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== 2L == | == General Theory == | ||
Captain America played at highest level requires extreme patience and the ability to read and react to the opponent. You must use his limited toolset and strengths to his advantage by counterpoking the opponent with Charging Star, using his excellent ground mobility and buttons to compensate for his mediocre air presence (with the exception of Anti-Ground Kick), and using his shield slash zoning to frustrate and counteract the opponent's approaches. | |||
== 2L & 5L == | |||
Cap's {{clr|L|2L}} is an extremely strong tool due to its fast startup. At just 4F on startup, it is one of the quickest moves in the game. Despite not being rapid-fire, this makes it extremely strong as a frame-trap tool. Look for opportunities to snuff the opponent, or to use it for tick-throws. If they don't push block you after a blocked 2L throw them. If they do, throw Shield Slash. | Cap's {{clr|L|2L}} is an extremely strong tool due to its fast startup. At just 4F on startup, it is one of the quickest moves in the game. Despite not being rapid-fire, this makes it extremely strong as a frame-trap tool. Look for opportunities to snuff the opponent, or to use it for tick-throws. If they don't push block you after a blocked 2L throw them. If they do, throw Shield Slash. | ||
== | {{clr|L|5L}} is, though slightly slower at 5F on startup, an extremely useful part of cap's kit. It is rapid fire, meaning it can be canceled into itself. You can string together 5L 3x into 5S and start a combo that way. It is a very strong anti-air and a good check in general against opponents, in addition to being very useful on incoming. | ||
== Double Jump == | |||
Captain America has very limited Air Mobility but what he does have is the ability to stall in the air with his double jump. This can be extremely useful for faking the opponent out. For example, you can jump towards them, then double jump away, as a shimmy or a feint. You can additionally superjump away, draw them in, then double jump forward, and catch them with {{clr|H|j.2H}} Anti Ground Kick. | |||
== Backflip == | |||
Backflip can be very useful as a crossover tool, but be careful not to get thrown out of it. Use it in combination with assists or shield slash to cover yourself. You can also kara cancel it with {{clr|H|5H}} to greatly extend its range. | |||
== Charging Star == | |||
Treat charging star like a long range counterpoke, and use assists that allow you to make it safe and confirm off of it (such as Unibeam, Log Trap, or Rapid Slash). H charging star is the most committal but has the most hitstun, L charging star is the fastest but travels the least amount of distance. | |||
== Shield Slash Zoning == | |||
Use L Shield Slash a bunch, M Shield Slash to a lesser extent, use H with caution. You can use grounded H shield slash as an anti air, but if it whiffs, you're extremely unsafe. L and M version will keep you much safer. Shield Slash has 1 point of durability and will lose most zoning wars, but it will cancel the first projectile it makes contact with. Use this knowledge to your advantage. |
Latest revision as of 21:20, 15 June 2025
General Theory
Captain America played at highest level requires extreme patience and the ability to read and react to the opponent. You must use his limited toolset and strengths to his advantage by counterpoking the opponent with Charging Star, using his excellent ground mobility and buttons to compensate for his mediocre air presence (with the exception of Anti-Ground Kick), and using his shield slash zoning to frustrate and counteract the opponent's approaches.
2L & 5L
Cap's 2L is an extremely strong tool due to its fast startup. At just 4F on startup, it is one of the quickest moves in the game. Despite not being rapid-fire, this makes it extremely strong as a frame-trap tool. Look for opportunities to snuff the opponent, or to use it for tick-throws. If they don't push block you after a blocked 2L throw them. If they do, throw Shield Slash.
5L is, though slightly slower at 5F on startup, an extremely useful part of cap's kit. It is rapid fire, meaning it can be canceled into itself. You can string together 5L 3x into 5S and start a combo that way. It is a very strong anti-air and a good check in general against opponents, in addition to being very useful on incoming.
Double Jump
Captain America has very limited Air Mobility but what he does have is the ability to stall in the air with his double jump. This can be extremely useful for faking the opponent out. For example, you can jump towards them, then double jump away, as a shimmy or a feint. You can additionally superjump away, draw them in, then double jump forward, and catch them with j.2H Anti Ground Kick.
Backflip
Backflip can be very useful as a crossover tool, but be careful not to get thrown out of it. Use it in combination with assists or shield slash to cover yourself. You can also kara cancel it with 5H to greatly extend its range.
Charging Star
Treat charging star like a long range counterpoke, and use assists that allow you to make it safe and confirm off of it (such as Unibeam, Log Trap, or Rapid Slash). H charging star is the most committal but has the most hitstun, L charging star is the fastest but travels the least amount of distance.
Shield Slash Zoning
Use L Shield Slash a bunch, M Shield Slash to a lesser extent, use H with caution. You can use grounded H shield slash as an anti air, but if it whiffs, you're extremely unsafe. L and M version will keep you much safer. Shield Slash has 1 point of durability and will lose most zoning wars, but it will cancel the first projectile it makes contact with. Use this knowledge to your advantage.