You can do mine with c.l it just scales more but very very doable
Sweet! I should amend my previous statement and say the cr. L messes up the relaunch combo. I’m still working on yours, but yeah, it seems fine with cr. L from what I can tell.
I try to make sure my combos can be started off with an assist as the first hit as well do you can cartwheel mixup into them - still no problem on thus one even with iron man massive unibeam scaling
yea i think captain is interesting however i dont know any of his blockstrings. every attack is punishaable and he has no rapid fire. what can i do?
you’re thinking of the game like ssf4 - you’re blockstring should be something like light call assist medium crouching heavy and mix in cartwheels etc. a blockstring while you’re alone shouldn’t end in s because that’s punishable but with pushblock and all sorts of other factors blockstrings in teh same sense aren’t as stagnant as they were in street fighter. multi hit moves will be pushblocked and punished in this game though
Personally, I don’t ever run in trying to get a hit with Cap. His normals aren’t good enough to just run in throwing around against a lot of the cast. His long recovery times will get him destroyed, especially if you’re just going in alone. Versus a lot of the cast, Cap will get punished after he does a normal string. He’s really deliberate. You have to know what you’re going for when you go for it, otherwise characters like Wolverine, Wesker, and Dante (and a bunch more) will be all over the poor guy. That’s why, when I read the strategy guide and it said “Use Air Shield Slash L as much as they let you get away with them” I took it to heart. Shield slash doesn’t do much chip, but it sure as hell discourages a lot of stuff if you pelt them with it repeatedly until they slip-up and try to make an attack. Once you get the hit, you literally run like hell to get over and get a combo in.
At least that’s what I do, it seems to work for me. But that’s just a sample of how to get in. I wouldn’t try that as an “end all, be all” though, cause Wesker and Wolverine will get in and take your lunch. So yeah, like Gimpy said. Mix in some cartwheels and stuff like that, but don’t get Cap confused with X-23 or Zero. He’s not meant to just be in someone’s face the whole time, if you play that way then you’ll be sure to realize how big of a mistake that is.
There is no ‘safe’ blockstrings with Cap. Trust me, I’ve tried very hard to find one. Ending a 3 hit blockstring with c.H is punishable. One pushblock in the middle of a 3-hit blockstring can get him killed. Ending a blocking in a standing Shield Slash is bad news (unless it was to bait them), as is an unassisted Charging Star.
The best semi-useful blockstring i can think of is any 3-hit one that ends in st. H (i.e., cr. L, st. M, st. H). The st. H should result in in pushing the opponent far away enough for them to not touch you, or at least give you enough time to react with an assist or cancel the normal into a special move if they try anything.
it’s actually better to not push block people if they’re throwing out non-safe things just fyi - like in the case of captain doing a 3 hit blockstring ending with c.H you wouldn’t WANT to pushblock him you’d just want to punish him.standing h is wayyyyyy more punishable than c.H btw BUT if you’re further away with standing H if they try to hyper punish you can still do S&S or Charging Star - whichever is more applicable!
It’s best to keep your distance, with Captain America like Tahldon stated best thing to do is wait for a shield slash :l: to hit and rush in there to start the combo, but yeah pretty much any charging star is a combo starter for the opponent. though everything has it’s ups and downs; Captain America maintains stability.
Heyo, I’ve been experimenting w/ Cap in Aerial Exchange combos and I’ve been having difficulty finding a good combo for Sideway exchanges into Cap.
Off a down Aerial exchange into Cap I can do:
air H., air L Shield Slash, L Charging Star, L Charging Star, Hyper Charging Star/Stars and Stripes
or
air H, air L Shield Slash, L Charging Star, M Charging Star, Final Justice
Off of left/right Exchanges I haven’t found anything useful yet aside from air H, down air H, L. Shield Slash. However that doesn’t result in a proper combo ender.
i’ve been working on something in regards to side tags that’s pretty neat if i can get it consistently <3
also there is a way to “relaunch” into more loops to kill characters without the need for hyper meter depending on assists - i’ll make a video later.
Hey guys I made a cool combo that uses a cartwheel in the middle of it. I kinda exploit caps recovery from his air shield slash to give me lots of frame advantage on the ground. The lower you throw the shield the more frame advantage you get. Then i figured out I had enough to throw in a cartwheel, and with a little practice bam! new combo lol Enjoy!
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Omg sick cartwheel combo Ken. Very creative use of it. Can you do a different ground combo after the flip or it’s best to launch?
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Hey guys, I figured I should post an easy mode combo I madeup the other day. I got the original idea for a combo like this by watching Ken’s video’s. I can do his combos without a problem really, but I figured it’d be great to have a few combos that work on the entire cast from say 80-85% of the stage area. Of course the best thing about the combo is that it builds all the meter you need within itself, so if you so much as land a c.L you are guaranteed to get a ton of damage.
Combo Notations:
c.L, M, c.H xx H.shield slash, jf MMH, jf MH xx L.shield slash (HOLD FORWARD 1 sec.), c.H, S, sjf d.H xx L.shield slash, L.charging star, Hyper Charging Star
Solo Cap: 612,000 dmg (~1.10 meter build)
It works on every bodytype that I’ve tested in the cast without any variation. If there is not going to be enough room for the final L.shield slash (or you doubt it), then simply end the combo with S, sjf M, M, d.H, S…OTG L.cStar xx Hyper Charging Star.
