Notation | Meaning |
---|---|
(Leave a space) cancel from the previous normal to the following. | |
, | Link from the previous move to the following. |
> | Cancel the previous move into the following special / super move. |
~ | Cancel special into set followup or plink previous attack into the following. |
dl. / delay | Delay the following move. |
whiff | Must whiff the following move. |
land | Must land on the ground before the next move. |
rejump | Must land then jump again before the next move. |
j. / sj. | Move is done in a jump / superjump. |
jc / sjc | Cancel previous move into a jump / superjump. |
ia./tk. | Instant Air or Tiger Knee Special or Super Move. |
XX | Any two attack buttons excluding S. |
NXX | Dash / Airdash in N direction. |
X+S | Any other attack button and S pressed at the same time. |
AA | Anti-Air |
[X] | Hold input |
-X- | Release input |
(N) | Connect with only the Nth hit of this attack. |
(Move) | Move is optional. |
[sequence] x N | Repeat sequence N times. |
Beginner Combos
- Work on all or nearly all characters.
- Require little to no resources (Meter, Assists, Character Specific Stocks).
- Need minimal adjustments for positioning or starter.
Captain America's normal combo route is about as basic as it gets. Do a normal magic series, relaunch with 236L, then do another magic series into OTG hyper. The main difficulty in this combo (and many of Cap's combo routes) is properly spacing Shield Slash.
236L is Cap's primary OTG. If Cap is far away from the opponent (which he almost always will be after an Air Combo midscreen), then the initial hit and return trip of Shield Slash will combo into each other, giving Cap enough frame advantage to follow up with whatever he wants. However, if 236L is done too close, then the return hit will not connect in time, and Cap's follow-up options become limited to essintially just a hyper cancel. Cap has a small amount of time after a j.5S to reposition before throwing the shield, so you can move him back if needed. At round-start distance, the first Air Combo will carry close enough to the corner that Cap needs to move at least a little bit back for the relaunch to work. Even if you are doing a corner combo, Cap can backdash far enough to get into relaunch range. Here is an example of relaunching in the corner.
Similarly, if the second 236L is still far away/midscreen, Cap can link 214H. This adds a little bit of extra damage and also gets Cap closer so that the initial hits of his hyper do not whiff. It looks like this. If you are too close, then you should cancel 236L directly into 214XX instead.
As a solo character, Cap's throw conversions are not the best. His forward ground throw - as well as both of his airthrows - leave Cap very close to the opponent, meaning Cap will not get both hits off his 236L OTG. The basic combo for any of these throws is just Throw, 236L > 214XX
which looks like this. Cap's grounded backthrow is notable in that, as long as he doesn't throw them into the corner, it puts the opponent far enough away that Cap can backdash a short distance to get into double-hitting 236L range. From there, relaunch into any air combo.
Core Combos
- Works against a selected set of characters.
- Can require adjustments for positioning and resources.
- Are expected to be consistently performable by a skilled player who main the character.
Midscreen Improvements
Charging Star forces a Soft Knockdown on hit, although normally Cap does not recover from any version of Charging Star fast enough to link an attack afterwards. However, if 214L specifically hits near the top of its hitbox, it can juggle the opponent high enough for Cap to recover and continue the combo. The notable attacks to link after a well-juggled 214L are 214H (especially when ending a combo near the corner, for some extra damage before the hyper), and 5S to relaunch.
This is a basic example of a way to use a 214L juggle for a little bit of extra damage in Cap's regular relaunch combo. OTGing with j.236L juggles the opponent a little higher than using the grounded version, getting them to the correct height for a Charging Star juggle.
Cap can cancel 2H into 236H to set up a juggle and then loop a few times with additional Shield Slashes. These loops cause a lot of Hitstun Deterioration for the extra damage they give, but they are a slight improvement over the basic route.
Notation | Damage | Meter | Location | Video |
---|---|---|---|---|
2L 2M 2H 236H, jump j.8H > j.236M, rejump j.8H j.236L, land (5H) 5S sjc. j.M j.H j.2H j.5S, land, 236L > 214XX |
711,000 |
0.95 (costs 1) |
Midscreen |
|
| ||||
(Anything) 5S sjc. j.8H > j.236L, rejump j.8H > j.236M, land (dash) 214L, 5S sjc. j.M j.H j.2H j.5S, land, 236L (, 214H) > 214XX |
~750,000 |
Builds ~1.05 bar (costs 1) |
Midscreen |
|
| ||||
Backthrow, backdash, 236L, dash 5H > 236H, 5S sjc. j.M j.H j.2H j.5S, rejump, j.236L, land 214L, 214H > 214XX |
~591,000 |
Midscreen |
||
| ||||
(Anything) 5S sjc. j.M j.M j.H j.2H j.5S, land, backdash 236L, 5H 5S sjc. j.M j.M j.H djc. (backjump) j.8H j.5S, land, backjump j.236L, land 214L, 214H > 214XX |
~746,000 |
~1.25 (costs 1) |
Midscreen |
|
(Anything) 5S sjc. j.M j.M j.H djc. j.M j.2H j.5S, land 236L, dash 5H 5S sjc. j.M j.M j.H j.5S, rejump j.236L, land, dash 214L, 214H > 214XX |
743,000 |
1.25 (costs 1) |
Corner-to-Corner |
|
Corner Improvements
Like Cap's 236L OTG, his Air Shield Slash extensions work differently when near the corner, as the reduced distance makes it harder to combo into the return hit. By using backwards jumps, backwards superjumps and backwards doublejumps, Cap can manipulate his distance from the opponent in order for Shield Slash to combo properly. This combo is an example of how to do that.
