Enemies of the State: Matchups thread

Glad to help :slight_smile:

Kei

I find Caps hardest matchups to beā€¦
-Magneto due to his great mobility and rushdown potential.
-Hulk due to his ability to all but eliminate my ability to use air shield-slashes w/ his charging/rushing moves.
-Other Caps, as IMO, it seems like whoever has the best TK-shield slash really controls the screen and the match.
-Taskmaster due to his normals having better than normal range, shield-skills ability to cover screen and blow up shield slash, and his reversal hyper.

There are other matchups that iā€™m sure are not in his favor, but these are the ones i personally have the hardest time with.

Any tips for dealing with Wolvie and Zero? I get blown up by good Logans all the time when theyā€™re backed by Drones. Zero is more manageable as I can airgrab him and hit shield slash confirms from anywhere, but any specifics?

I usually have a basic strategy to deal with things as I donā€™t like to over-complicate things lol

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[] You can try and avoid the drones by super-jumping over them and using Capā€™s double jump. But you have to be careful doing this as you can get air thrown, and you can still gt crossed-ā€˜underā€™ by the point character.
[
]Chicken block the drones. If I have to block the drones, Iā€™d usually rather be in the air as it will minimise the mix-ups Iā€™m open to (i.e. the high low). But you can still get crossed-up, and you can get thrown if youā€™re not in the block-stun of the drones.
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[]ā€˜Ignoreā€™ the point character and directly attack Sentinel when heā€™s doing the drones, or use Shield Slash to attack him. May be a bit hard lol, and leave you open to Wolverine and Zero. But if done smartly you get to do some damage on Sentinel and he wonā€™t be called as freely.
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[
]React to drones with your own assist call. I use Disruptor as itā€™s starts up fast and destroy the drones when they are out. But it may be better to have a more longer lasting, durable beam assist such as plasma beam, or a projectile nullify assist such as Akumaā€™s Tatsu (b) assist.
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The other tips Iā€™d give is to on improve your own fundamentals i.e. your blocking, and spacing, and your game play. The lesser the errors you make, the better the chances you have of surviving lol :slight_smile:

Thanks man. Chicken blocking the drones seems to really help. Taking out Sent ASAP to mess up his offense seems to do the trick as well. How fast is Capā€™s snapback? Can you use it on reaction to Wolverine?

I think all snap backā€™s are 1-frame for every character, maybe 2 haha. Wolverine has a 4-frame standing, the same as Capā€™s crouching L, with 4-frames being the quickest time that any normal can start up in the game characters like Firebrand, Phoenix, Amaterasu etc have (if Iā€™m correct). Wolverine also has that annoying dive-kick which can option select as a throw. My advice would be to stars and stripes his dive-kick, which you could do on reaction in most cases. But also be weary of his standing light, which also anti-airs, and of course, the berserker slash mix-ups.

There are a load of useful things you could do with Cap on here which were told by much better players than me lol. One thing I will say is try to avoid using the Shield slash against Wolverine, as a good Wolverine will punish you during your recovery :slight_smile:

In Ultimate snapbacks got nerfed where it used to be 1 frame but now it is about 4 frames startup but does vary from character to character I believe.

I canā€™t beat Wolverine. How the hell do I deal with his mix ups? I advance guard him and it doesnā€™t help at all cause he calls an assist when I do it and applies even more pressure.

I have an online friend who uses Wolverine, Frank West and Dormammu and I find that I lose the match at the beginning of the round. He likes to come in and either option-select dive-kick/throw, (holds forward/back when he does Wolverines dive kick so that it will become a throw or tech if I jump), or go for the assist mix-up). So the first thing I would suggest is get into a position at the beginning of the round where you want to be. I try to establish a distance between us. You can accomplish this by mixing up your movement by walking away, jumping away or towards him to try make him guess where you want to be, and use your double jump to try and create a distance between yourselves. I try to stay away from Wolverine so as to not get caught up in a mix-up or opened up by him.

From there, the best way to deal with mix-ups is to try not get caught up in them. I try not to make it safe for him to approach me. I usually have a lasting beam assist (Plasma Beam or Bolts of Ballsacks) and I use them with Charging Stars, to try and catch him off. I SPARINGLY use Shield Slashes, and Iā€™d advice so too as they can be wavedashes under or super jumped over,and Wolverineā€™s mobility is so good he can literally super-jump from full screen away, dive-kick and be right in you face. If you are to use shield slashes, Iā€™d strongly advice having a cover if you do decide to use it, and use it rarely to catch the Wolverine by surprise and for zoning where you can.

