UMVC3/Captain America: Difference between revisions

From SuperCombo Wiki
Line 38: Line 38:
[http://youtu.be/YoCieK68JcQ Cap Nemesis Wesker #1] <br>
[http://youtu.be/YoCieK68JcQ Cap Nemesis Wesker #1] <br>
[http://youtu.be/YoCieK68JcQ Cap Nemsis Wesker #2] <br>
[http://youtu.be/YoCieK68JcQ Cap Nemsis Wesker #2] <br>
[http://youtu.be/T9d_Y5We16M side switch combo] <br>


=== TACs ===
=== TACs ===

Revision as of 13:00, 5 July 2014

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.


Players to Watch

B3nzor, Wicked X Mage, Frusty, Condor Missile, Hi I'm Nasty,

Character Vitals

CHARACTER DATA
Health:
1,050,000
Stronger+/Stronger/Light Start+
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


Technology


Snap back set ups
TAC break resets
more incoming set ups

Combos


Cap/Strange/Doom combo
Cap combo with Joe Slow
Cap/Nemesis/Wesker combo video #3
Cap Nemesis Wesker #1
Cap Nemsis Wesker #2
side switch combo

TACs

simple TAC combo

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

Frame Data

Move Name Startup Active Recovery Adv. On Guard Adv. On Hit Notes
L.png 5 3 12 -2 +0
M.png 10 2 20 -4 -2
H.png 16 4 24 -6 -4
Crouch L.png 4 3 15 -5 -3
Crouch M.png 9 4 19 -5 -3
Crouch H.png 13 4 26 -8 -
S.png 10 4 22 -4 -
Jump L.png 5 3 14 +10 +12
Jump M.png 9 4 20 +15 +17
Jump H.png 12 10 16 +17 +19
Jump S.png 15 5 21 +17 +19
Jump Up.gif + S.png 11 4 21 - -
Jump Left.gif / Right.gif + S.png 12 10 Until Grounded - -
Jump Down.gif + S.png 11 5 17 - -
Middle Kick 9 4 19 -5 -2
Air-Rage Kick 10 3 23 +17 +19
Anti-Ground Kick 11 5 16 +17 +19
Forward Throw 1 1 - - -
Back Throw 1 1 - - -
Forward Air Throw 1 1 - - -
Back Air Throw 1 1 - - -
Alpha.gif Assist 41 - 131
Beta.gif Assist 29 11 145
Gamma.gif Assist 29 11 138
Snap Back 2 4 24 -6 -
Shield Slash L.png 21 - 30 - -
Shield Slash M.png 17 - 34 - -
Shield Slash H.png 13 - 38 - -
Air Shield Slash 15 - Until Grounded - -
Stars and Stripes L.png 5 5 44 -27 -12
Stars and Stripes M.png 5 11 50 -39 -21
Stars and Stripes H.png 5 12 57 -47 -26
Charging Star L.png 5 9 30 -17 +13
Charging Star M.png 5 11 35 -22 +4
Charging Star H.png 5 163 43 -17 -3
Backflip - - 34 - -
Hyper Stars and Stripes 12+0 11(7)12(7)13 38 -26 +11
Hyper Charging Star 5+2 11 45 -23 -
Final Justice 22+2 16 18 -12 -

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. The invincibility backflip should be utilized as the opponent is attempting an attack, otherwise you risk being countered yourself near the end of the backflip.
  • 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.

Advanced Strategy

  • Captain America's shield attack can be very useful in keeping an opponent blocking since it hits on the way out and on the way back. Combing the light air Shield Slice with an assist who has a full screen beam like Dr. Doom's Plasma Bean or Hulk's Gamma Wave can be a very effective way to gain ground on the opponent. As Captain find himself approaching overhead the use of his normal attacks allow for a frame advantage even when guarded which makes the attacks safe and allows for a possible crouch mix up.
  • While playing Capt keep in mind that Shield Slice combos work best from mid-screen, due to how Shield Slash behaves in the corner. Conversely this means Captain America may often want to find himself backed towards the corner in order to allow for a full screen retaliation with the Shield Slash. Capt has more life than the average character so he is able to take more chip damage from point blank opponents which often allows him to start a high damage combo with standing light or standing medium attack. Beware the opponents who can perform multiple air attacks though. If Capt finds himself backed too far into a corner with a pressuring opponent then the Backflip can be utilized to escape and start a lower damage corner combo.
  • Capt should not depend on frame advantage as much with command throw opponents such as Haggar and Hulk since he will easily find himself in a reversal and receive heavy damage.

Strategy vs. Captain America