MvC3: Final Justice! The Captain America Thread

I’m increasingly fond of Cap’s playstyle; his mobility is pretty hilariously limited without the right assists to back him up, unless the other guy throws some laggy projectiles at him like an idiot, but once he’s in I get a real kick out of jerking people around with the multi-shield combos.

I don’t know how viable it will end up being in the long run, but at the moment I’m getting some decent mileage out of his forward jumping S. It has some seriously goofy crossup potential; play around with it in training mode and you start to see what I mean. I’m sure there’s a great ambiguous spot on it somewhere, it’ll just be a matter of finding it (and keeping the opponent close enough to whack them with it in the first place). It’s not the greatest option for opening people up, but without an overhead – and once people figure out that they can just smoke him out of unassisted cartwheels – Cap’s probably going to need a couple shenanigans to work with.

Not sure if this was mentioned before but you can Kara cancel H attack with cartwheel (S+A) and it goes alot farther than normal.

H is totally wiff cancel able which is great for getting more range out of your cartwheel it’s true - but i don’t think it’s as useful as i had originally though.

you can wiff cancel into any special/hyper - some slower moving projectiles you can press c then charging star to get juuussttt tthatttt much closer. generally that’ll get you punished but with an assist or at a safe range it’s just another option.

most of the time just doing a stronger charging star is much better than that though

thanks for the info though ;D

I’m having trouble with captain america mission 9, with the jumping chun li:
[media=youtube]RXP2UZYoAWo#t=52s[/media]

Every time I do the medium, medium, anti-ground kick, I’m too low to the ground to follow it up with the low aerial shield slash.

Any tips?

Read the most liked comment on that YouTube video, it took me a minute or two once I could actually hit Chun.

So… Is is the video thread serving as the combo thread and video thread as well? I think there should be a seperate combo thread. Didn’t see one just a suggestion.

I think Maximizing Damage Output is the combo thread, just not many people are posting in it.

This is prolly known but you can kara the SHIT outta his Specials and Hypers with standing H.

edit

Lol, yeah nvm.

Ok cool. Juat didn’t know where to start posting things or start looking for some BnBs. Thanks.

Kara-canceling standing F into L.Charging Star from just slightly less than full screen puts you in range to punish with Hyper Charging Star. If you recover you can wait half a second to see if they throw out another projectile and punish. If not, jump and L.Shield Slash. If they read the initial kara FxxL.Charging Star and dash in for a combo/throw out a projectile Hyper, cancel into HCS/HS&S depending on the situation. If they recover fast enough from their initial projectile to just toss another one your way you can cancel the tail end of the L.Charging Star into Hyper Charging Star for punish.
erp…I may be thinking of M.CS. I’ll edit this later when I find out or when someone else corrects me.:china:

EDIT: Yes, it IS the L.Charging Star and it works from full, zoomed-out screen, not slightly less than as I previously posted.

i love that you can cancel ALL of cap’s moves into his hypers btw LOL

love that i can throw a blatantly unsafe shield - somebody like dante can try to just super me in the face, and i can still hyper charging star through it LOL

hehehe I know. And the best part is, his Hypers both cover all bases. Absolute projectile decimator or forever invuln. frames. Whatever floats your boat.
You know what else I like? The fact that his HS&S starts out with him yelling “FOR FREEDOM!” and then he gets forever invuln. frames.
For freedom indeed.

So… is Cap really any good? I’d love to play him, but except for the novelty of punishing bad projectiles, he seems pretty limited competitively.

I’m thinking of using Cap for my second team. It will be Cap(undecided)/Tron(Gustaff Fire)/Wesker(Samurai Edge). I need to know the best possible ways to get in with Cap and a good assist with him.

The main draw from this character i have seen so far is that he can net a full combo from almost any range/angle on the screen from slashes, and has decent mixup when he is in cartwheel range coupled with a good assist, he can net combos 680-700k off of 1 assist and 1 bar and over 500k off of a back air throw. i haven’t messed with his grounded back throw that much but im sure he can net big damage off of that.

In addition cartwheel negates pushblock, even though its unsafe it is super cancelable and is good for baiting buttons with hs&s. cartwheel is really strong against pushblock if you have a bar

The main draw from this character i have seen so far is that he can net a full combo from almost any range/angle on the screen from slashes, and has decent mixup when he is in cartwheel range coupled with a good assist, he can net combos 680-700k off of 1 assist and 1 bar and over 500k off of a back air throw. i haven’t messed with his grounded back throw that much but im sure he can net big damage off of that.

In addition cartwheel negates pushblock, even though its unsafe it is super cancelable and is good for baiting buttons with hs&s. cartwheel is really strong against pushblock if you have a bar

^ he cant get full shield combos in corner

his cartwheel can be stuffed by anything

Cap is hardhitting but limited…TaskMaster is much better

Kinda sucks that Cap didn’t get back OTG properties on his L Shield Slash. It was like that in all the games hes been in except for MvC2. That would be a big help to his game right now if they fixed that.

of course cartwheel gets stuffed but the mind game comes into play if he has a bar since it is super canceable, hyper stars and stripes is 0 after black screen, if you commit to doing anything other than blocking before the flash you will get it. the main use for this application is to get back in after a push block other than that cartwheel should not be used unless your in range to cross up and are covered by an assist.

and i really don’t see and issue with him not getting full combos in the corner, thats why you have 2 other characters on your team. but at any rate i do agree if your gonna put in the time with cap, you might as well play taskmaster dude can get over 800k with 1 bar and no assist

Be careful using the cartwheel in this fassion to much - it’s VERY useful if the hyper you’ll throw out will kill somebody and you’re coming from a ways away - otherwise you won’t be able to react quickly enough to motion (in the case of doing it on a shield string or something) so you’ll either just throw out a blocked stars and stripes and get mega punished or you’ll get lucky. Getting lucky is never ever ever EVER something to rely on! It also isn’t meter efficient - although cap gains a lot of meter and that generally isn’t much of an issue.

The problem with not getting full combos in the corner is that everyone is always tryign to push people INTO the corner and when you corner an opponent (normally the best scenario) captain loses a LOT of damage output. This can be altered with a good OTG assist and a creative combo - but it’s still a little curious.

Also if you’re gonna put time into cap then you might as well play taskmaster doesn’t make any sense. Captain and taskmaster do not play anything alike, it just happens that tasky has a shield “just like cap”. Totally different playstyles and characters!