Marvel vs Capcom/Captain America: Difference between revisions

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{{MVC1 Character Subnav|name=Captain America}}
{{MVC1 Character Subnav|name=Captain America}}


[[file:mvc1camerica.gif|right]]
{{TOClimit|3}}
{{TOClimit|3}}
 
{| class="wikitable" style="float:right; margin-left: 10px;"
|-
! align="center" colspan="2" | Captain America
|-
! align="center" colspan="2" | [[File:mvc1camerica.gif|right]]
|-
| '''Difficulty''' || Easy
|-
| '''Tier Placement''' || Mid Tier (B)
|-
| '''Has an Airdash?''' || No
|-
| '''Standing Hitbox''' || Standard
|-
| '''Crouching Hitbox''' || Standard                                                       
|-
| '''Best Assists to Pair With''' || Colossus                                         
|-
|}
==Introduction==
==Introduction==
Needs updated pros/cons.
Captain America is a basic rushdown character with almost no thrills, although has powerful normals to counter it. His ease of use makes him a great entry level character for new players.
{{ ProConTable
{{ ProConTable
| pros =  
| pros =  
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* Strong normals
* Strong normals
* Evasive special moves
* Evasive special moves
* Captain America has a double jump which can make for more flexible maneuverability.
| cons =  
| cons =  
* Hyper Combos are unsafe on block
* Hyper Combos are unsafe on block
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|data=
|data=
  {{AttackData-Marvel vs Capcom
  {{AttackData-Marvel vs Capcom
  |Damage=
  |Damage=13
  |Guard=
  |Guard=
  |Startup=
  |Startup=
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  |Damage=22
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  |Damage=13 (21 x2)
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  |Guard=
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  |Startup=
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  |Damage=18
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  |Startup=
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  |Damage=18
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  |Startup=
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  |Block Adv=
  |Block Adv=
  |Property=Ground
  |Property=Ground
  |description=
  |description=This is a launcher.
  }}
  }}
}}
}}
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   | version    = QCF + LP
   | version    = QCF + LP
   | subtitle    = LP Version
   | subtitle    = LP Version
   | Damage      =  
   | Damage      = 11
   | Guard      =  
   | Guard      =  
   | Startup    =  
   | Startup    =  
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   | version    = QCF + MP
   | version    = QCF + MP
   | subtitle    = MP Version
   | subtitle    = MP Version
   | Damage      =  
   | Damage      = 11
   | Guard      =  
   | Guard      =  
   | Startup    =  
   | Startup    =  
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   | version    = QCF + HP
   | version    = QCF + HP
   | subtitle    = HP Version
   | subtitle    = HP Version
   | Damage      =  
   | Damage      = 20
   | Guard      =  
   | Guard      =  
   | Startup    =  
   | Startup    =  
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   | version    = DP + LP
   | version    = DP + LP
   | subtitle    = LP Version
   | subtitle    = LP Version
   | Damage      =  
   | Damage      = 22
   | Guard      =  
   | Guard      =  
   | Startup    =  
   | Startup    =  
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   | version    = DP + MP
   | version    = DP + MP
   | subtitle    = MP Version
   | subtitle    = MP Version
   | Damage      =  
   | Damage      = 23
   | Guard      =  
   | Guard      =  
   | Startup    =  
   | Startup    =  
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   | version    = DP + HP
   | version    = DP + HP
   | subtitle    = HP Version
   | subtitle    = HP Version
   | Damage      =  
   | Damage      = 27
   | Guard      =  
   | Guard      =  
   | Startup    =  
   | Startup    =  
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   | version    = QCF + LK
   | version    = QCF + LK
   | subtitle    = LK Version
   | subtitle    = LK Version
   | Damage      =  
   | Damage      = 23
   | Guard      =  
   | Guard      =  
   | Startup    =  
   | Startup    =  
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   | version    = QCF + MK
   | version    = QCF + MK
   | subtitle    = MK Version
   | subtitle    = MK Version
   | Damage      =  
   | Damage      = 27
   | Guard      =  
   | Guard      =  
   | Startup    =  
   | Startup    =  
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   | version    = QCF + HK
   | version    = QCF + HK
   | subtitle    = HK Version
   | subtitle    = HK Version
   | Damage      =  
   | Damage      = 33
   | Guard      =  
   | Guard      =  
   | Startup    =  
   | Startup    =  
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   | version    = HCB + LP
   | version    = HCB + LP
   | subtitle    = LP Version
   | subtitle    = LP Version
   | Damage      =  
   | Damage      = N/A
   | Guard      =  
   | Guard      =  
   | Startup    =  
   | Startup    =  
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   | version    = HCB + MP
   | version    = HCB + MP
   | subtitle    = MP Version
   | subtitle    = MP Version
   | Damage      =  
   | Damage      = N/A
   | Guard      =  
   | Guard      =  
   | Startup    =  
   | Startup    =  
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   | version    = HCB + HP
   | version    = HCB + HP
   | subtitle    = HP Version
   | subtitle    = HP Version
   | Damage      =  
   | Damage      = N/A
   | Guard      =  
   | Guard      =  
   | Startup    =  
   | Startup    =  
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  {{AttackData-Marvel vs Capcom
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  |Damage=
  |Damage= 58
  |Guard=
  |Guard=
  |Startup=
  |Startup=
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  |Startup=

