Just playing around with DHCing to Dante Devil Trigger, using the untechable knockdown from Hyper Charging Star. Pre DHC combo is a bit lackluster (I don’t play Cap) so one of you guys can improve on it if you like. Doing this does more damage than DHCing to million dollars and lets you build some more meter from assists used after DHC. Here it is:
[media=youtube]yRq2fSNeVHU[/media]
cL-M-H-S super jump M-dH xx qcf+L land jump M-H xx qcf+M land H xx qcb+L xx qcb+AA DHC qcb+AA df+HHH-fH xx A+S S land dp+M xx dp+M Sentinel qcb+L xx H (drones hit) jump S land dp+M xx dp+M xx(before last hit) qcf+AA
Dude, this is totally awesome. I just added Dante to my team for his Crystal assist which is awesome for cap, but was worried about the DHC synergy. Now that fear is alleviated.
Also @Kei - I think Ken will probably hook you up with a giant guide, but here are my thoughts on Cap to get you started:
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Playing cap rights starts at the character select screen. You’ll have to have at least 1 assist that helps you get in, but I like having both. Ideally one of those assist can also pull double duty to help cover you during block strings. You may opt for an OTG assist, but if you don’t have one, I don’t think it’s the worst thing in the world. FWIW, I think sentinel drones are really awesome for cap, but a beam like ironman’s could really be good as well.
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Getting in - this is the fundamental issue with Cap. He needs to be able to get in, and get in safely to deal damage. You will have a few primary methods of getting in:
a) Jumping Shield slash mid screen - the shield slash at midscreen is at it’s most potent. If it hits an opponent who is airborne, you can get a free combo. At this rrange you can TK the light SS and have good recovery to move in.
b) Charging star at mid screen - If your opponent throws a projectile or other unsafe move, you can charging star to punish and move in.
c) regular jump with assist - you’ll already be regular jumping to shield slash. But move closer occassionally, and especially with assist, you’ll get a jump in attack on them. Don’t forget about this option when you’re Shield slashing away, because you need to mix it up.
note: super jumping is actually pretty crappy for moving in. -
Applying pressure - know and love his basic block string: cr. L, st. M, st. H/cr. H, S. His S is -4 on block (his safest move) and pushes out too far for anyone to punish UNLESS they are in the corner. Burn this into your memory and it will save you alot of heartache. Don’t poke with cr. M, or even cr. L! they are -6 and -4 respectively and don’t push out so you will get counter hit badly because his H followups are slow and will not beat a L attack from your opponent even if you cancel.
a) What to do when your opponent starts to push block - I’ve just started to practice this myself, but what you’ll want to do is modify your basic block string. The safest option is cr. L, st. M, st. H xx M shield slash. I dunno about ammy or Morrigan, but wolverine cannot crouch under the M shield slash. The startup is fast enough to discourage interrupts, and if they pushblock, you will recover in time. What’s the difference between this and the basic string?
i) No whiff punishment.Good players wil push block your before your S comes out and advance while you are recovering from S.
ii) Maintains pressure - The return of the shield slash will keep them blocking AND pull them closer.
iii) Chip - every little bit helps
b) Add in assists to make this new string completely safe - the timing will depend on your assist, but you’ll want the assist to his during the startup of the shield slash. So if you’re using Dante’s crystal assist it’s cr L, st. M + P1, st. H xx M shield slash. If you do this, the assist will comeout during the H, the crystals will hit during the startup of the shield slash AND the outbound throw, then you will recover while the shield is returning.
c) If your assist has a very long duration, substitue L shield slash which will let your recover sooner. -
Evading pressure - Cap has 3 main tools to evade pressure:
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Charging star - You can charging star underneath super jumping opponents. This is good because it’s mostly safe against projectiles, and will blow up most projectile assists used to cover super jumps.
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Super jump - super jump away, and if you need to stay airborne a little bit longer Shield slash at the apex of the jump. Anything less is probably unsafe. Beware random hypers like magnetic shockwave if you shield slash.
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Stars and Stripes - Stars and stripes will defeat dive kicks, tatsu’s, box jumps, teleports, and trijumps. However, your timing and range must be impeccable. The L SS doesn’t have enough invincibility. Stick with M or H. H has the most, however, against certain opponents, they will recover before you do and mix you up as you land. L does have 1 curious property. You can cancel any of the uppercuts into Hyper Stars and stripes, but only the L will combo. I personally feel like stars and stripes is his best move not in combos
Hope this gets you going.
while i agree that uppercuts and anti-airs are massively underrated i’d say that h charging star is one of the best moves in the game.
Thanks a lot Tactu, I’m taking all the good help I can get.
