^ That’s what I meant
I see.
The ability to combo a Shield Slash (SS) varies on the distance between you and your opponent. The weird part about Shield Slash is if you’re too close or far from the opponent, the Projectile won’t combo into two hits. The 2nd hit of the Sheild Slash is what causes the hit stun.
Assuming the opponent is on the ground, you’re within dash range, and you can successfully combo two hits off the projectile, off a jump height l.SS you can convert it to a general BnB combo that can do around 700k with 1 meter (i.e., a.L SS, L, M, H, S, s.j., H, u.H, L.SS, land, j, u.H, m.SS, land, L. Charging Star(CS), S, u.H, L.SS, L.CS, L.CS, Hyper). You just have to make slight combo adjustments to account for 2 extra hits (as opposed to 1) off the Shield Slash.
Off of a far range SS where the opponent is to far to dash in, you can usually connect an H. Charging Star to combo for a quick and dirty 200k damage (Memory is a bit foggy on actuall damage) . From there, with timing its possible continue with a Hyper Charging Star to stack around 450k damage.
Is it at all possible to combo after a throw or air throw? Sorry if this has been mentioned already but im missing tons of opportunities because of it
As of Vanilla MvC3, Cap can’t solo combo off any throw. He’ll need an assist to OTG (i.e., Wesker’s Gun), or an assist setup that Cap can toss the opponent into (i.e., air throw into Chun assist).
In Ultimate MvC3 one of his Shield Slash attacks will OTG, opening up more combo options.
I’ve always had issues comboing off of the front air throw at least with Wesker’s assist. The spacing is just weird and the assist just whiffs. On the back air throw, I can use the OTG without an issue. Am I just doing it wrong? Also, Off the top of my head, I don’t know how Samurai Edge interacts with Cap’s ground throws.
Here’s a combo with my Cap team
[media=youtube]bWO3a3_mtyg[/media]
I cried a little as I watched that. . . .beautiful soldier. . .just beautiful.
I’m confused, what is the generic BNB for cap out of corner?
KEi mentioned something like :l::h::s: sj :h: light ss land jump :h: m ss land l cs, :s: sj
d+:h: l ss land l cs :qcb:+:atk::atk:
Gimpy has something in the video section that does :l:cr:h: :qcf:+:h: jump
:h: l ss land jump h ss loops
and then Ken has a few of these combos listed above.
my question is, which is typically more consistent 1)combos that start with launches off of :s: 2) combos that start with launchers off of h shield slash, 3) something else?
i know u guys like to mix it up, but i prefer to keep it simple. i am willing to learn the more complicated combos if they work consistently on the bulk of the cast… opinions?
LOL thanks i might do a full combo vid for this team soon so yea look out for that
[media=youtube]8M54F_V7_nA[/media]
the combo at 0:14 seconds is probably as generic as your gonna get from a normal :l::h:. . . .but if you want to maximize damage you can add an :s: after the first charging star as shown at 3:16. . . .besides the stars and stripes at the beginning of course lol.
as for a combo from a launcher that is generic and easy to pull off on the entire cast is the combo at 0:54, but if you want to maximize damage i would recommend the combo at 1:49
I made a combo video with my secondary team of Dante, Captain America, Iron Man
[media=youtube]I5fCLxBfciQ[/media]
Nice combos man! Your really creative with cap’s assist and it also seems like you’ve mastered my relaunch combo also! Your dante and iron man are just too much lol. I dont even know where to begin lol. Great video!
I’m having a really hard time getting the full 420k for H Charging Star into Hyper Charging Star as a projectile punisher. Is there any trick to it? I keep coming up with 350k or less, I’ve only managed 420 a few times.
I posted this on page 6. All my game is taken from the Bradygames guide:
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.
I changed some of my strategy since then. This is inspired by Gimpyfish:
I stopped using “walk forward, jab (to reset)” and replace it with a j.u+H after a Shield Slash in a combo. This seems to put you in better position to airthrow or jump loop!
This is the part inspired by Gimpy. I saw in one of his videos, he used this instead of completing his combo. j.u+H (to reset), land, jump, L, H, S, land, L.Charging Star xx Hyper Charging Star.
I took it a step further and used the air-to-air combo in the guide to this: j.u+H (to reset), land, jump, L, H xx M Shield Slash, land, jump, M, H xx M Shield Slash, land, H xx L Charging Star xx Hyper Charging Star. This assumes midscreen. For corners, I’ve actually gotten this from mashing: (after reset) jump, L, H, S, land, S into combo of choice.
P.S. I read the Deadpool Otg Assist is faster than Weskers Otg Assist by 1 frame. Weskers Otg assist hits at a weird angle for me making it inconsistent.
I gotta an (probably) idiot question. I can make the SL infinite with a X Factor 1,2 ou3 in the training mode. But playing online, never works! Never! Maybe it’s the lag but I really think that’s something else. Even with no lag the opponent escapes on the first air SL. Anyone knows why it’s happening?
It’s most likely the lag itself, HOWEVER the other cause for dropping it is the other characters positioning. You have to make sure the shield will be in the right place for each hit (thus you use the different ones sometimes), but since you’re online you have to be extra careful with using the loop.
I’ve not tried to use it online yet for those reasons, I’m too afraid to waste an xfactor when I already know I can deal big damage w/o using it. I’ll eventually try it though when I’m fighting with a good connection.
