 214L, 214H xx 214XX (785,000 for 1 bar, builds 1.2 bars of meter.)</nowiki></code> <br> | | |-|Arthur= |
| | [[File:UMVC3 Arthur Icon.png|center|100px]] |
| | <center>[[File:Beta.png|20px]]</center> |
| | Daggers is another of Cap's best assists in neutral, and Arthur backs up the captain very well. Goddess Bracelet is a highly-damaging DHC and King's Armor is a safe one. Cap backed up by gold daggers is truly belligerent, though he can do work even with the unempowered ones. Arthur thus makes an excellent '''2nd or 3rd''' behind Cap when paired with the likes of Doctor Doom or Vergil. |
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| [https://youtu.be/c_apOn1GIMk?t=88 Video Timestamp.] Side-switch corner-to-corner combo. <br> | | |-|Strider Hiryu= |
| | | [[File:UMVC3 Strider Hiryu Icon.png|center|100px]] |
| <code><nowiki>j.2H > j.5S, land, 5M > M > 5H > 5S sjc. j.5H > doublejump cancel > j.5H > j.2H, land, 214L, 5M > M > 5S sjc. j.5L > j.5L > j.5M > j.5M > j.5H > doublejump cancel > j.5M > j.2H > j.5S, rejump j.236L, land, 5S sjc. j.8H > j.5S, rejump, j.236L, land, 214H xx 236XX (1,141,000 damage for 3 bar, builds ~1.6 bars of meter)</nowiki></code> <br> | | <center>[[File:Gamma.png|20px]]</center> |
| | | Last but not least, Strider Hiryu is a very powerful partner for Cap, with his strong OTG game and lack of anti-air options. Captain America backed by Vergil and Strider in particular is a very nasty team with surprisingly strong anti-meta capabilities. Vajra combined with Cartwheel is very strong, and Cap is one of the best characters in the game at converting off of it. Great pair. |
| [https://youtu.be/NAlIShOopLg Video Timestamp.] Optimized solo corner damage <br> | |
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| === X-Factor Combos ===
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| [https://youtu.be/k-yKFHS4E8c Using X-Factor to confirm Stars and Stripes]
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| [https://youtu.be/rs4oalAVIf8 Charging Star Infinite in Level 3 X-Factor]
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| === Sample Team Combos ===
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| [https://youtu.be/2BbOdfariW0 Post-hyper extensions with Doom and Vergil] <br>
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| [https://youtu.be/-iN5FFh3Jp0 Cap/Doom Hard tag combo feat. Iron Man] <br>
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| [https://youtu.be/DPicex-DaJg Cap/Strange/Doom] <br>
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| [https://youtu.be/3B2f_rjEUFM Cap loop using VJoe Slowdown] <br>
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| [https://youtu.be/YoCieK68JcQ Cap/Nemesis/Wesker] <br>
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| [https://youtu.be/WqGqPUlIZEk More Cap/Nemesis/Wesker] <br>
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| === TAC Infinites ===
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| [https://youtu.be/Aak6OFJooy8 Midscreen Down] <br>
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| [https://youtu.be/ZnDSzQzLm_c Corner Down] <br>
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| [https://youtu.be/Wg32OeTyS0o All directions (non-infinite combos)]
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| | <br> |
| | </tabber> |
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| == Alternate Colors == | | == Alternate Colors == |
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| [[File:Cap_colors.jpg]]
| | {{Chara-Colors-UMVC3}} |
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| == Videos and External Resources ==
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| <youtube>5CkK37nSZSM</youtube> <youtube>uR_U1_f5kKs</youtube> <br>
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| [https://youtu.be/QsQUxq_-nMs "Corpse Hop" Oncoming Mixups pt.1] <br>
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| [https://youtu.be/Dn9DCfhRXws "Corpse Hop" Oncoming Mixups pt.2] <br>
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| [https://youtu.be/i649FsnOtJw Oncoming Mixup options] <br>
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| [https://youtu.be/PmvufbhirlY Mixup options off snapback] <br>
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| [https://youtu.be/FV2bKQr9RwA Fake TAC resets] <br>
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| {{Navbox-UMVC3}} | | {{Navbox-UMVC3}} |
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