I’m especially greatful for the bits on the SS dp properties, and the maintaining pressure advice. I think I would cry if they gave Cap an invicible cartwheel, and/or faster recovery from it. Right now I’m not really using the cartwheel much, since it feels unsafe without knowing exactly how it works besides the distance it moves. You can cover A LOT of distance with a dash xx cartwheel, but the recovery is such that it won’t matter when you get there.
I use Cap/Chris/Wesker right now, and I’m still working out what I can/can’t do with them together. I’m using Chris’s gunfire assist, but I’m not using Wesker’s OTG gun right now. I may change that for this team since this team is really my Jill team, which I never used an OTG assist (Wesker palm instead), but I haven’t put a ton of time into working that assist into Cap’s game since there is no obvious spot for it just yet unlike the OTG assist.
Majority of my time so far (it’s only been maybe 2 weeks?) has been spent on making up B&B combo(s) for Cap, and more importantly learning his rhythm and movement…hugely important coming from Jill. I haven’t use SS dp much yet since I’m still learning what it can/can’t do, but I looooooooooooooooooooove CS since it blows through nearly anything…and VERY fast at that.
I know there are ‘better’ characters out there I could use with Cap, but I won’t play any that I don’t like…even though they could potentially be VERY good (Sentinel) assists. I know 100% that limits the different things I can/can’t do, but I don’t mind putting in the work to find other avenue’s. I did use Iron Man for a bit before I used Cap, but not sure if I want to go back to him yet for this team (despite his awesomeness in it). I prefer trying to learn 1 character at a time, and I’m trying to devote majority of my time into learning Cap.
Kei
H charging star is AMAZING to me, it’s fantastically fast, has awesome ‘priority’, goes full screen, and is easily canceled to HCS/HSS as long as you don’t knock them too high. It is amazing as an assist punish/deterent…you land that ONCE in a match, and it seems your opponent is almost too scared to ever call any assist short of Haggar again! :eek:
Kei
Wesker’s palm is inferior in almost every aspect to OTG gun shot. It is only a combo assist and yet your combos will do more damage with OTG gun shot (particularly with Jill who can use the wall bounce herself for more damage), OTG gun shot is also a low which will help your offense (particularly with Jill with her overheads, teleport up forward S, fH, air qcf+A). There is only really one assist for Wesker as they are all combo assists except OTG gun shot which is also a set up for unblockables AND goes into combos better.
I have been warming to the H charging star, but I do love blowing up a trijump assault with a stars and stripes. I’d like it a whole lot better if it did more damage for the risk you have to take with the move.
EDIT: I’ve been working alot on the Ken BnB and was really inspired by Gysbert’s videos where he was doing it fairly consistently in match. I wanted to post up my notes and just say that I retract all comments I had about it not being consistent in match, it really is his 2nd best combo after Gimpy’s.
Watch this video. This example is the sui generis example for the Ken BnB: http://www.youtube.com/user/TheProjectfailure#p/c/0/cqSdhBQpkZk
@00:23 cap starts the combo and ends in Final Justice. He uses assist but it’s not required.
- Combo notation is as follows:
cr. L, cr. M, cr. H, S, sj. uf+H xx L Shield Slash (SS), land. jump uf, uf+H xx M SS, land, L Charging Star (CS), S, jump uf, uf+H xx L SS, st. H xx L CS, L CS xx HYPER
note that this slightly differs from Ken’s which I will enumerate in detail below with notes. - Differences. cr. L starter increases hitstun deterioration from Ken’s jumpin -> MMH series. To compensates this combo does only 1 attack in the initial launch versus uf+H xx d+H in ken’s. This makes the last Shield slash much more consistent. Do NOT use MH in jumping series as this will make the last shield slash very hard to do.
Ken’s series ends the starting magic series with st. H vs. Cr. H. I have experimented with both and this changes the timing slightly since the cr H puts the opponent into a juggle state and the subsequent S will launch slightly higher. I think I may advocate a final form of cr. L, st. M, cr. H to maximize damage and repeatibility in the combo.
After the initial launch, the goal is the strike the opponent with the uf+H at maximum height that still permits the SS to hit. This will change with opponent so practice in different body types.
After the second SS (M)if you watch the video carefully, you will notice Cap walking forward. This is crucial to getting the combo to land successfully. I can’t find the video by SMOAI2010, but you can simulate the walking with a Dash immediately cancelled into charging star. This is key as if you don’t, the charging star will often whiff on the opponent. You don’t want to walk for too long/dash too late as you will his the opponent too low with the charging star to be able to relaunch. This is prbably the most crucial part of the entire combo.
After the relaunch, the rest is cake. You don’t need to do the last st. H after the last SS. You can go directly into walk forward/dash cancel L CS. I haven’t checked if there is a damage difference here. If you don’t plan to end with a hyper, I imagine there is a slight damage boost, but with hyper it may be the same due to damage scaling.
- This combo with HCS is a corner to corner combo, so watch your distance to the corner for the last SS.
