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= Introduction = | = Introduction = | ||
=Basic Tips = | |||
Launchers: | |||
SP (If opponent is hit out of air) | |||
c. FP | |||
Magic Series: | |||
Ground Magic Series: Weakest to Strongest | |||
Jump Magic Series: Weakest to Strongest | |||
Super Jump Magic Series: Hunter Series | |||
AC Finishers: | |||
FP, RK, Shield Slash | |||
= Move List = | = Move List = |
Revision as of 05:50, 3 May 2015
Introduction
Basic Tips
Launchers:
SP (If opponent is hit out of air)
c. FP
Magic Series:
Ground Magic Series: Weakest to Strongest
Jump Magic Series: Weakest to Strongest
Super Jump Magic Series: Hunter Series
AC Finishers:
FP, RK, Shield Slash
Move List
Command Normals: Aerial Kick: U + HK (only in air): Captain America does a kick that's similar to his standing MK.
Heel Kick: D + HK (only in air): Captain America does a heel kick in the air.
Special Moves:
Shield Slash: QCF + P (also in air):
Captain America throws his shield forward with the
shield going back to him whether it hits the opponent
or not. LP version aims downwards, MP version aims
straight and HP version aims upwards and those
being applicable in the air.
Stars & Stripes: F, D, DF + P: Captain America does a rising attack with his shield in front of his hands.
Charging Star: QCF + K: Captain America does a rushing attack which can slow him down if he tries go pass through certain attacks or projectiles.
Cartwheel: HCB + P: Captain America does a cartwheel does makes him invulnerable to most attacks for the timeframe of the animation.
Hyper Combos:
Final Justice: QCF + Px2:
Captain America does a Charging Star which acts as a
command grab and when it connects, does a barrage
of normals and ends it with a slam thrown from above.
Hyper Stars & Stripes: F, D, DF + Px2: Cptain America does an extended version of his Stars & Stripes as he does two LP versions and ends it with an HP version.
Hyper Charging Star: QCF + Kx2: Captain America does an extended version of his Charging Star.