Marvel vs Capcom 3/Captain America

From SuperCombo Wiki
Marvel vs Capcom 3MvC3Logo.png
Marvel vs Capcom 3/System GuideMarvel vs Capcom 3#Game ElementsMarvel vs Capcom 3#CharactersMarvel vs Capcom 3/SystemsMarvel vs Capcom 3#Fun Stuff.21Marvel vs Capcom 3/StrategyMvC3HeaderButtons.png


Captain America

Captamericaface.jpg

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

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Shield Slash
shot front
50,000 x 2
Hyper Charging Star
Beta.png Stars & Stripes
direct upward
108,300
Hyper Stars and Stripes
Gamma.png Charging Star
direct front
108,000
Can destroy some projectiles
Hyper Charging Star

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light
l
46,000
Crouching Light
d + l
30,000
low
Standing Medium
m
68,000
   Standing Medium Combo
Standing Medium, then m
48,000
Crouching Medium
d + m
48,000
Standing Heavy
h
80,000
Crouching Heavy
d + h
75,000
low
Standing Special
s
90,000
launch
Jumping Light
air l
50,000
high
Jumping Medium
air m
65,000
high
Jumping Heavy
air h
70,000
high
Jumping High Kick
air u + h
73,000
high
Jumping Stomp
air d + h
70,000
high
Jumping Special
air s
85,000
high

Special Moves

Name
Command
Damage
Special Properties (glossary)
Shield Slash
qcf + atk
50,000 per hit
airok
Hits on the way back
l goes df
m goes f
h goes uf
Stars & Stripes
dp + atk
80,000 l
104,500 m
135,400 h
Charging Star
qcb + h
100,000 l
133,000 m
162,500 h


Can destroy some projectiles
Cartwheel
atk + s
Can pass through players
but is vulnerable to
all attacks.
Can be cancelled into Super moves

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Hyper Stars & Stripes
dp + atk + atk
290,800
startupinv
Hyper Charging Star
qcb + atk + atk
274,100
Has Projectile Destroying Properties
Final Justice
qcf + atk + atk
440,000

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. 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.

Advanced Strategy