[media=vimeo]25484481[/media]
Okay in the lab again today to practice on general Cap stuff like recovery times, movement, etc.
I had an idea that led to potentially an easier significantly more damaging B&B combo. I also run his best friend Tony Stark, and I just decided to give this combo a little of Stark’s flavor (the way you do his most damaging B&B’s).
As usual I start from the c.L since it’s so fast, and his best option to start a solo combo on the ground.
Notations
c.L, M, c.H, S, sjcf, H xx L.shield slash, jf.H xx M.shield slash, pause, L.charging star, pause, S, sjcf, M, d.H xx L.shield slash, land, L.charging star, L.charging star xx Hyper Charging Star
Damage: 704, 300 (955,300 with Final Justice)
Meter: ~1.3 built
The combo works on everyone that I’ve tried it on so far including Wolvie, Sent, Ammy, Gouki, Task, Iron Man, etc.
The only notes that you may want to try to ensure it hits on the smaller characters is that after the relaunch just do sjcf, d.H xx L.shield slash (not the M before it). Since they are smaller they have a tendency to be too low sometimes for the shield to connect depending on how fast you did the rest of the combo. (just like all Cap combos)
My personal style leads me to do the first sjcf H very quickly after leaving the ground. That said you DO NOT have to do that if you want to have a bit more lieniency when doing the combo. You can pause, and let both characters rise if you wish too…but my way is more stylish. 
sjcf = super jump cancel FORWARD
Please note it’s important to jump forward when you sjc during this combo, but I do that for every Cap combo anyway. In order to get the first L.charging star, you have a short pause until the character returns to you, then you do the move so it will still hit. If you’re hitting the character with the L.charging star, and they are too low to relaunch it just means you need to do the move a tick earlier. For anyone having trouble with the relaunch portion, just note the timing is the same as when you’d do a 2nd charging star for the juggle. It’s pretty easy honestly so just keep at it, and try NOT to mash it out which can make it harder. You can hear my hands in my videos so listen for that part, you’ll see I only ever double tap for insurance on that part even though it’s not needed.
If you try to do it my stylish way then make sure you don’t try to do the air shield slash too quickly since Cap can cancel all of his moves into that…the normal hit will never come out if you’re too anxious. The best part about this combo I think is that it’s pretty modular, if you feel as though there won’t be enough room to finish it…switch things up mid combo to get to the ending quicker, or end it differently.
I’ve found quite a few ways to do relaunch combos, and other ways to launch the opponent. I’ve been working on a short version of a launch combo (besides basic LMHS, MMHS) that is safe for the corner when you only have enough room for one shield slash. I think so far I’m up to 609k (solo no OTG, 1 meter) with around 3/4 meter built. I know that is more, I just have to keep my mind open most likely.
Anyway, if you have any issues with the combo let me know, and I’ll be MORE than happy to help out. I think it’s easier than doing ken’s old relaunch combo, and a bit more practical since you start from a c.L instead of s.M, s.M opener.
Kei
(there are are couple of extra hits you can do during the combo, but for simplicity’s sake I did not include them as it’s only roughly 726k in the end, but becomes more risky)