You can use Cap's double jump to give him a shorter jump arc than he would normally have, letting him land early and get a high-juggling 214L into a relaunch.
Cap's Level 3 Hyper is significantly slower than Hyper Charging Star, and so 236L > 236XX does not work in the corner. However, any time Cap ends a combo with any version of 214X in the corner, he can cancel into Final Justice instead of Hyper Charging Star to spend more meter for additional damage. If you ever land Final Justice, Cap can follow up if needed with 236L > 214XX
, essentially the same way that he combos after a ground throw.
Notation | Damage | Meter | Location | Video |
---|---|---|---|---|
2L 2M 5H 5S sjc. j.8H > j.236M, land, jump back j.5H > j.236M, land, 214L, 5S sjc. j.M j.M j.H j.5S, land, 236L > 214XX |
743,000 |
Builds ~0.95 (costs 1) |
Corner |
|
2L 2M 2H 5S sjc. j.8H > j.236L, land, 214L, 5S sjc. j.M j.M j.H djc. (back) j.8H j.5S, rejump j.236L, land, 214L, 214H > 214XX |
747,000 |
Corner |
||
2L 2M 5H 5S sjc. j.8H > j.236M, land, forward dash (sideswitch), jump j.8H > j.236M, land, dash 214L, 5S sjc. j.M j.M j.H j.2H j.5S, rejump j.236L, land, dash 214L, 214H > 214XX |
787,000 |
Builds ~1.2 (costs 1) |
Corner (sideswitch) |
|
|
Air-to-Air Confirms
Regular Jump Height
Superjump Height
Assist Extensions
Cap loop using VJoe Slowdown
Cap/Nemesis/Wesker
More Cap/Nemesis/Wesker
Cap/Doom Hard tag combo feat. Iron Man
Captain America can get an extension after his normal Hyper Charging Star ender by using Doctor Doom's Hidden Missiles assist. Hyper Charging Star causes a Hard Knockdown, and by calling Doom just before a 236L > 214XX
, the missiles will fall on the opponent after the hyper knocks them down and OTG them. This lets Cap get a few extra regular Charging Stars into a second hyper, or possibly even more if he has a second extension assist available. The basic post-hyper extension is A1, 236L > 214XX, (assist hits), 214L, (214L), 214H > 214XX
and adds about 273,000 extra damage for one extra bar of meter. It is possible to juggle 214L twice, although the second one requires very precise timing compared to immediately going into 214H.
Post-hyper extensions with Doom and Vergil
Cap/Strange/Doom
Comboing in X-Factor
- In any level of X-Factor, Cap can plink dash back twice after an air combo before OTGing with 236L, letting him do his normal midscreen relaunch even deep into the corner.
- In XF2 or higher, Cap can link 2L after 214L even at very low height in the corner, such as after 2H > 214L Video Example.
- In XF3, any air juggle of 214L will combo into itself in the corner, leading to an easy X-Factor infinite. Video Example. Anchor Cap can confirm into this easily by X-Factor-canceling basically any hit in the corner.
Cap has several useful neutral tools that unfortunately do not start combos under normal circumstances, but Cap can use X-Factor activation as a cancel for these tools to start a combo. Cap can use Stars and Stripes (623X) as an invincible reversal, and X-Factor cancel to confirm into a full combo. Similarly, he can use Charging Star (or Hyper Charging Star) to blow through an opponent's projectiles, then activate X-Factor to convert into a combo. If you ever use 214XX and it will not kill, you can do 214XX > LMHS, 236L > 214XX
to double-hyper and secure the kill. Do not try to combo after HCS with something that doesn't OTG, it almost never works.
Video Guide to using X-Factor to hit-confirm Stars and Stripes
Advanced Combos
- May only work on a few characters or in specific circumstances.
- Can have any amount of requirements such as meter, positioning, starter.
- Are not necessarily harder than core combos, but require more specific knowledge.
Normally, Cap can not get an extension after 236L or j.236L if he is very close in the corner. However, there is a sweet spot above the opponent where Cap can OTG with Air L Shield Slash, quickly land, and link 5S to launch. Doing a TK j.2369L places Cap too low to the ground, the shield hits early and Cap doesn't have enough time to land and follow up. Conversely, if Cap jumps too high before throwing the shield, it hits later, but he will need too much extra time to fall. The ideal timing is when the opponent is at the peak of their "bounce" animation while being knocked down by j.5S.
Using 236L to solo pick up after Cap's backthrow is fairly doable and consistent. However, it is also possible to perform a similar solo pickup from his forward throw. The timing is very strict, and it might(?) be character specific.
TAC Infinites
All directions (non-infinite combos)