Adamantium vs Vibranium: MvC3 Combos, Resets & Maximizing Damage Output

I’ve been scouring his thread, but haven’t found any Air Throw combos with OTG assists or just combos with OTG assists.

I feel Air Throws are one of the most important aspects of this game as it is a sorta of “get off of me”.

I have a modified of the Brady guide’s Air Throw Combo:
Back Air Throw, OTG Assist, land, M, H xx H Shield Slash, jump, M, H xx M Shield Slash, land, H xx L Charging Star xx Hyper Charging Star (or Final Justice). Combo does about 510k off of an Air throw!

When I’m near a corner and Back Throw into the corner, I throw a Backflip back into the corner during the OTG hit (I use Deadpool) and skip the M, H and just do H Shield Slash. M, H makes the timing tighter and this is the Brady Guide’s combo.

I like to use this combo when I reset with a jab during the Brady Guide’s BnB: c.L, M, H, S, superjump, M, d+H xx L Shield Slash, land, jump, M, H xx M Shield Slash, land, walk forward, L (to reset them), dash, jump, Back Air Throw, into above combo.

I’m pretty “by the book”. That stuff works! Of course they could tech forward, and be pressing buttons, but I love it when this all works. :slight_smile:

I try to get in as many air throws as I possibly can with Cap, but I don’t go for the OTG very often ESPECIALLY online. I spent a good portion of time in the training room working with Wesker’s OTG assist after an air throw. I don’t know if it’s me, but for WHATEVER reason it just seems very very very inconsistent on whether or not the gun will pick them up. Perhaps I was trying on the wrong size person, perhaps it was just a REALLY off day (I like to think I have quite good execution), but whatever it was…the pickup was just not consistent enough for me to mess with no matter how I did it. (forward throw, back throw, up high, down low, mashing assist, timing assist, double tap assist, triple tap assist, etc.)

I now just use the opportunity like I would in SF, and just focus on wakeup pressure options instead. Either way it’s a gamble right lol?

Kei

I can only get it off of a back throw, but I’ve managed to do it consistently. Not online though.

I just dont think Cap pressure is that scary.

The Guide says it is close to impossible to OTG off of a front air throw, “stick to back air throws”.

I believe it mentions that deadpool is also the fastest OTG assist in the game. I get the OTG consistently online (normal jump height).

My team bases it’s game off of air throws (Cap, Ryu, Deadpool - I stole this team from someone who beat me with it. It’s such a fun team!) i usually only do level 3 hypers with this team. But the team DHCs well too! Hyper Charging Star into Shinkuu Hadoken or Air Shinkuu Hadoken Downward into Hyper Charging Star.

The only problem is no get off me assist for a dominating rushdown. I use Stars & Stripes / Shoryuken sparingly and mix that up with air throws as they are in the air. :slight_smile:

Okay I spent a lil time in training today to work on plink dashing, and the air throw issue we’ve been talking about. When using Wesker I was correct in thinking I tried it against the wrong person…cuz it hits almost nobody lol. You CAN hit some people, but because Cap throws straight down…and Wesker comes out so far, the gun misses most times. That was on front and back throws vs a lot of the cast.

Big people it’ll still work though, so keep that in your back pocket. :slight_smile:

Kei

Hi, Cap players!! I am mainly a Haggar and Hulk player in MVC3, and I recently discovered the joys to play with Captain America and his harassing shield based combos and assist attack!! Lovely!!
I am trying to do as much damage as possible to my opponents after launching them into the air via H Shield Slash or Stand S, but I was wondering what were the combo possibilities of the H ver. Shield Slash while in the air? Is there still infinite combos with this move? Do you think Cap and my “Chests of Steel” characters can really help each other? Surrender is not my vocabulary, pal!!

Hello everyone.

Currently i’m running Cap/Viper/Sent and it’s working fairly well.

Mostly, it’s because Viper gives cap a corner vortex. [S]and because sentinel[/S]

No meter, Viper Seismo assist

c.lmh s hjc j.mmh d+h s Assist j.s

you can do several things after the j.s.

Airthrow:

Nice if you want a solid kill, but does not as much damage as some of the other setups.

j.m (blocked) backdash (delay) cartwheel

The delay is optional, if you want to get back into midscreen, omit the delay, if you want more corner action, delay the cart.