Appreciate all this information about Captain. I’ll figure I’ll contribute with what I’ve been doing today.
I run Cap/Wesk/Sent, and I’m trying to focus my game on mix-ups. I was in the lab with Wesker practicing resets after OTG gun, and I wondered, can I do this with Captain? The answer is … kind of .
If I’m in/near the corner when I hit confirm and have no meter I’ll do ground series to air magic series, Wesker OTG assist, St. H -> M. Charging Star. You can use any start-up combo as long as you can OTG assist off of it into M CS portion. M CS is used because H CS brings the opponents up too high; likewise, L CS brings them too low.
From this, the opponent can do three things:
- No air recover
- Back air recover
- Front air recover
If 1 or 2 happens, neutral jump and throw them; if 3 happens, then jump back and throw. Keep in mind that if they tech when they’re back recovering you’ll end up in the corner, and that they’ll be in the corner still if they tech when front recovering/no recover. I call Sent drone’s as I’m going up for the throw in case they do tech and they’re forced to block and deal with another mix-up again.
Doing this nets me 512k damage, 432k from the combo and 80k from air throw. 1 meter gain if throw is successful. If I did a second relaunch after Wesker assist, damage would be~475k damage with ~1.1-1.2 meter gain.
If they’re mashing out H’s to try to tech when they front recovered, H.SS into j.MH -> j.M SS into another full combo. I find that Captain can’t really punish hard if they back/no recovered, so I don’t know my alternative option to throw in those cases except just to reset the corner game as my drones hit on the way down.
This is just something Captain can incorporate to his mix-up game along with the cartwheel+assist game, provided you have the assists to make the mixups happen.
The combo also works with standing MMH, it’s just that’s harder to hit than Crouching L
After doing some testing, I’m actually going to advocate cr. L, cr. M, cr. H for the entire series. I noticed that magneto players always use crouching attacks because it “carries” the opponent so well even off of a midair hit where the opponent is more or less getting juggled by the ground magic series. I noticed that happens sometimes with Cap as well (usually from a shield slash) and the opponent would invariably drop out when I switched to the standing H. If you stick to either completely standing or completely crouching the opponent has a much higher chance of staying in combo. There is a definite difference in damage, but I feel like the enhanced reliability in midair juggles is an acceptable trade off. If you can score a standing jab series, obviously this is best base, but if you’re starting from cr. L I think it’s better to stick with cr. unless you’re sure the opponent is on the ground.
First of all, I just wanted to say that your combo is brilliant Ken. I’ve been rocking it the past couple days and have it down remarkably consistently. I have just a few things to add:
- the combo can be done from a crouch L in footsies, but in these situations the combo should be slightly altered to only have one stand M for scaling purposes
- while stand H gives more damage, it pushes the opponent much further back than crouch H. Considering this combo takes up a huge amount of screen space anyway, this should make it more applicable
- I always have trouble hitting the last H, d+H, L shield slash, so i have found that just a single d+H is enough to get the job done
- This combo is actually not that hard, the key is all in hitting them at the top of your shield slash after the second time you land
- This combo can be stopped for an even easier version that will give 6.5k worth of damage by substituting a HCS for the relaunch. Considering 6.5k is enough to kill a lot of people in a lot of situations, it is something to note. This “simple version” if done with Lvl 3 x factor will kill thor from full health
if you’re ever comboing somebody and want to kill them for sure do shield slash loops. it’ll kill every character at any level of x factor if you end it in a hyper and will net you WAYYYY more than enough meter to use a hyper starting from zero bars.
for real - if you’re going for a kill dont mess around, shield slash in the air forever.
While this is a good point, I just think it is really useful to have a kill combo that transitions from the start of your bnb instead of trying to get out a dedicated kill combo.
they do transition from the start of your bnb incredibly easily - even if you’re just doing something c.h h shield slash you can easily easily EASILY combo them into shield slash loops
it combos out of everything unless you’re in the corner without an OTG assist.
Corners: America’s only weakness
i dunno if this was found out before, but when in lvl 2/3 x factor (IN THE CORNER)cap can juggle opponents with cr ABC, H.SS to bnb. also on lvl 3 x factor after they get juggled, they can be juggled for lots of light charging stars depending on execution
in level 3 x factor in the corner if you do a charging star off a c.H you can do l charging star c.L l charging star c.L l charging star c.L l charging star c.L l charging star c.L l charging star c.L
i don’t remember how many times but i have a video for it. and that leads to hyper and that kills everyone. so i had forgotten about that one
good show.
i know…but linking the c.L was harder than just maintaining a pattern for charging star. well either one works.
charging star can only be linked a couple times w/o the l - i find the l easier… but eh - i haven’t plugged in my xbox in a couple weeks because of finals.
What shield slash loop are you talking about gimpy?