Must knows for CapCom players

Captain Kick can be used for a quick cross-up attempt when using assists such as drones.

Only use the sweep when you ‘condition’ the opponent to block high OFTEN.

Jabs to tick the RK throw when close…mix it up with block strings into Sho for good chip/pushback.

Never do Captain Fire without some sort ov cover for even if it’s blocked you’ll surely die.

CapCom strat vs Sent HSF: c.FP through the first set ov drones,Corridor thru the second set, then Captain Storm thru the third before Sent has enough time to recover…iirc…

CapCom infinite against sent (not as easy as it looks, trust me!!):
<nj.RK, land, nj.LK, nj.LP, nj.RK, land, repeat>
The timing on the three hits must be spaced so that by the time you hit the apex ov your jump you’re coming down with j.RK at about Sent’s neck level. Any higher and you won’t cause enough hitstun for the next set ov hits to combo afterward. This infinite isn’t very practical but if you’re able to master it it makes your j.FP/RK attempts on a standing Sent a threat.

he is fucking invincible during qcb+p…ugh!

the worst one was when the explosion ended, but he still had his arm in the ground, psylocke went straight through…no hit at all. That was the most ridiculous (out of the many other ridiculous displays of his invinicibility)

with drones backing him up, he is a force to be reckoned with. even 1 on 1, he has a lot of tools…

yeh, i’ve noticed a little trend of some santhrax players bringing out capcom on point just to take advantage of those afore-mentioned tools. in some situations, this is not a bad idea

IIRC, psy assist misses because capcom is too low to the ground, not because of ‘invincibility’.

a crouching strider also dodges psy for the same reason. he’s a small sprite.

hes not invincible, instead of short do something like c.rh with mags, it will prevent it from starting, ive even seen c.lk beat it on startup several times.

time that shit 2 counter his corridor

pretty funny when ur fighting vs magneto and he just dashin in clk vs capcom assist

EVO East GF set 1 - Justin misses unblockable on commando - commando lands - Sanford hits the Rocket punch follow up with qcb + P …super DHC to Hail

around 2:47

The knock-back off a Capcom assist isn’t instant. Knowing this lets you combo off it in some situations you otherwise wouldn’t, and makes it possible to use as a combo extender and or igniter. Let me give you some examples…

Amingo-y, Capcom-b, Sentinel-y
I’ve done combos with Amingo where I called Capcom-b, dashballed, and vertical vinebladed mid-screen, and the vine super will now combo every time without exception on everyone perfectly. Because the hitstun is so massive, I can DHC in any order with this team.

BH-Capcom
Drop Capcom, and block. If they eat it, wait, inferno XX HOD
-Vs Magento specifically, his hitbox thins at a part that makes this very hard to time, but it’s doable.
-This works on the majority of the cast. It doesn’t work on Sentinel

Cable-b
Knowing this, you can easily study what a hit looks like vs a blocked one, and AHVB someone off any random Capcom hit before the flyback starts for all their health. You can’t do this from the ground if you want to AHVB right away, you’ll have to jump first, and wait for the Capcom hit. That said, you can wait, see if they get hit, sj hp, and AHVBx3 them if the hp hits them. The air Hp can combo off the Capcom-b assist almost every time, it’s just hard to time. Nobody besides me did this when I was a tourney player.

This is just a few examples. It should be common knowledge, but it’s a definite must know IMO.