Captain America has a 4-frame cr. L which is among the fastest normals in the game. But then Wolverine has a 4-frame standing L, as well as the dive-kicks. Captain Americaā€™s Hyper Stars and Stripes is a good anti-air, and when active beats Wolverineā€™s dive-kicks. Berserker Slash isnā€™t invincible anymore, so if you practice reacting to it you can hit him out of it. And also try to be patient, if you manage to guard against Wolverineā€™s block strings try not to remain inactive, jump away if you can but be careful of his divekick/airthrow.

Other than that, just try to get your game going and try not to be passive :slight_smile:

My team is Captain America/Vergil/Strider.
I only feel that I really need to be careful/change up my playstyle against two characters, assuming theyā€™re played well:

Hulk: Oh, shield from wrong distance? GAMMA CHARGE GAMMA CRUSH. You called an assist? GAMMA CRUSH STRIDERP IS DEAD. I tend to zone Hulk more instead of trying to apply my usual pressure.
Super-Skrull: Hey look, a stupid shield slashā€¦ELASTIC SLAM. Doesnā€™t help that he can kara the grab either. Probably the most annoying aspect of fighting Skrull. Also if I do something stupid-ish, and I have no meter, Capā€™s pretty free to meteor smash and random infernos.
Vergil: If I throw a bad shield slash, Vergil can come in behind covered by an assist and start up all his combos/left-right nonsense. I just gotta pressure Vergil from the start and not give him an opening to start anything. Or hope strider tracks Vergil.

Other than that, I have no significant problems with any other matchups. Ask a matchup, and Iā€™ll tell you how I, personally, deal with it.

THIS! This right here, lol. I just picked up Captain America a little while ago and I swear that I was having the same problems someone stated earlier against a Wolverine/Sentinel team. I was either getting hit by the drones or blown up by dive kicks and Berserker Slashes. You donā€™t even know how much I appreciate this advice right here. I play Captain America/Vergil/Akuma and I didnā€™t know Akumaā€™s Tatsu could go through Drones. I assumed it was only beams and I never felt confident calling Akuma during the match because of Logan. And I was attempting to hurt Sent, but Wolverine always catches me in one of his long, derpy combos, so I guess I just lost confidence in doing it. That and snapping him in was never an option because I could never get a clean hit on Wolverine. But yeah, Iā€™ll keep all this in mind and try to at least stop my opponent from calling him all brain dead like.

Any advice for fighting Wolverine with Cap though? Like, thereā€™s gotta be SOMEWAY to slow the guy down. I try Shield Slashes, but Wolvy tends to go under/over them because heā€™s all over the place.

Lol glad I helped. As for the Wolvie/Cap match-upā€¦ boy, all I can say is Iā€™m glad this is a team game lol. Wolverineā€™s really fast. His standing Light start-ups up in 4 frames (Capā€™s crouching light stands up in 4 too, but at least Wolverine doesnā€™t have to hold down first).

Be VERY careful when using Shield Slashes (SS) against Wolverine. You have to consider your spacing, and also the type of SS you use. Tigerkneeā€™d Shield Slashes start up fast and keep Cap lower to the ground, so try to use this with the others to try and catch Wolverine of guard. But donā€™t keep throwing them out as Cap users tend to do, as you become predictable and youā€™ve stated how it can be punished. Also, try to have assists backing you when you call SS. If Wolverineā€™s close, use Akumaā€™s Tatsu. Use Drones if thereā€™s a considerable distance between you and Wolverine.

Capā€™s Stars and Stripes beat divekicks. Iā€™d suggest doing this raw the first few times a Wolverine tries to dive kick you to let him no he canā€™t do it for free. But be careful when in the air next to him. His dive kick option selects as an air throw, so be ready to air grab/tech the throw. But if divekick happens to be active, BLOCK. Unless your behind him, donā€™t go to throw him, SS or nothing lol.

Also try to be active. Move around a lot, utilizing Capā€™s double jump. Donā€™t be passive, turtle and the rest as you just become a sitting duck for all Wolverineā€™s braindead pressure and mix-ups. Try to mix up empty jumps with Capā€™s air down + hard (anti-ground kick I think itā€™s called). And use your assists a lot more if necessary, preferably Tatsu. Use Capā€™s Cartwheel + Tatsu (American teleport) to mix up Wolverine. You could use the drones too if you manage to get them out.

Oh, and advancing guard his attack before berserker slash sometimes stops it from crossing up. If not, it makes it even more apparent where heā€™s gonna be as he has that little bit of extra distance he has to travel before it hits :slight_smile:

Hey Cap Players, I come to you with some Questions against how to deal with some very zoning heavy teams. I play two people offline at my local scene whose teams are dedicated to zoning and I have lots of trouble with. The first being Viewtiful Joe(voomerang)/Doctor Strange(eye of avacodo)/Sentinel Drones. This is annoying because Joe can triple jump charge voomerangs or continuously air dash chucking voomerangs while calling either strange or sent. The other team is Dr. Doom (Plasma)/Morrigan(harmonizer)/Sent(drones) pretty much the same concept, Doom chucks plasma and keeps away while calling drones to build meter in a safe dhc set up for morrigan mirror then bullet hell starts. I myself run Cap(shield slash)/Task(arrows)/Skrull(Stone Smite). The typical charging star covered by arrows doesnā€™t work is there any advice for cap to deal with heavy zoning teams?

