Hi, Tekken player here trying out MVC3 so forgive the beginner question. In Cap’s “Shield Loop” launch sj.m,2h,light shield slash, land, j.m,h,med shield slash I seem to never get the 2nd jump in time. I hold u/f as soon as I land to try and combo the opponent as they come back off the wall but I’ve been at it for 2 hours and no luck. I’ve tried delaying the first sj.m to change the timing of the combo and came up short there as well. The combo vid is here [media=youtube]huP-8sIGrow&feature=related[/media] Any suggestions? Thanks.
That combo is c.L, s.M, s.H, S, Super Jump, M, D + H, l shield slash, land, jump forward, m, h, m shield slash, land, S.H -> Charging Star -> Hyper Charging star
So it seems like you’ve got the notation right.
Make sure you’re not starting the combo with the l, m, c.H, H Shield Slash, Launch because that causes too much hit stun and the loop you’re describing won’t work after that
So, I’ve been playing Cap, and he is one of my best characters so far. Jumping L Shield Slash is good against Sentinels; So far, the ones I have faced don’t have much of an answer to it. Great move in general. I’m using projectile assists with H charging star, which allows him to get in without worrying about being unsafe on block. I’m loving Arthur’s daggers for this purpose. Great block damage.
What I’m really having trouble with is finding a good jumping normal. Jumping S is just too slow. Cap’s normals in general are pretty slow, and I’m having a tough time with rush down characters. So far, his best defensive normal is standing L, but what is his best air attack? I’m thinking J.M.
What ever happened to that forward moving “dive-kick” like move he had? Maybe they took it out…
I’m liking Cap so far, though. He’s pretty good against big, slow characters and zoners.
No he has that kick, and they use it in the mission mode for Cap frequently. It is D+H (air).
Yeah, it looks like that kick has the same beginning part, but doesn’t have the rest of it. Meh, whatever.
Yeah its hard to jump in with CAP I notice this to. I sub his jumping L shield slash. I usually over throw it on purpose and wait for the hit back on return .when it hits on the comeback its usually right as I’m landing. Really helps against the projectile spammers
Yeah, J.L Shield Slash is great. I don’t use his standing versions outside of combos, though. I’m loving this guy.
Ok, good to know I’m doing the right moves, any tips with timing of the combo? After the jump, m, d+h, L shield slash I land and the opponent recovers before I can jump again and hit them with the M, H, M Shield Slash.
Thanks.
Make sure you’re not in the corner, it’s a midscreen only combo
Corners mess up his shield slash loops so they recover.
Other than that, I don’t know, the timing seems pretty lenient to me so I haven’t really had a problem with it, I’ll try it tonight when I get home from work again
finally played online. Cap and Chun were really shining for me. I switched my 3rd a few times until I went to Taskmaster and found his forward shooting assist being really useful.
Anyhow, I was noticing that my charging stars were getting beat out by a lot of things. Kind odd, I need to play around with it more cuz it could be my timing.
Timing is strange. That’d be my guess - the move works great to get through just be careful and keep safe
Has anyone completed Cap’s missions in mission mode yet? I’ve got them all except 9; I don’t know what to do from the anti-ground kick and onward, it seems impossible to connect.
Edit: nvm I got it, just wasn’t trying hard enough haha.
I’ve got a slightly extended Shield Slash loop worked out, and it is lookin’ sexy. I’m used to TvC’s annotation, so please forgive me for not having converted yet:
A B C S (sj) B C 2C 236A (land) (jump) B 2C 236A (land) S (sj) B C 2C 236A
That’s the main chunk of it. You can add an S to the end instead of 236A for oki/assist pick-ups, a 623C for some damage, or if you time it right you can get a 214PP, allowing you to DHC into pretty much anything for massive damage. With the super, it does somewhere around 75% depending on the size of their life bar.
The only snag I hit was Sentinel. He lands before you can get the relaunch. The solution I found was to add a second B after the sj, and now things work just peachy.
cap looks like an assist only charactger, strategy guide says his stars and stripes assist is invinc on startup…chris/sent/cap new team scrub?
I thought his hyper S&S was, but not the assist…I’m pretty sure Haggar has the only truly invincible GTFO move.
ah…its just the normal move…from the guide…
neverfuckingmind then kicks cap off the team
[media=youtube]hsJNrA3BGCQ[/media]
[media=youtube]2HRrTqNg4OU[/media]
been having fun messing around in training mode while i’m sick today =(
oh well. check em out.
also lol @ that XD
shield slash is a pretty good assist, I started out with him having charging star at first but I’m liking the extra spaced out hits from shield slash quite a bit.
[media=youtube]hsJNrA3BGCQ[/media]
[media=youtube]2HRrTqNg4OU[/media]
been having fun messing around in training mode while i’m sick today =(
oh well. check em out.
also lol @ that XD
shield slash is a pretty good assist, I started out with him having charging star at first but I’m liking the extra spaced out hits from shield slash quite a bit.
Something I have been seeing a lot is people who will combine a long ranged assist with a teleport to do a mixup and get off a lot of damage if the person blocks wrong. Between Charging Star, Stars and Stripes, and backflips it seems like Captain America can completely ignore this type of offense. Just how powerful IS Captain America’s defense in this situation?
So I really like Cap’s shield slash combos, but his corner game is seriously lacking on his own. I fixed this by paring him with an assist that can otg. Deadpool’s katana-rama is perfect for this because it comes out fairly quick, plus I love playing Deadpool. When your opponent is in the corner and you start a combo, launch them, do M, M, H, S, then call your otg assist as soon as you land and do any of Cap’s hypers just after the assist hits. If you do it at the same time as you call the assist out, the hyper will miss due to the opponent still being in otg state during the assist’s startup. The timing is really easy though, you just have to wait that split second longer until you see the assist connect.