Marvel vs Capcom/Captain America: Difference between revisions

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= Combos =  
= Combos =  
 
{| border="1em" cellpadding="3" cellMPacing="0"
1) JP, FP, cancel JP Shield Slash<br>
| align="center"|'''Combo'''
2) SK, FP, cancel Charging Star<br>
| align="center"|'''Damage'''
3) c. SK,, FK, RK, cancel Charging Star<br>
| align="center"|'''Notes'''
4) j. FP, c. SK, c. FK, c. RK, JP Shield Slash (OTG)<br>
|-
5) j. FP, c. SK, c. FK, cancel Hyper Stars & Stripes<br>
| align="center"|'''Easy Combos'''
6) j. FP, c. JP, c. SP, c. FP, sj. JP, sj. SK, sj. SP, sj, FK, AC Finisher<br>
| align="center"|-
7) j. JP, j. SP, dash, c. SK, FK, FK, cancel Hyper Stars & Stripes<br>
| align="center"|-
8) Cartwheel, c. SK, c. FK, cancel Hyper Stars & Stripes<br>
|-
9) Final Justice, c. SK, c. FK, cancel Hyper Stars & Stripes<br>
|s.LP, s.HP, LP Shield Slash
10) SK, FK, RK, cancel Final Justice/Hyper Charging Star<br>
|
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>
|-
 
|s.LK, s.HP, Charging Star
|
|
|-
|c.LK, c.MK, c.HK, Charging Star
|
|
|-
|j.HP, c.LK, c.MK, c.HK, LP Shield Slash (OTG)
|
|
|-
|j.HP, c.LK, c.MK, Hyper Stars & Stripes
|
|
|-
| align="center"|'''Intermediate Combos'''
| align="center"|-
| align="center"|-
|-
|j.HP, c.LP, c.MP, c.HP, sj.LP, sj.LK, sj.MP, sj.MK, AC Finisher
|
|
|-
|j.LP, j.MP, dash, c.LK, c.MK, s.MK, Hyper Stars & Stripes
|
|
|-
|Cartwheel, c.LK, c.MK, Hyper Stars & Stripes
|
|
|-
|Final Justice, c.LK, c.MK, Hyper Stars & Stripes
|
|
|-
|s.LK, s.MK, s.HK, Final Justice/Hyper Charging Star
|
|
|-
| align="center"|'''Advanced Combos'''
| align="center"|-
| align="center"|-
|-
|j.LP, j.MP, dash, c.LP, c.MP, c.HP, sj. LP, sj.LP, sj.LP, double jump, sj.LP, sj.LK, sj.MP, sj.MK, sj.HP, sj.LP (OTG), c.LK, c.MP, c.HP
|
|
|-
|j.LP, j.MP, dash, s.LP, s.MP, s.HP, Final Justice/Hyper Charging Star
|
|
|-
|}


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

Revision as of 03:43, 28 December 2020

Mvc1camerica.gif

Introduction

Pros Cons
  • Shield Slash special can OTG
  • Strong normals
  • Evasive special moves
  • Hyper Combos are unsafe on block
  • Weak zoning options

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

Normals

Ground Normals

s.LP

s.LP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.MP

s.MP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.HP

s.HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.LK

s.LK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.MK

s.MK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.HK

s.HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground, Launcher

c.LP

c.LP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.MP

c.MP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.HP

c.HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.LK

c.LK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.MK

c.MK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.HK

c.HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Air Normals

j.LP

j.LP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.MP

j.MP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.HP

j.HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.LK

j.LK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.MK

j.MK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.HK

j.HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

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

Combo Damage Notes
Easy Combos - -
s.LP, s.HP, LP Shield Slash
s.LK, s.HP, Charging Star
c.LK, c.MK, c.HK, Charging Star
j.HP, c.LK, c.MK, c.HK, LP Shield Slash (OTG)
j.HP, c.LK, c.MK, Hyper Stars & Stripes
Intermediate Combos - -
j.HP, c.LP, c.MP, c.HP, sj.LP, sj.LK, sj.MP, sj.MK, AC Finisher
j.LP, j.MP, dash, c.LK, c.MK, s.MK, Hyper Stars & Stripes
Cartwheel, c.LK, c.MK, Hyper Stars & Stripes
Final Justice, c.LK, c.MK, Hyper Stars & Stripes
s.LK, s.MK, s.HK, Final Justice/Hyper Charging Star
Advanced Combos - -
j.LP, j.MP, dash, c.LP, c.MP, c.HP, sj. LP, sj.LP, sj.LP, double jump, sj.LP, sj.LK, sj.MP, sj.MK, sj.HP, sj.LP (OTG), c.LK, c.MP, c.HP
j.LP, j.MP, dash, s.LP, s.MP, s.HP, Final Justice/Hyper Charging Star