Marvel vs Capcom/Captain America: Difference between revisions

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= Move List =
= Move List =


Command Normals:
Command Normals
 
Aerial Kick: U + HK (only in air):
Aerial Kick: U + HK (only in air):
Captain America does a kick that's similar to his standing MK.
Captain America does a kick that's similar to his standing MK.
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Special Moves:
Special Moves
 
Shield Slash: QCF + P (also in air):
Shield Slash: QCF + P (also in air):
Captain America throws his shield forward with the
Captain America throws his shield forward with the
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Stars & Stripes: F, D, DF + P:
Stars & Stripes: F, D, DF + P:
Captain America does a rising attack with his shield in  
Captain America does a rising attack with his shield in  
front of his hands.
front of his hands.


Charging Star: QCF + K:
Charging Star: QCF + K:
Captain America does a rushing attack which can slow  
Captain America does a rushing attack which can slow  
him down if he tries go pass through certain attacks or  
him down if he tries go pass through certain attacks or  
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Cartwheel: HCB + P:
Cartwheel: HCB + P:
Captain America does a cartwheel does makes him
Captain America does a cartwheel does makes him
invulnerable to most attacks for the timeframe of the
invulnerable to most attacks for the timeframe of the
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Hyper Combos:
Hyper Combos
 
Final Justice: QCF + Px2:
Final Justice: QCF + Px2:
Captain America does a Charging Star which acts as a
Captain America does a Charging Star which acts as a
command grab and when it connects, does a barrage  
command grab and when it connects, does a barrage  
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Hyper Stars & Stripes: F, D, DF + Px2:
Hyper Stars & Stripes: F, D, DF + Px2:
Cptain America does an extended version of his Stars &
Cptain America does an extended version of his Stars &
Stripes as he does two LP versions and ends it with an
Stripes as he does two LP versions and ends it with an
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Hyper Charging Star: QCF + Kx2:
Hyper Charging Star: QCF + Kx2:
Captain America does an extended version of his Charging
Captain America does an extended version of his Charging
Star.
Star.

Revision as of 05:51, 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.