I always hate these matchups myself but the way I deal with it (Iā€™m sure many people will disagree with this strategy) is either be patient and move in during gaps or wait till in range of a H Charging star and pretty much hCS, HCS and avoid allowing them to make space. Just make sure you do it within itā€™s range so it will definitely hit and donā€™t get predictable.
Against the Doom/Sent, instead of charging star you could go for air shield slashes close to the ground to knock sent so the Drones donā€™t keep you in blockstun in case of mixup/fuzzy guard. You can hope for a nice hit with a low to the ground air L Shield Slash but at the beginning of every match, you should aim to stay as close to the opponent as possible before the round actually begins if you know they like keepaway.

Thanks for the advice the viewtiful joe team is definitely easier to deal with and I think with morridoom I have to wait and get lucky. Both people switched rushdown teams and lets just say it was a whole lot easier lol

This I feel is the big weakness in Capā€™s game plan and you have to come with a plan and a proper team. I feel a lot of people get caught up in a good Cap set up team and ignore this bad MU .I have been obsessing about teams that can help fight this. So hereā€™s some suggestions in team and solo cap strategies:

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[*]Respect the fact at full range cap canā€™t do much. You likely wonā€™t be given enough time to dash or kara s.:h: to get into range and land CS. Instead make use of his super jump and then correct with a double jump. You can bait a lot of things this way and break up a pattern simply by doing this and blocking till you find a hole while taking minimal damage in the air. You must be patient though. Cap only needs 1 good confirm so donā€™t kill yourself trying to punish everything.

[*]Focus on a pressure strategy to prevent escapes. if you can lock them down with an assist you need a pattern to keep them grounded and enduring SS abuse. Cutting off a jump with a high Shield slash then using an assist to cover in front of you can be very annoying. The goal is to not give them room to start up or form a run away game once youā€™re in.

[*]Use assists that can cover air or are quick enough to pin them during an opening. RR(pendulum), doom(missiles), Strider(vajra), Task(V shot), Hawkeye(v shot), sent(drones) are very effective at anti air (drones linger and force them to fall into them). Hawkeye(quickshot), Magneto(beam), IM(beam, Strider(vajra), Doom(beam) are typically good ways to pin the opponent for a moment to get in.

[*]Make use of raw THCs. Cap is gifted with two short hypers with two kinds of invincibility, this means if you can cover assists while moving forward and be allowed to move freely during long hypers. Consider a second character with a fullscreen hyper from THC a great example is RR(pendulum) will pull out his minigun which lasts a VERY long time. At fullscreen and 2 meter I can activate this as a punish and whether or not Cap is in range to hit, he can run forward and do a combo that gains a full meter off the tail end of RRā€™s hyper and finish with a 3rd hyper you built for 700k-900k+ damage. You also have Sentinel and Ammy who will allow you to run around (sent on cap hyper whiff only) and safely roll around to fish for a combo follow up if you can cross them while blocking.

[*]Fish with normal CS and roll, then cancel to Hypers into a safe DHC. Take advantage of the invincibility properties of the forward moving moves to help put you closer, then cancel to the hyper to go even further. then DHC to something safe. Depending on your team this can give you options of being + advantage (doom finger lasers) and give you free pressure up close.

[*]Consider counter picks within your team and develop safe tags to get them out or start of match changes. I use to run Doom/Cap/Task with the intention of starting with Cap (putting doom second), but in bad MUs like Trish I would start with Task (putting doom as anchor). This set up keeps cap from playing anchor and gives me options.
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I play Haggar(pipe),Cap(shield cut),Sent(he only has one assist), and I ONLY have trouble with extreme runaway. Everything else is pretty easy.

I need help with the Doom matchup!! Idk why I am so free to dr doom but I just am! Nova and Hawkeye are supposed to do well against doom, but I always have so much trouble against him. And the Cap doom matchup is. . . . . .yeah lol. Any and all tips will be appreciated!

Doom isnā€™t so bad. He canā€™t really play his game against Captain. Air photon shot is annoying but doesnā€™t do any damage. Zeroā€™s a bigger problem. I have no idea how to play against a good Zero.

Zeroā€™s are more likely to run into stray shield slashes than Dr. Dooms are . . ā€¦ and yes the photon strikes do little damage, but after a while it adds up! I just think the doom matchup is all about how good youā€™re movement is