Try using l. cs, h. cs and on the third hit of h. cs cancel into hcs.
The individual character match ups against Captain America I struggle with are
Magneto- his projectiles can keep Cap at bay. Combined with flight, I hope to catch Magneto making a mistake- or try and throw him when he hopefully whiffs an attack lol.
Frank West Really? I find that Franks c.H-S leaves him at a range that I canât punish him. His normals seem to have priority over Caps. And how the heck does his crouching hard, the slide, trade with the charging star? And as he floats around, I have to be careful using a shield slash against him because he can cover the space if it whiffs.
Other than that, itâs just the usual assist and character pairings I have difficulty with such as Sentinel backed by hidden missiles, Tatsu assist etc.
The Magnus fight is just one of those fights where you have to be EXTREMELY careful, have good blocking (as good as you can in a nearly unblockable game anyway), and 100% be aware of your spacing at all times. It could be a bit of a grind depending on how the Mags is used, but if you see an opportunity to touch himâŚmake sure thatâs the last touch he ever gets!
Frank on the other hand, again I cannot stress enough that Capâs BEST punish option is NOT a normalâŚitâs his Charging star. They gave the move a 5 frame startup for a reason. The only thing faster is his c.L but the range is most likely going to be too far if the opponent has a good blockstring. Charging star on the other hand is fast as heck, and hurts A LOT due to itâs options on confirm.
Franks c.H is -8 frames on block, and his S is -7 frames on block regardless of what level heâs at. That is easily within the punish range of charging star if youâre looking to punish him. If you punish him even once theyâll usually think twice or three times before they commit to a block string. Youâre totally right about throwing the shield though. There seem to be quite a few matchups where you canât really get out a shield safely due to the opponents speed, range, or some other problem.
Just practice up on your spacing, movement, and unpredictability/bait skills.
Kei
Magneto it depends if he starts run away beaming try to wait for the hole and CS beam assist will force him to start thinking either rush down or flight if you control the ground⌠watch how the player likes to air dash n fly with him. I would typically chuck medium n hard air shield slashes on his flight path and if it misses I usually flip back the returning shield slash usually hits him trying to rush in. Like scare him with shield slashâŚif u manage to get him to block an assist. Throw a air medium over his head as assist ends. Itâs like getting into there head donât jump or fly like if u know he likes to super jump like so many magnetos. Throw and air HSS from a short jump. Just pumpin it out there makes them worried. Good cap timing you can take away what alot of characters like to do.
Do you guys have any advice for what a scrubby Captain America player should do against scrubby wesker/Dante players? They tend to teleport a lot, and someone told me you can airgrab them if you predict it properlyâŚ
There are definitely greater players on here who will respond later, but as Iâm online at the moment lol iâll share what I doâŚ
Jump around. Weskers and Danteâs I face generally go for teleport mix ups, or spamming of guns and projectiles lol. However if youâre in the air, it reduces the number of things they can do against you, i.e. you eliminate the high-low mix up, but they can still cross you up i.e. teleport to the other side of you, so be aware of their movement. But yeah, definitely go for air throws. I generally use Capâs anti-ground kick (down and Hard), but I also press forward or back when I do it so it also becomes a throw, just in case I meet them in the air haha.
But also try to be patient. Try not to press buttons if theyâre nowhere near you because they can catch you out with the distance attacks. And be careful with using shield slashes. You recover slowly from them and youâll become predictable
Avoid using shield slash to zone them out or anything like that, instead once you see them or anticipate when they are going to teleport, use a couple of st.L to hit confirm and get them into an air combo. Also if you are up against a teleport character that isnât Dante, you can actually cancel st.L into cr.L ON WHIFF so even better for hit confirm.
Another thing I do is that I like to chuck out an assist and use charging star as some players generally like to use a projectile assist at the same time to safely cross them up so you can avoid mixups. Heck even if they use something like tatsu assist instead of projectile, it is likely that you will trade and you will be in a recovering invincible state where YOU can cross them up depending on where you recover or you might be able to get a whiff punish in.
Really you need to be either very patient or extremely aggressive leaving them no openings so they donât have a chance to teleport.
SooooâŚmight as well as for peopleâs opinion on here to get their insight on this.
I fought against a Morrigan/Dorm/Doom user and suffered severe damage from her Clone Soul Fist assault + Hidden missiles. I couldnât come up with an answer to fight it at the time.
Youâd think you would be good since Cap destroys projectiles, but take in mind Morrigans tend to fly away from Cap.
Itâs also really hard to catch them while theyâre chucking fireballs at you from the air. Couple that with her ability to 1 frame cancel her flight and sheâs quite hard to land a free hit on.
