MvC3: Final Justice! The Captain America Thread

I should be getting the game tomorrow as well, but might not be able to go into the lab until Sunday/Monday.

What I’m itching to figure out are good cartwheel crossups. Good assists and setups etc… Wasn’t able to find anything mid-match tonight at my local casuals.

Yes. I’d like to know if you can still link his s.jump jabs. In MvC2 you could do launch, jab,jab,jab,magic series. Does he still have anything like that?

I’d really like to know what assists you think are best for him, in addition to some backflipping.

Gimpy, see how far Kara-Cartwheel will get him across the screen and how far away Cap can be if he can cartwheel and be behind the opponent.

The karacartwheel I’m VERY interested in haha

Yeah, I have plenty of theory schemes planned up around the cartwheel. I just hope it’s as fast as I’m thinking it will be. I’ve been thinking about the different maneuvers I can get away with in tandem with a decent assist.

Actually, just this morning, I was thining of how it would work with a slow moving projectile like Spiderman’s “Web Ball”. Let’s say Cap is maybe a “Breakdance kick”'s length away from the opponent and the opponent is not blocking low. Do you think I could dash in for a few low hits (not an entire magic series, just something for some mixup opportunities), call Spidey out for Web ball, cartwheel behind the opponent (if the webball hits) and continue the beatdown?

At that point, it’s a matter of how the game dictates mixups from behind and in front of the opponent. If the opponent is blocking while facing the P1 side (<–), if I throw Web Ball and cartwheel behind them as web ball is still on screen and I make it behind them, will Web Ball hit or will the opponent block both me and the web ball while just blocking normally as he’s facing the P1 direction (<–)?

If the guy blocks everything from one direction, then that’s going to be a bit more disheartening and is going to bust up 85% of my schemes. Can you perhaps test that out for me, man?

It’d be much appreciated.

I had some similar ideas. Cap looks like he has better midscreen combos than corner so combo -> assist -> cartwheel behind in a corner -> continue combo sounds like serious (and very American) fun.

I have an early copy, the first person I’ve put time into learning is Captain America; the shield rejump combos are just too awesome

I can answer any questions you might have until you get a copy. The cartwheel works good, the downside is there is a bit of recovery on it so it’s going to be tricky to mix people up. Doing stuff like lmh -> Skrull tenderizer assist -> Cartwheel can be pretty tricky. Also, if the opponent has their back to the wall, the cartwheel actually puts you on the other side giving him nice mixup in the corner potential.

Sadly, the cartwheel only has 1 distance no matter what button you use, and you can’t cartwheel backwards which makes it really limited. I havent got to test how invincible it is at going through moves.

His pros are definitely fun loops involving the shield, a strong level 3 that is fairly easy to combo into, and a decent assist.

The downsides, he’s highly immobile; no double jump, no air dash. Only the cartwheel thats only on the ground. He needs some cover to get in, some sort of assist definitely. Also, once you launch people into the air, he has no good air finishing moves (no air moves at all except shield throw) so he has to end with an S to hit them down, but then has no rejuggle moves that I can find. Luckily I can pretty much get to the juggle limit for his combos just using shield throw loops so it might not be a big deal

I think In MvC2 he did jab, jab, jab, double jump magic series right? Without a double jump he doesn’t really have this opportunity.

For MvC3, I think mostly cap will stay away from launching directly into magic series hits. His BnB for me is like this:

cr L, cr M, Cr H, H shield Slash, jump, M, H, M Shield Slash, land, walk forward, launch, super jump m, h L shield slash. You can then juggle with uppercut for one hit or use this chance at a mixup. the last shield hit is kind of tight, its easier to do jump H, S and hit them back down to the ground

It’s a lot of fun and does decent damage, 40ish % I believe. You can even tack on a super instead of a launch for more damage.

It’s basically modified from one of his mission mode combos so it’s not that hard to pull off once you see it, and it has that same style of the double jump combos he had in MvC2

Ah, thanks for this tidbit, my man. I had pretty much surmised this from the videos and all. Sheild throw loops are interesting by themselves, but I plan on using them in tandem with some OTG goodness She-Hulk’s “Torpedo” to be exact. Since it lands them into the corner, I want to see if I can get that off and do some fun stuff. I can’t wait until I get my hands on the game. There’s so much I want to test out with Cap. Sitting around pondering about it just doesn’t work out as well. Lol

Just note that caps shield loops only work mid screen, in the corner they dont get hit by the return shield, so cap really shines outside of the corner.

If anybody finds anything useful in the corner let me know

Combo -> assist -> cartwheel behind -> combo works. Very sad about single cartwheel distance. Charging star > projectiles but it isn’t safe. Hyper charging star has MASSIVE invulnerability and is a great counter chip super. Cap can x factor in block stun to hcs. Stars and stripes has invincibility too - x factor hyper s&s works on most supers.

Cap has some solid stuff. Assists to cover cartwheels like projectile assists are good - you’ll probably want an AAA too. I’m using Arthur and hulk with cap atm but I dunno if its gonna stay. Sent works well too (shocker)

Can’t fibs that dive kick though.

You can also do just basic combos into charging star into hyper charging star

On the team khaos stream, I saw buktooth do the shield loop into charging star into HCS. damage seemed pretty good, too

The “dive kick” that people have been seeing is probably just his j.d+C, which used to be j.d+HK in the previous VS games (as someone mentioned before in the thread).

Thanks pimp willy the lack of double jump slipped my mind. lvl 3 supers dont scale so it must be great to end combos! Im becoming more optomisitc about cap.

Don’t sleep on cap

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Pretty basic stuff.

Wow, that’s pretty cool. Nice find, Vegit. By this logic, I’m assuming it’ll go through other projectiles IE EM Disruptor and Arthur’s crap?

Sure does. DESTROYS projectiles. Toooooo good. Well not really. But good! Hyper charging star for life - and cs->hcs for life too

Hmm, interesting! Although based on what you said earlier, Gimpy, I’m assuming it’s not too safe if you just go through the projeticle only to stand their like a goon. Luckily it looks like H CS covers quite a bit of space…

IMO, this seems like it’ll move up Cap quite a bit in viability if he can handle projectiles this well…