That will actually net a bit more damage and meter than the normal combo.
OTG Cap: 640,000 dmg (~1.25 meter build)
You can also end this combo with Final Justice if you think you can get a kill off it by burning the meter.
Solo Cap: 862,000 dmg
OTG Cap: 897,000 dmg
In order to make sure it works on EVERY body size you should always make a habit of holding forward after the air shield slash for roughly 1 second. That will ensure that Cap takes just a very very small step forward before you immediately do the c.H, S.
If you don’t do that then characters that fall farther away (Sentinel) or are Heavy (Dorm, Taskmaster, etc.) might be MISSED by the c.H causing the combo to drop. You do NOT want to try using s.H instead of c.H because that will cause problems landing the d.H xx L.shield slash in the air leading to the L.charging star juggle.
Hope this helps, it’s MUCH MUCH eaiser than it sounds.
I also use … c.L, M, c.H, S, sjf M, d.H xx L.shield slash, jf M, H xx L.shield slash (HOLD FORWARD 1 sec.), c.H, S, sjf d.H xx L.shield slash, L.charging star xx Final Justice (or HyperCS)
That yields the same ~1.1 meter while doing 906,300 dmg without any OTG assist. (656,600 dmg with Hyper CS)
You can use either of these combos, and do even more damge, but these are excellent combos to put into muscle memory and use all the time without much worry of mistake for those who worry about execution. (no mashing required at all, at least not for me lol)
Don’t try to rush through the button presses as Cap takes a VERY deliberate rhythm in order to get his combo’s right. I had to learn that quickly since I’m normally a Jill player lol. If you have problems landing the air L.shield slash allow a slight pause on the way up after the launch so that both bodies are in proper alignment.
Sorry about the quality/sound…my phone was acting up (very low battery) so I recorded it on low quality. :sad:
Kei
ken’s combo is here http://www.youtube.com/watch?v=8xaVOcppOmA&feature=mfu_in_order&list=UL
I decided to do a little more work on my easy B&B combo after giving it a little more thought.
c.L, M, c.H xx H.shield slash, jf MMH, jf MH xx L.shield slash, s.H, S, sjf (immediately) M, d.H xx L.shield slash, L.charging star, Hyper Charging Star
That will yield the following damage levels…
Solo Cap: 622,800 dmg (~1.2-1.3 meter build)
OTG Cap: 641,000 dmg (~1.2-1.3 meter buld)
Doing the combo this way will also significantly increase your chances of being able to land a second L.charging star on lighter characters such as Wolverine. The damage then goes to 639,000 dmg with a little more meter built as well. I still don’t think the second L.charging star is a safe option against Sentinel since he falls farther away than normal characters outside of the corner. You can most definitely hit the 2nd one against lighter characters though without needing to be close to the corner for safety.
Again of course Final Justice does significantly more damage if you end with that. As always the combo can be modified for more if you’re willing to go for more risky options.
Kei
(I forgot to mention the OTG I was using for the test was Wesker’s Samurai Edge, as I currently run Cap/Chris/Wesker for a team…Jill is usually in Cap’s place, but I like having more than one 1st slot fighter)
lmaoooooooo WOW! this is the EXACT combo i was gonna post. I recorded it along with the cartwheel combo lmaooo wow. . . . .what a crazy coincidence. Well great minds think alike I guess right
lmao!!! I’m glad I could put up something that’s actually useful.
Now I’m trying to get myself to leave the combo(s) alone for a bit, and get back to trying to figure out how to really play Cap within my team. (Cap/Chris/Wesker)
Where is that guide of yours! lol
Kei
To Ken and Gimpy especially, but to everyone else as well.
For a new person picking up Cap, what are the main points you’re looking for during a match, your goals (besides obviously winning as some of the best fights are not won) during that match, and what kinda resets do you look to push? I normally do not ever play characters with projectiles in fighting games so this is a pretty significant change for me style wise (thus I loooooooooooooooooooove me some Jill). I know the shield is used for fishing, and eating projectiles…but what about space control, traps, etc.
I’ve got my B&B’s down, and I have a very basic knowledge of Cap strategy…but my plate has veggies and potatoes only right now…it needs some meat!
Care to share?
Kei
(I know that loops are useful, however I personally don’t like them style wise…it’s just not my style, and I won’t do something I don’t enjoy)
You know what Kei your right lol. I’m gonna start it right now, I have an abundance of time on my hands and I’m not doing anything with it. lol Ill make a new thread when its done and people can add anything they feel needs to be in it. I’m gonna really make this comprehensive too lol im gonna embed videos explaining certain things and do lots of other cool stuff lol. It’ll probably take me 2-3 days so hang on just a little bit longer lol.
Consider me subscribed
Thanks for the help for all of us. I’m having fun learning Cap, but it’s a very uphill battle coming from using characters (in all fighting games) without projectiles or large speed/mobility.
Kei