I would like more input on this, because I believe this has potential.

had one of “those” moments today when I had some Zero play in the corner and hit him with a c.L… since I can’t get those corner relaunch combos to work online, I just went for cLsMsH > L Charging Star > Skrull Orbital Grudge > [L Charging Star] x 3 > HCS… does 615k dmg, 676 with a j.S instead of c.L… I can only imagine his facial expression when he got hit be 4 charging stars in a row and a HCS to finish him off :slight_smile:

So I was playing around, and got frustrated with trying to do Captain’s corner BnB. I’m trying to do it because what if I find myself with Capt by himself… and in the corner… If I do, I’m doing something wrong with my team, but I still need to be ready for anything.

Regardless, I got this instead:

I played with the Bradygames (but performed by Trag13 on a video)“Buktooth” combo and I mixed it around a bit and made an ‘advanced’ BNB made for middle and tall characters I’m not sure if it will even work with the small characters because of the strict timing and hits.

Two Charging Star :l: at the end damage = 657-668.800 Damage depends.
Three Charging Star :l: at end damage = 687-692.200 Damage depends.
You gain - 1 and 2/3s of a meter, meaning if you pull it twice in a row you can do a level 3 the second time instead of Hyper Charging Star
After every jump make sure you jump forward so all hits connect you can also remove St.:h:if your having trouble in the last part but damage is decreased
657.400 Damage without St.:h: and two charging star :l:

Cr.:l:, Cr.:m:, Cr.:h:, :s:, J.:m:, J.:d::h: xx Shield Slash :l:, Land, Jump again, J.:m:, J.:h: xx Shield Slash :l:, walk one step forward, St.:h:, :s:, J.:m:, J.:h: xx Shield Slash :l: here is the tricky part, you should land and after that do Charging Star :l: xx Hyper charging star (if you jumped straight instead of forward in the last part your charging star will be a tad bit away from the opponent. their is always enough time to do 2; if your in the corner by 2nd charging star a 3rd one is possible to increase your damage.)

Hey guys. I’m working on this simple BnB from Trag…

cr. L, cr. M. cr. H, Shield Slash (H), air H, air Shield Slash (M), st. H, S, air M, air M, air H, Anti-Ground Kick, S

I was able to land it one or two times on Tron Bonne in training mode. I decided to snap her out and try it on someone with a normal hitbox - Akuma. Now it just won’t work. Whenever I jump to do the air H after the air Shield Slash (M), he recovers too far away. What should I do here to remedy this?

The timing between j.H and the med shield slash is a bit tedious. You really have to buffer it and launch your shield IMMEDIATELY after your foot makes contact with their face.

Instead, after the grounded heavy shield slash, do j.M j.H xx med shield slash. At least you’ll have time even before the j.H hits to buffer the qcf motion.

Quick little nitpick it works on I think all of the characters, if I’m not mistaken the parts on [ ] can be changed for the following

Tall characters:
J.:m:, J.:h:

Okay I’m not sure why everyone keeps saying HSS does more than HCS. I did some testing here.

I tried 3 combo variations and ended them with all 3 different supers, and each time HCS did ~5k-15k more damage than HSS did. Maybe it’s just me, I dunno.

By the way, I’m trying to find the most damaging combo I can with Cap (no assists) and this is what I have so far (pretty much a “modified(?)” ken combo, not claiming to be original here):

j.:s:, :m::m::h::s:, sj. :d::h: xx :qcf::l:, j. :u::h: xx :qcf::m: (land) :qcb::l:, :s:, sj. :h::d::h: xx :qcf::l:, s:h: xx :qcb::l:, :qcb::l:, (SUPER)

Hyper Stars & Stripes = 760,700
Hyper Charging Star = 767,400
Final Justice= 1,024,700

My friend was not happy when I hit his Magneto with one combo and DHC’d HCS into Zero’s Rekkoha and OTK’d him. :stuck_out_tongue:

It’s because of damage proration and how many times it hits. By itself, Hyper Stars and Stripes does more than Hyper Charging Star. But because it was used in a combo, the damage on HSS goes down to about 33k per hit, but hits 5 times. With HCS, you get double the hits but degrades itself to 20k or less, depending on how far your combo is (the one I’m using starts the hyper on the 18th hit).

Hey guys, I’m working on a combo exhibition that I will be posting in a couple days. Its a bunch of combo’s i’ve come up with for Cap and most of them use no assists lol. I’ve really went all out on the relaunch combo, there are soo many things you can do after it lol. I think you guys will love the video.spoiler Oh yeah. . . .and who said you cant combo into and out of shield slash in the corner? :clown:<— troll face spoiler

I’m excited :smiley:

And I dun it :smiley:

Its here! lol I hope you guys enjoy it, it took me a long time to edit lol. :smiley:
[media=youtube]8M54F_V7_nA[/media]

holy mother of GOD. Good stuff with the combos ken.

Thanks for showing some new stuff ken!