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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. | ||
Heel Kick: D + HK (only in air) | Heel Kick: D + HK (only in air) | ||
Captain America does a heel kick in the air. | Captain America does a heel kick in the air. | ||
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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 | ||
shield going back to him whether it hits the opponent | shield going back to him whether it hits the opponent | ||
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being applicable in the air. | being applicable in the air. | ||
Stars & Stripes: F, D, DF + | Stars & Stripes: F, D, DF + | ||
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 | ||
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projectiles. | projectiles. | ||
Cartwheel: HCB + P | Cartwheel: HCB + P | ||
Captain America does a cartwheel does makes him | Captain America does a cartwheel does makes him | ||
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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 | ||
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of normals and ends it with a slam thrown from above. | of normals and ends it with a slam thrown from above. | ||
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 & | ||
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HP version. | HP version. | ||
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 | ||
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opponent completely in the corner, you can follow it up with ac. SK (OTG), c. | opponent completely in the corner, you can follow it up with ac. SK (OTG), c. | ||
SP, c. FP. | SP, c. FP. | ||
[[Category:Marvel vs Capcom]] |
Revision as of 06:06, 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 +
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.
Combos
Easy Combos
1) JP, FP, cancel JP Shield Slash
Intermediate Combos
1) j. FP, c. SK, c. FK, c. RK, JP Shield Slash (OTG)
2) j. FP, c. SK, c. FK, cancel Hyper Stars & Stripes
3) j. FP, c. JP, c. SP, c. FP, sj. JP, sj. SK, sj. SP, sj, FK, AC Finisher
Hard Combos
1) j. JP, j. SP, dash, c. SK, FK, FK, cancel Hyper Stars & Stripes
The FK will hit twice if you push the button twice.
2) Cartwheel, c. SK, c. FK, cancel Hyper Stars & Stripes
Try Cartwheeling through fireballs up close or through your opponent to cross them up.
3) Final Justice, c. SK, c. FK, cancel Hyper Stars & Stripes
If your opponent blocks the Final Justice, he will often try to walk up and throw you. But since the FJ has such great recovery time, turn the tables on them by pulling off another combo! You'd be surprised how often this works! Or you could use the Hyper Charging Star in place of the Final Justice for better chipping damage!
4) SK, FK, RK, cancel Final Justice/Hyper Charging Star
Yes, this combo works again! Awesome! You just have to make sure you are very close when you hit them with the RK and then cancel fast. The full combo only seems to work on large opponents though.
5) j. JP, j. SP, dash, c. JP, c. SP, c. FP, sj. JP, sj. JP, sj. JP, double jump, sj. JP, sj. SK, sj. SP, sj. FK, sj. FP, sj. JP (OTG), c. SK, c. SP, c. FP
This combo is just so damn awesome. But it's really hard to get the OTG part to work. I forgot the timing on it and I can't even do it anymore. But I know it works. In any case, experiment.
6) j. JP, j. SP, dash, JP, SP, FP, cancel Final Justice/Hyper Charging Star
Done without the shield. If you don't want to dash always, just do JP, FP to make sure it connects. If you end the combo with a HCS and with your opponent completely in the corner, you can follow it up with ac. SK (OTG), c. SP, c. FP.