While she has her clone active, fireballs from behind you are being launched, meaning that you canât easily call assists or convert to combo if one is closing in from behind.
What would you folks do to deal with this?
I played someone who had Morrigan and Doom, the first thing I did was walk into her, and when she flew and called the doom assist I charging star then hyper charging star him lol. But seriously, I try to close the ground on Morrigan at the beginning of the match, even before we can start attacking each other. I always try to remember to block high against her when sheâs in the air (which is what you should always do anyway lol) and I stars and stripes her when she tries going for the dash-S.
If she activates her clone hyper, safest thing to do is get to the opposite side of the screen and super jump above the fireballs, you can also miss some of the missiles of youâre able to time your jumps right. Or to just block on the ground in the opposite corner to her and take the chip until her hyper runs out. Thereâs going to be more (and better lol) options out there, but these are the basic things I do.
Whatâs your team? Others on here will be able to give you even better advice then I can, and theyâll probably be able to give tips on how you can use your assists to help in the match up too
I tend to run frank/ryu/cap, or cap/frank/ryu. Iâm already working on a counter strategy to this, but Iâd like to see other playerâs insight on this.
Frank with shopping cart, right? iirc, Shopping cart has projectile invincibility.
Anyway what I do against keepaway is pretty simple minded idea:
If they are in the air, use an air shield slash to bring them down.
If they are on the ground, charging star with an assist.
Since you run Frank, you could use the assist as a moving barrier against projectiles so close in and either take your chances with a M shield slash or just go for a Charging star into hyper for some damage. You can always use American teleports (Backflip) with the assist so you can just go past their projectiles.
If you charging star through projectiles while she flies away, try and back her into a corner and then use shield slash to bring her back down.
I recently realized a really nice yet under utilized tool Cap has, j.l. Itâs got quick enough start up to beat out a lot of footsy oriented characters like Ryu, Deadpool, Akuma etc. Also, even if its blocked, its quick enough to fit another in while airborne and links to c.l. This is important because during the c.lâs, you can assist call for mix up potential, or to backdash to get out and reset your strategy if needed. Cap is a viable option facing the 2 best characters in the game and if used right, can all but beat them both free (speaking about Wesker and Zero). The only 3 true problems I face with Sgt. Justice are Phoenix as normal Phoenix (if you play against a true Phoenix player, youâd see) do to instant teleports and her 3-4 frame lâs that blow me up super bad. Virgil due to his all but instant teleport and insane range on all his moves coupled with a good assist game. And last Ghost Rider, due to J.S, though his S&S I believe can trade with it, I need to lab to confirm this.
wait you find him good against zero? How so? I could use a lot of help vs zero in general.
Also your guysâ advice about how to deal with teleporting characters was fairly useful, I was able to airgrab wesker a couple times, among other characters⌠but itâs still really iffy. I guess I just need to try it out a little more.
Jump light and medium shield slashes work well to frustrate Zero players and then toss in (with a projectile assist to cover him) some medium charging stars. 1 touch with Cap vs Zero can end him with good execution, plus his health allows a mistake or two.
Not the Zeros I play with, lol. Lightning loops usually do the job with killing Cap. Most Zeros have Vergil or Dante, so good luck hitting a j.M.SS since either the rapid slash will hit you or jam session will eat your shield. I wouldnât say Zero is free. Heâs definitely pretty damn tough.
The matches that Iâve had success against a Zero (not necessarily win the match- Iâve beaten Zero than got lamed out by Deadpool before lol) have been due to me being able to frustrate them. I try to stay mobile, and in the air, away from Zero, occasionally trying to either air throw him or punish their mistakes due to their impatience. Iâd rather take the chip from the Jam Session assist then fall for one of Zeroâs hit confirms off a normal which has greater priority than my special moves lol. Forget winning, Iâd play for a draw against Zero any day lol.
Hello, donât actually play cap but I stopped by to ask a quick match-up question. A lot of my friends do the charging star xx hyper charging star set-up, and recently Iâve begun throwing them right out of the hyper charging star. Now what I would like to know is if this is a legit strat against cap, or if my friends just havenât figured out a way to deal with it yet. Im guessing if he cancels into stars and stripes it will beat out my throw attempt but other than that it seems pretty legit.
Yea Jak itâs legit, if the opponent doesnât have their spacing right when they try to use a beam w/ charging star to approach you can throw them during recovery. If they donât put you in blockstun properly before doing the hyper charging star, you can also throw them for it. Just make sure youâre in range, and of course donât mis time it lol
Kei
Also be careful of DHC with startup invincibility like Spencerâs Bionic lancer otherwise go for it.
Thanks guys, really good to know.