UMVC3/Captain America: Difference between revisions

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=== Combos ===
=== Combos ===
  1) {{#motion: l , l , l , m , h , s , air l , air m , air m , air h , djcancel , air h , air d + h , air S (land), qcf + l ,}} follow up with a, or b below...
  1) {{#motion: l , m , h , s , air l , air m , air m , air h , djcancel , air h , air d + h , air S (land), qcf + l ,}} follow up with a, or b below...


  2) {{#motion: d + l , d + m , d + h , qcf + H , uf , air l ,  air m , air qcf + l (land), S (launch), air l , air m , air h , S (land), qcf + l ,}} follow up with a, or b below...
  2) {{#motion: d + l , d + m , d + h , qcf + H , uf , air l ,  air m , air qcf + l (land), S (launch), air l , air m , air h , S (land), qcf + l ,}} follow up with a, or b below...
 
     a) Corner (when Shield Slash hit 1x): {{#motion: qcb  (mashable) or dp or qcf (level 3) + atk + atk}}
     a) Corner (when Shield Slash hit 1x): {{#motion: qcb  (mashable) or dp or qcf (level 3) + atk + atk}}
   
   

Revision as of 09:19, 5 February 2012

Ultimate Marvel vs Capcom 3UMvC3Logo.png
UMVC3/Getting StartedUMVC3#CharactersUMVC3/GlossaryUMVC3/Game MechanicsUMVC3/Game ModesUMVC3/StrategyUMvC3HeaderButtons.png

Captain America

Umvc3 captamerica face.jpg

In the time of World War II scrawny illustrator Steve Rogers was given an experimental Super Soldier serum that permanently transformed him into a specimen of perfect health and peak fitness. "Cap" fought against the Nazi threat and was presumed dead following a battle with Baron Zemo, the villain who killed his young sidekick Bucky. Years later Captain was found frozen in a block of ice by the founding members of the Avengers, a team that Captain America would lead ever since. More recently Captain America has been appointed the Head of National Security for the United States and leads the super hero team known as the Secret Avengers.


In a nutshell Captain America is a straightforward character. His Shield Slash is strong for keeping away characters without strong projectiles of their own or sometimes pressuring opponents from mid range. The shield will return for a second hit while the light version can be used as an OTG. Captain can also use his Charging Star to zip through most projectiles and inflict damage. His Cartwheel moves through the opponent, causing crossups with the right assists and is invincible for the first portion of the move. He doesn't have a lot of moves or flashy combos which makes him pretty easy to pick up and play, but limits his versatility. If a high health, brute force character with a few ranged options is for you, then give Captain America a try.


Character Vitals

CHARACTER DATA
Health:
1,050,000
Double Jump:
Yes
Air Dash:
No
Air Dash/Jump count:
1
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
35.0 %
60.0 %
85.0 %
X-Factor Speed Boost:
5.0 %
10.0 %
15.0 %
X-Factor Duration:
10.0 s
15.0 s
20.0 s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
20 %
20 %
20 %
20 %
55 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
55 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
55 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
55 %

Video Walkthrough

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Shield Slash M
shot front
50,000 X 2
(95,000)
proj
minor stagger
Hyper Charging Star
Beta2.png Charging Star
direct front
53,000 X 3
(143,600)
projnull
softknockdown
Hyper Charging Star
Gamma2.png Stars & Stripes H
direct tiltup
50,000 X 3
(135,400)
strk
Hyper Stars & Stripes

Normal Moves

Name
Command
Damage
Notes (glossary)
Standing Light
l
46,000
rpdfire
Crouching Light
d + l
30,000
low
Standing Medium
m
68,000
Crouching Medium
d + m
48,000
Standing Heavy
h
80,000
Crouching Heavy
d + h
75,000
low softknockdown
Special
s
90,000
launch nocancel
Middle Kick
during m : m
60,000
Jumping Light
air l
50,000
high djcancel
Jumping Medium
air m
65,000
high djcancel
Jumping Heavy
air h
70,000
high djcancel
Jumping Special
air s
85,000
high aircombofinisher
Air-Raid Kick
air u + h
73,000
high
Anti-Ground Kick
air d + h
70,000
high

Special Moves

Name
Command
Damage
Notes (glossary)
Shield Slash L
qcf + l
60,000 X 2
(114,000)
airok otg
proj
Shield Slash M / H
qcf + m / h
60,000 X 2
(114,000)
airok
proj
atk determines angle
Stars & Stripes L
dp + l
80,000
strk
Stars & Stripes M
dp + m
55,000 X 2
(104,500)
strk
Stars & Stripes H
dp + h
50,000 X 3
(135,400)
strk
Charging Star L
qcb + l
100,000
softknockdown
projnull
Charging Star M
qcb + m
65,000 X 2
(123,500)
softknockdown
projnull
Charging Star H
qcb + h
53,000 X 3
(143,600)
softknockdown
projnull
Backflip
"Cartwheel"
atk + s
0
Dodge technique

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Hyper Stars & Stripes
dp + atk + atk
70,000 x 2 + 60,000 x 3
(290,800)
strk on hits 3-5
* 0 frame hyper
Hyper Charging Star
qcb + atk + atk
30,000 x 10
(274,100 ~ 328,800)
projnull
hardknockdown
mashable
Damage scales by 0.98
Final Justice
qcf + atk + atk
440,000
hardknockdown

Mission Mode

Strategy

Tips and Tricks

  • Team Hyper Combos with Captain America's Hyper Charging Star in the assist position of the team (not on point) hit on the same frame that the THC activates on (close range only). This means that they cannot be blocked if the opponent is not already blocking when the Team Hyper Combo is executed. This is very powerful.
  • Team Hyper Combos with Captain America's Hyper Charging Star in the point position often leave him free to move long before his teammates are finished performing their super attacks. Cartwheel behind someone and mess with their head.
  • Hyper Stars & Stripes is a 0-Frame move. This means that, at point blank range, if the opponent wasn't already blocking by the time of the Hyper Flash animation, they haven't blocked the move: it starts on the same exact frame.

Combos

1) {{#motion: l , m , h , s , air l , air m , air m , air h , djcancel , air h , air d + h , air S (land), qcf + l ,}} follow up with a, or b below...
2) {{#motion: d + l , d + m , d + h , qcf + H , uf , air l ,  air m , air qcf + l (land), S (launch), air l , air m , air h , S (land), qcf + l ,}} follow up with a, or b below...
   a) Corner (when Shield Slash hit 1x): {{#motion: qcb  (mashable) or dp or qcf (level 3) + atk + atk}}

   b) Mid-screen (when Shield Slash hit 2x): {{#motion:qcb + h , qcb  (mashable) or dp or qcf (level 3) + atk + atk}}

Basic Strategy

The basic goal of Captain America is to get within range of your opponent to cross up with Backflip, while still having access to your primary crossover assist. Backflips are one of the most reliable methods Captain America has to damage an opponent, as he has no fast overhead and lacks GREAT zoning tools.
One way to get into range for this tactic: use Charging Star L at long range to safely pass through projectiles without over committing, and H at mid range to punish them. You can also apply advancing pressure by jumping forward and using Shield Slash L in the air. While playing him, keep in mind that some of Captain America's combos actually work best from mid-screen, due to how Shield Slash behaves in the corner.

Advanced Strategy