Kei
i think i’ve found an easier way to land the corner combo(not quite the relaunch stuff that ken does) that atleast ends in a HCS.
from all the cap corner combos i’ve seen it’s been
d.:h: or
:h: d. :h: then :l: d:h:.
then i tried :l: d:h: link to :l: d:h:. and i’ve been pulling it off a lot easier starting the air combo with a sj. :l: seems to make the combo easier for some reason.
tested it on doom, ammy, x-23, wolvie and the timing for it doesn’t change. i was like …IT WORKS! but still needs practice though
EDIT: figured since i’m using drones to keep charging star relatively safe, it allows me to change doom assist to missiles. here’s a combo i just made, tell me what u think or another way i can change it. Maybe i can use hidden missiles in the early and go for a normal :s: relaunch and then finish with the sentinel assist juggle into hyper charging star into dhc? what u think?
[media=youtube]IK9QmmYGkTs[/media]
Man i’m freaking getting my ass kicked in tourneys and its partly because i suck with captain america but i also think its because i lack an efficient assist tool to help me with cartwheel mixups. truth is, my cap gets blown up every game right away.
anyway, gonna try some cap/doom/sentinel so that my TOD’s with doom/sentinel are much more bar efficient and so that cap has a solid way of starting mixup. I have attached a combo here that uses drones midcombo (i dont know how often i’ll get this off since most offense will start with drone mixup anyway). any suggestions on how i can optimize it or even change it? trying to think outside the box, was trying somethign that had drone assist then relaunch, but that was pretty finnicky with timing.
[media=youtube]740pfSEV7nk[/media]
Keep your head up Ken, Cap is pretty awesome (and I personally think slept on too much), but he DOES take pretty serious knowledge to get the most from to keep you from getting blown up.
I don’t know if you look at much frame data, but I personally believe it’s hugely important if you want to play Cap at his best…he’s a guy that you HAVE to be ready as soon as you know there is a chance to punish. Since his fastest normal long range normal is his c.L (4 frames) you have to know when you can use his next quickest long range move…charging star (5 frame startup). Also using stars & stripes (5 frames + invincible almost entirely) is something you have to look for (teleports, divekicks, etc.).
All that said you have to always make 100% sure that when you’re using shield slashes (which is prolly a lot), they are SAFE times or you’ll die very quickly. I think the 2 that should be used the most are tk L.shield slash, and M.shield slash (kara slashes reach full screen distance). Normal jumping slashes are good, but remember you don’t recover until you touch the ground…which can be a long time in Marvel land lol. The tk L.shield slash recovers as soon as you touch the ground, so since startup is 15 frames you only have a 1 frame recovery once on the ground. Sadly doing the other slashes using the tk technique are nearly impossible due to the height restriction on throwing slashes (boooo!!!)
Also it might help you to remember (if you didn’t notice) that the shield returns to Cap however he is…which means that you can sorta control it a little. If you duck then the return will be lower, jump…it’s higher, etc.
Your drones are good for cartwheel mixups as well since they take such a long time on the screen. You can go for multiple cartwheels instead of just one, like start a very short blockstring xx cartwheel, cartwheel. (or something like that) I also get a bit of mileage from using his ‘instant overhead’ j.L when in close since you get 2 air moves with him.
I sometimes use that to reset the opponent, then a brief pause before using either j d.H or S. You can use this as a crossup depending on the timing of your attack…might help you out, even if they block you can land and throw them immediately. If they tech the throw, then you’re still going to be +2 advantage on them.
That’s what I’ve got off the top of my head just getting home from work (literally lol)
Now for your combo, I think that it’s a smarter bet to go for the Cap relaunch instead of calling Sent drones when you do. If you do the relaunch then you can jump, d.H xx L.shield slash, (land) drones xx L.charging star, L.charging star xx Hyper Stars & Stripes, Sphere flame. That should give you quite a lot of damage, and then you get your Doom w/shield slash assist.
That’s of course theory fighter right now since I’ve never used Sent (I refuse to use him or Modok lol), but I’m 95% certain that will work, and build your more meter than what you’re doing now. Cap can build lots of meter if you need him to.
With the idea I mentioned, you can also look for a reset options instead of using the Hidden missiles in the combo. (better used elsewhere or probably without the 2nd meter burnt for less than 900k) Maybe you can use that for a reset as well, but I use the beam assist so I haven’t tested that yet.
Tag…you’re it
Kei
Yeah i just messed with sentinel the other day because the drones allow for that mixup u mention. since its not a true drone block string, i can get one or two cartwheel mixups in there. It might just do way better damage to go from hyper charging star into sphere flame as opposed to all the fancy juggling i do in that combo.
if i’m not right in there face or a full screen away, that is where problems start. like if i’m 3/4 away and i try a tk shield slash, wolverine jsut berserker slashes me, wesker teleports, x 23 just dashes right under etc. I dont know what it is. It just feels like if i dont have an assist out, i shouldn’t be in the air period. Its something i really need to get used to and just mess with. interestingly enough, i was messing with cap/task/doom last night and the horizontal arrows helped A LOT with cartwheel mixup and charging stars as they come out so fast. its easy to make them hit very ambiguous with your carthweel.
my fundamentals with the character suck, and i need work on it. But i also need a strong set of assists to make this work. whether that means sticking to spencer or picking up sentinel/taskmaster/amaterasu/haggar/whatever, i dont know. but i’ll keep at it!
Thanks for the advice and if u figure out how to optimize anything else in my combos, let me know.