Captain America is the superhero name of American soldier Steven Rogers, who, during World War II, signs up for the army to fight the Germans, but is found to be too frail and weak to be worth the army's time. He's chosen as a test subject for an experimental "Super Soldier" serum, which grants him super strength and endurance, and a special shield made of a cutting-edge indestructible metal known as Vibranium, allowing him to deflect any attack. He can throw this shield as a durable boomerang, which is the source of many of his best attacks in ''Marvel vs. Capcom Infinite''.<br>
{{Nutshell|WIP}}
{{Nutshell|WIP}}
Latest revision as of 18:24, 22 September 2024
Captain America
Captain America is the superhero name of American soldier Steven Rogers, who, during World War II, signs up for the army to fight the Germans, but is found to be too frail and weak to be worth the army's time. He's chosen as a test subject for an experimental "Super Soldier" serum, which grants him super strength and endurance, and a special shield made of a cutting-edge indestructible metal known as Vibranium, allowing him to deflect any attack. He can throw this shield as a durable boomerang, which is the source of many of his best attacks in Marvel vs. Capcom Infinite. In a nutshell
WIP
Vibranium Shield: Captain America's shield is his hallmark, acting as a boomerange-like projectile. He can throw it at a variety of angles, both going out and returning. He even packs a new shield-based counter move in this game to further emphasize it.
Normals
Standing Light Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
300
Mid
5
-6
-5
-
Standing Heavy Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
700
Mid
11
-14
-19
-
Standing Light Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
500
Mid
8
-4
-7
-
Standing Heavy Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
700
Mid
17
-5
-10
-
Crouching Light Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
300
Mid
5
-6
-5
-
Crouching Heavy Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
700
Mid
11
-5
Launch
-
Crouching Light Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
500
Low
14
-11
-
Crouching Heavy Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
700
Low
14
-11
-
Jumping Light Punch j.
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
300
High
5
-
-
-
Jumping Heavy Punch j.
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
700
High
16
-
-
-
Jumping Light Kick j.
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
500
High
9
-
-
-
Jumping Heavy Kick j.
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
700
High
11
-
-
Groundbounce Hardknockdown
-
Command Normals
Power Swing
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
800
Mid
15
-17
-
Shield Bash
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
750
Mid
10
-10
-15
-
Leap Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
700
Mid
22
+10
+5
-
Air Chop j.
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
500
High
9
-
-
-
Middle Kick >
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
500
Mid
-6
-9
-
Air Raid Kick j.
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
800
High
11
-
-
-
Misc
Throw or
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
1000
Throw
3
1
-
-
-
Additional damage scales by 50%.
Air Throw or
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
1000
Throw
3
1
-
-
-
Additional damage scales by 50%.
Tag
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
500
Mid
6
8
44
+33
+28
Hit/Block adv is dependent on when you your tag-in.
Specials
Shield Slash or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
600x2 (1140)
Mid
18/16
-16
800x2 (1520)
Mid
13/16
-23
Frame data is listed as ground/air.
Charging Star or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
1000
Mid
5
-14
400x3 (1160)
Mid
11
-30
-
Stars & Stripes or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
1000/1200
Mid
5
-30
1100/1500
Mid
6
-50
Captain America's approximation of a Shoryuken. Strikes upwards with a shield. This move deals more damage if it hits in its earlier active frames.
Backflip
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
-
-
-
-
39
-
-
Captain America cartwheels forward. This move disables Cap's pushbox, allowing him to pass through opponents, enabling tricky cross-up set-ups.
Trick Shield or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
700
Mid
17
-17
900
Mid
24
Captain America tosses his shield in a rounded arc.
Liberty Shock or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
0
Mid
Crumple
0
Mid
Hard Knockdown
Captain America poses for a counter. If triggered by the appropriate attacks, he'll respond with a quick shield bash that deals zero damage but leaves the opponent wide open for a follow-up.
Both versions counter projectiles. LK counters all strikes where the opponent is grounded, regardless of how they must be guarded. HK counters all strikes where the opponent is airborne, regardless of how they must be guarded. This includes even the tiny amount of space off the ground characters like Ryu take when he does the grounded version of Tatsu; even ground Tatsu must be countered with HK counter due to him just barely being in the air.
Unlike many counter-based moves, it does not trigger a cutscene, so if the opponent performs a move with invuln, or triggers the counter from afar, they could sail right past Cap unharmed or ignore him.