Marvel vs Capcom/Captain America: Difference between revisions

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Launchers:
Launchers:
 
SP (If opponent is hit out of air)<br>
SP (If opponent is hit out of air)
c. FP<br>
 
<br>
c. FP
 
Magic Series:
Magic Series:
Ground Magic Series: Weakest to Strongest<br>
Jump Magic Series: Weakest to Strongest<br>
Super Jump Magic Series: Hunter Series<br><br>


Ground Magic Series: Weakest to Strongest
AC Finishers:<br>
 
FP, RK, Shield Slash<br>
Jump Magic Series: Weakest to Strongest
 
Super Jump Magic Series: Hunter Series
 
AC Finishers:
 
FP, RK, Shield Slash


= Move List =
= Move List =


Command Normals
==Command Normals==


Aerial Kick: U + HK (only in air)
Aerial Kick: U + HK (only in 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
or not. LP version aims downwards, MP version aims straight and HP version aims upwards and those being applicable in the air.
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 +  
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 projectiles.
him down if he tries go pass through certain attacks or  
projectiles.


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 animation.
invulnerable to most attacks for the timeframe of the
animation.




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 of normals and ends it with a slam thrown from above.
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
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 HP version.
Stripes as he does two LP versions and ends it with an
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 Star.
Star.


= Combos =  
= Combos =  


Easy Combos
1) JP, FP, cancel JP Shield Slash<br>
 
2) SK, FP, cancel Charging Star<br>
1) JP, FP, cancel JP Shield Slash
3) c. SK,, FK, RK, cancel Charging Star<br>
 
4) j. FP, c. SK, c. FK, c. RK, JP Shield Slash (OTG)<br>
2) SK, FP, cancel Charging Star
5) j. FP, c. SK, c. FK, cancel Hyper Stars & Stripes<br>
 
6) j. FP, c. JP, c. SP, c. FP, sj. JP, sj. SK, sj. SP, sj, FK, AC Finisher<br>
3) c. SK,, FK, RK, cancel Charging Star
7) j. JP, j. SP, dash, c. SK, FK, FK, cancel Hyper Stars & Stripes<br>
 
8) Cartwheel, c. SK, c. FK, cancel Hyper Stars & Stripes<br>
 
9) Final Justice, c. SK, c. FK, cancel Hyper Stars & Stripes<br>
 
10) SK, FK, RK, cancel Final Justice/Hyper Charging Star<br>
Intermediate Combos
11) 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<br>
 
12) j. JP, j. SP, dash, JP, SP, FP, cancel Final Justice/Hyper Charging Star<br>
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.


[[Category:Marvel vs Capcom]]
[[Category:Marvel vs Capcom]]

Revision as of 20:15, 28 December 2015

Mvc1camerica.gif

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.

Combos

1) JP, FP, cancel JP Shield Slash
2) SK, FP, cancel Charging Star
3) c. SK,, FK, RK, cancel Charging Star
4) j. FP, c. SK, c. FK, c. RK, JP Shield Slash (OTG)
5) j. FP, c. SK, c. FK, cancel Hyper Stars & Stripes
6) j. FP, c. JP, c. SP, c. FP, sj. JP, sj. SK, sj. SP, sj, FK, AC Finisher
7) j. JP, j. SP, dash, c. SK, FK, FK, cancel Hyper Stars & Stripes
8) Cartwheel, c. SK, c. FK, cancel Hyper Stars & Stripes
9) Final Justice, c. SK, c. FK, cancel Hyper Stars & Stripes
10) SK, FK, RK, cancel Final Justice/Hyper Charging Star
11) 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
12) j. JP, j. SP, dash, JP, SP, FP, cancel Final Justice/Hyper Charging Star