Revision as of 18:15, 30 July 2024

Captain America
Mvc1camerica.gif
Difficulty Easy
Tier Placement Mid Tier (B)
Has an Airdash? No
Standing Hitbox Standard
Crouching Hitbox Standard
Best Assists to Pair With Colossus

Introduction

Captain America is a basic rushdown character with almost no thrills, although has powerful normals to counter it. His ease of use makes him a great entry level character for new players.

Strengths Weaknesses
  • Shield Slash special can OTG
  • Strong normals
  • Evasive special moves
  • Captain America has a double jump which can make for more flexible maneuverability.
  • Hyper Combos are unsafe on block
  • Weak zoning options

Move List

Normals

Ground Normals

s.LP

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

s.MP

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

s.HP

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

s.LK

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

s.MK (x2)
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
13 (21 x2) - - - - - - - - Ground

s.HK

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

c.LP

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

c.MP

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

c.HP

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

This is a launcher.

c.LK

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

c.MK

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

c.HK

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

Air Normals

j.LP

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

j.MP

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

j.HP

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

j.LK

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

j.MK

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

j.HK

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

Command Normals

Aerial Kick
j8HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
18 - - - - - - - - Air

Captain America does a kick that's similar to his standing MK.

Heel Kick
j2HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
18 - - - - - - - - Air

Captain America does a heel kick in the air.

Throws

Normal Throw

Normal Throw
4/6 + MP/HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
15 - - - - - - - - Ground

Special Moves

Shield Slash
QCF + P
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
QCF + LP
LP Version
11 - - - - - - - - Ground/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.

QCF + MP
MP Version
11 - - - - - - - - Ground/air
QCF + HP
HP Version
20 - - - - - - - - Ground/air
Stars & Stripes
DP + P
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
DP + LP
LP Version
22 - - - - - - - - Ground

Captain America does a rising attack with his shield in front of his hands.

DP + MP
MP Version
23 - - - - - - - - Ground
DP + HP
HP Version
27 - - - - - - - - Ground
Charging Star
QCF + K
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
QCF + LK
LK Version
23 - - - - - - - - Ground

Captain America does a rushing attack which can slow him down if he tries go pass through certain attacks or projectiles.

QCF + MK
MK Version
27 - - - - - - - - Ground
QCF + HK
HK Version
33 - - - - - - - - Ground
Cartwheel
HCB + P
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
HCB + LP
LP Version
N/A - - - - - - - - Ground

Captain America does a cartwheel does makes him invulnerable to most attacks for the timeframe of the animation.

HCB + MP
MP Version
N/A - - - - - - - - Ground
HCB + HP
HP Version
N/A - - - - - - - - Ground

Hyper Combos

Final Justice
QCF + PP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
58 - - - - - - - - Ground super

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
DP + PP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
58 - - - - - - - - Ground super

Captain 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 + KK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
60 - - - - - - - - Ground super

Captain America does an extended version of his Charging Star.

Strategy

Basic Tips

Launchers: MP (If opponent is hit out of air), c.HP

Magic Series:

  • Ground Magic Series: Weakest to Strongest
  • Jump Magic Series: Weakest to Strongest
  • Super Jump Magic Series: Hunter Series

AC Finishers: HP, HK, Shield Slash

Advanced

Team Setups

Combos

Combo Damage Notes
Easy Combos - -
s.LP > s.HP > LP Shield Slash (qcf + LP)
s.LK > s.HP > Charging Star (hcf + K)
c.LK > c.MK > c.HK > Charging Star (hcf + K)
j.HP, c.LK > c.MK > c.HK > LP Shield Slash (qcf + LP) (OTG)
j.HP, c.LK > c.MK > Hyper Stars & Stripes (dp + PP)
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.HK > Hyper Stars & Stripes (dp + PP)
Cartwheel (hcb + P), c.LK > c.MK > Hyper Stars & Stripes (dp + PP)
Final Justice (qcf + PP), c.LK > c.MK > Hyper Stars & Stripes (dp + PP)
s.LK > s.MK > s.HK > Final Justice (qcf + PP) / Hyper Charging Star (dp + PP)
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 (qcf + PP) / Hyper Charging Star (qcf + KK)

Game Navigation

General
Controls
Notation
HUD
Assists
System
FAQ
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