As Capcom have said they believe Ultimate Marvel Vs Capcom 3 needs rebalancing and they are interested in the input of the players, I thought we could have a Captain America specific adjustment discussion here. This can be for old and new Cap users, Cap mains or those that use him casually, and those who would just like to share their input on what changes Captain America should get or you could even suggest any new moves you would like Cap to have. Input isn’t even necessary; you can just check this out to see what people are suggesting. Hopefully we can get some good input and if any changes are made, they can incorporate some of our ideas.
To get this started, I’ll mention a few of the balancing ideas I think Cap could use (suggestions are in bold, explanations are the rest):
Lower float on Hyper Stars and Stripes- This is mainly to give Cap a practical DHC away from the corner as it is difficult to DHC from hyper charging star midscreen with most hypers.
Number of shield slashes per combo be subject to hit stun deterioration, rather than a number limit (3-4)- I believe you can only perform 3 shield slashes per combo (excluding the :l: OTG shield slash). I’d like for this to be instead subject to hit stun decay as shield slashes are already subject to damage scaling anyway. Would give him a pseudo-loop similar to his Vanilla versions, as well as possible x-factor shield slash loops. Though if meter building is a concern, they could reduce the meter it nets, similarly to (but not as bad) as Hawkeye’s hunter loops.
Off-the-ground (OTG) :l: shield slash always connects fully; more hit-stun to allow for follow up- Even if it was only the tiger-knee :l: shield slashes, I’d rather both hits were always guaranteed, with enough hitstun to follow up on after with his charging stars, for consistency. This is as even if you may currently have enough hitstun, the spacing could throw this off, and spacing is affected by numerous things, including opposing characters weight so it’s hard to definitively measure consistently.
Standing :h: moves Cap forward- Though it’s been a while since I’ve played around with it (no pun intended), I often found that at near full-length, although Cap’s standing H would connect, his return position would be too far away for his :s: to connect after. Moving him forward on the recovery of his standing :h: would remedy this.
push-back on his stars on stripes- His only real ‘get off me’ tool and a great anti-air, it could push the opponent back, on hit or block, to help his spacing, as he can’t convert off this even with assists anyway. If a trade off is necessary, you could increase his recovery time (on whiff), so that mis-timed stars and stripes could be punished slightly easier (though I’d rather it just pushed the opponent back without any risks lol)
anti-ground kick :d: + :h: hits deeper- will help with his infinite could potential give Cap a ‘Ricky Ortiz’; an instant overhead-ish move off x-factor canceled (air) normal
shield-slash draws opponent in slightly on hit/block: This would be so Cap can pull people in a little, to help (give him some) corner and incoming mix-ups.