It seems like people in this thread are having trouble getting max damage with cap, this combo im posting does 685,200 with one assist and 1 bar
j.s, cr.l, st.m, st.h, s, sj, m, m, u.h,air l.slash, j.m, jd.h, air l.slash, cr. h, h.slash, j.s, otg assist, m. charging star xx hyper charging star.
the combo can top 700k if you can link a light charging star into a medium one off of the otg, the timing is strict because of the recovery but it can be done. Its also important the launch the opponent in this combo so that you activate flying screen of the second jump S to be able to land the otg
update to the previous combo. There is a variation that does 707,200, but if only works if the opponent is hit standing from the jump S. Replace the cr. l with st. l and do m, h, up h, in the air combo also replace down h with up h
^I have no problems hitting high damage mid-screen. It’s corner that I’m lacking ideas. I appreciate the info and help though GimpyFish, was just hoping for better stuff to be known in the corner with him. The X-Factor use is fresh though.
I think its better to just cross your opponent up out of the corner, as most players will try to do anything to get out of the corner anyway that plays to your advantage, you have 2 other characters on your team to deal good corner damage.
Projectile counter. CS goes through every projectile in the game to my knowledge. Probably works better with the right assist to help get into :h:.CS range. I’m sure someone has already figured this out though, just didn’t see a visual anywhere.
OK, so the string im working on start out c.L M c.H xx QCF.H (jump toward) j.M j.H j.S (land) M S j.M j.M j.H… from here im not sure which shield slash i should go into if I want to keep the combo going. Anyone with any experience here?
the only one i could even remotely imagine would keep it going would be low because of how high you go after a standard s - but you’ll be hard pressed to do much useful out of that string at the end! hyper charging star won’t hit that high, they’ll fly out, and the only way to get them to LAND after that combo is a regular charging star, but that won’t reach either
keep working on it though - i never really thought to do j.MHS after a standard jump - the S doesn’t knock DOWN that way - pretty clever!
you might be able to change the M S j.M j.M j.H into a H QCF.H charging star charging star hyper charging star
but i dunno i’m in a computer lab not the marvel lab =( haha
The gimmick i’m using heavily right now in the corner is:
Launch, mmh xx H.shield slash, land (you land significantly earlier than opp.), call akuma tatsu assist, cartwheel as they’re falling, c.m,s, relaunch into combo
It’s REALLY important to learn the different timings on this against different chars. Time it wrong, and both akuma and capam are eating a combo.
You have to learn to time it so that the hit is completely ambiguous as they’re falling, but you’re safe from any button they press.
You CAN do this if they air tech away from the corner. You have plenty of time to react to their direction. Simply walk towards them, then repeat.
I’m new to this game and I have interest in Cap. Can someone list for me the absolute easiest bnb Captain has? I’d like to start by memorizing that and then progress from there.
It doesn’t do much more than the “regular” bnbs that I’m using. In still going to be developing those because I think I can figure out a way to get more damage out of that loop. I’ll probably be using that in matches though.
You can OTG after hyper charging star with an assist an an XFC if you want to burn the meter (their last two characters for some stylish style points maybe?) which I think is REALLY cool.
Also you can instant overhead combo Sentinel without the need to use an assist to keep the combo going off the instant jumping light.
If you do an instant jumping MEDIUM and then do down+HARD into S you’ll be able to combo right off of that. Which is awesome. Also the spacing is strange on doing it - I’m not sure if you can do it when you’re RIGHT in his face but from JUST outside of that there are no problems at all note this position is actually more common in actual play than in training mode so don’t worry about it not being reliable lol
C.:snka:-C.:snkb:-C.:snkc: xx :qcf:+:snkc: (jump torwards) J.:snkb:-J.:snkc: xx :qcf:+:snkc: land, SJ, J.:snkb: xx :qcf:+:snka: land, S.:snkc: xx HCS
Does 577,000 damage, on smaller characters like Chun or Wolverine you have to change the 2nd part to :qcf:+:snkb:. Doesn’t work on Ammy, V.Joe or Arthur, but I have the “gimpy” loop for them.
just one more layer - standing H crosses people up and can be pretty tricky after an air back throw. Normally you’d otg into combo here but this way does more damage w/o the massive throw damage scaling and can also mixup after you’ve already used your OTG assist during the combo - like say you started your combo with a wesker/cap unblockable and can’t use him again yet.
what are you guys doing, ive posted notations for a 700k combo, i was hoping that would spark some creativity but im still seeing 600k. ill post some vids later