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{{MoveListRow | Crouching Light | d + l | 30,000 | low }} | {{MoveListRow | Crouching Light | d + l | 30,000 | low }} | ||
{{MoveListRow | Standing Medium | m | 68,000 | }} | {{MoveListRow | Standing Medium | m | 68,000 | }} | ||
{{MoveListRow | Standing Medium Combo | Standing Medium, then | {{MoveListRow | Standing Medium Combo | Standing Medium, then m | 60,000 | }} | ||
{{MoveListRow | Crouching Medium | d + m | 48,000 | | {{MoveListRow | Crouching Medium | d + m | 48,000 | }} | ||
{{MoveListRow | Standing Heavy | h | 80,000 | | {{MoveListRow | Standing Heavy | h | 80,000 | }} | ||
{{MoveListRow | Crouching Heavy | d + h | 75,000 | low }} | {{MoveListRow | Crouching Heavy | d + h | 75,000 | low softknockdown }} | ||
{{MoveListRow | Standing Special | s | 90,000 | launch }} | {{MoveListRow | Standing Special | s | 90,000 | launch }} | ||
{{MoveListRow | Jumping Light | air l | 50,000 | high }} | {{MoveListRow | Jumping Light | air l | 50,000 | high }} | ||
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{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | Shield Slash | qcf + atk | 50,000 | {{MoveListRow | Shield Slash | qcf + atk | 95,000 (50,000 x 2) | airok <br> Hits on the way back<br> l goes df <br> m goes f <br> h goes uf }} | ||
{{MoveListRow | Stars & Stripes | dp + atk | 80,000 l <br>104,500 m <br>135,400 h | }} | {{MoveListRow | Stars & Stripes | dp + atk | 80,000 l <br> 104,500 (55,000 x 2) m <br> 135,400 (50,000 x 3) h | }} | ||
{{MoveListRow | Charging Star | qcb + h | 100,000 l <br>133,000 m <br>162,500 h | | {{MoveListRow | Charging Star | qcb + h | 100,000 l <br> 133,000 (70,000 x 2) m <br> 162,500 (60,000 x 3) h | Can destroy some projectiles }} | ||
{{MoveListRow | Cartwheel | atk + s | | Can pass through players<br>but is vulnerable to<br>all attacks | {{MoveListRow | Cartwheel | atk + s | | Can pass through players<br>but is vulnerable to<br>all attacks <br> Can be cancelled into Super moves}} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
===Hyper Moves=== | ===Hyper Moves=== | ||
{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | Hyper Stars & Stripes | dp + atk + atk | 290,800 | startupinv}} | {{MoveListRow | Hyper Stars & Stripes | dp + atk + atk | 290,800 (70,000 x 2 + 60,000 x 3) | startupinv <br> Damage scales by 0.95 }} | ||
{{MoveListRow | Hyper Charging Star | qcb + atk + atk | 274,100 | Has Projectile Destroying Properties }} | {{MoveListRow | Hyper Charging Star | qcb + atk + atk | 274,100 (30,000 x 10) | Has Projectile Destroying Properties <br> Damage scales by 0.98 }} | ||
{{MoveListRow | Final Justice | qcf + atk + atk | 440,000 | | | {{MoveListRow | Final Justice | qcf + atk + atk | 440,000 | | level3 }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Revision as of 13:36, 26 April 2011


Captain America
In a nutshell
Captain America is a pretty straightforward character. His Shield Slash is strong for keeping away characters without strong projectiles of their own, or sometimes pressuring opponents from mid range. Captain can also use his Charging Star to zip through some projectiles and inflict damage. His Cartwheel can tumble through opponents, causing crossups with the right assists, but is completely vulnerable to all attacks, shots, and throws. He doesn't have a lot of moves or flashy combos. This makes him pretty easy to pick up and play, but limits his versatility. If a simple, brute force character with a few ranged options sounds like it is for you, give the Captain a try.
Video Walkthrough
Move List
Assist Types
Normal Moves
Special Moves
Hits on the way back
l goes df
m goes f
h goes uf
104,500 (55,000 x 2) m
135,400 (50,000 x 3) h
133,000 (70,000 x 2) m
162,500 (60,000 x 3) h
but is vulnerable to
all attacks
Can be cancelled into Super moves
Hyper Moves
Damage scales by 0.95
Damage scales by 0.98
Apprentice Combos
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.
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 the only reliable method Captain America has to damage an opponent as he has no overhead and he isn't really a great zoner. 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 a corner.