MvC3: Final Justice! The Captain America Thread

What about air to air situations? Started using j.h for that, but not that profitable.

Couple things. Air to air jumping h opted at the opponent and canceled into shield shash is great - you can also jumping m h shield slash air to air if its a head on xolision like that.

I want to tell you all about air to ground. A couple important things to note here. I’m sure you’ve all had matches where you get a little too comfortable throwing jumping l shield slashes on auto pilot. I’m sure you’ve all been hit by a speedy rush under it to punish. Well have I got wonderful news for you. No, there isn’t a way to make it safe once already thrown BUT jumping down h as I said is amazing. One of the best normals in the game by far. If you jump up to bait a rush doing that move on your way down will very likely stuff their normal and net you a combo. Do this to not only net you damage but also to scare your opponent into not rushing in like that. It keeps your apace. Almost nobody I play with consistently rushes me anymore - they all plat keepaway because it’s going to net then the best results.

The other air to ground I want to talk about us jumping m. Not many of us use it and we should. It is a major way to land the first hit because you can cancel it quickly to another m to do a double overhead. Please start using that.

can i have a non bias and legit list of cap’s pro’s and con’s i need to figure out a third char

another thing to note that i’m sure most of you have realized by now - you CAN x factor cancel hyper charging star into hyper charging star - but only if you catch your opponent far enough off the ground, works REALLY well against amaterasu/storm hypers. Another thing of note that I’m sure you’ve realized is that full screen against mostly those two supers you can do a hyper charging star (which won’t reach) x factor cancel hyper charging star. it’ll go through and they’ll eat x factor damage on the star - costs two bars and possibly more if you want to dhc but it does GREAT damage for something that will most likely come up during a match lol

ALSO if your opponent calls an assist (lets say dog or sentinel or something) and immediately does full screen ice storm - if you HIT an assist on the way to your opponent you’ll go full screen + a mile. Once that move starts to land it’ll hit 10 times and will be projectile invincible for the entire duration of the move.

Some things to add on to that:

For Hailstorm, if you have good reflexes, as soon as you see it start up you have time to dash forward and immediate hyper charging star which will hit her as long as you’re not completely full screen. If you go all the way full screen and you move up just like one full step, you’ll be able to dash hyper charging star and hit her.

If you pair Ryu with Captain America, note that the end of air OTG shinku hadouken will lift up the opponent, but you have to wait until pretty much the very end to DHC. You can DHC into pretty much anything. If you pair Haggar with Captain and your timing is off on lariat xx rapid fist hyper, you can confirm your bad timing and DHC to Captain and hit them instead of just letting the opponent drop and recover.

I’ll be hitting the lab more soon, but that’s just some initial stuff I’ve been looking into. Nothing super major advanced, but things will come as I try new ideas out haha.

i prefer to cartwheel rather than dash in that situation, i think it’s a little faster and goes a little further and is easy to cancel into hyper charging star.

depends what you’re reacting to though, her hailstorm is slow.

Is cartwheel faster? I tested it a while ago but I forgot what the results were.

A few things I’ve been playing with:

  1. Tiger knee shield slash: I remember reading in the guide that you can’t TK shield slash, but after playing spiderman, i noticed that you have to tiger knee some moves by waiting a split second. I tried the same thing with Cap, and he can indeed tiger knee his shield slash. It’s actually quite a bit faster than trying to jump and then shield slash. I’m hoping it can help him zone a little better as he recovers very quickly from the shield slash when tiger kneeing it. I will try it out in my casuals and report back here.

  2. special cancel on normal whiff: One of the things I really miss about the old captain america is his double jump. Of all the changes in MvC3, this hurts him the most as it makes his jump approach very predictable. This means that zoning characters have a very easy time keeping him out as they can predict his jump arc to a relatively high degree and counter his jumpins with anti airs easily. I had started doing L Shield Slash to modify his jump arc to some success, but it was still fairly predictable. Playing around today, I noticed that you can do any normal (S and down H work best) and still cancel that move into shield slash. This is nice because you can fool the enemie into trying to anti and then shield slash to prevent yourself from running into their counter. A really nice side benefit is if the enemy tries to cross you up by going underneath, you can reorient cap with your shield slash. Again, I will see if this helps him out significantly in my sessions this weekend and report back.

Oh yeah, Cap said “surrender is your only option” to Osama and Osama picked option number 2 lol :smiley:

Captain America killed Bin Laden. True story.

FINAAAAAALLLLLLL JUSTICE

The only thing truer than this statement is his sig. Not that I hate on Blazblue.

Does anyone find it’s harder than most of the cast to land captain america combos online?

Uhh ya, anything that isn’t just some magic series variation is harder to land online, personally I cut my Cap combos down by 2/3’s if I want to finish them online.

Since my Cap. AM B&Bs are pretty easy, I don’t really find them harder to do online. They’re not optimal at this point in time, but I’m not very good with combos anyway-
cr. l, cr. m (yeah I know st. is better), cr. h, s, j. m, j. d. h xx light shield slash, land, j. m, h xx light shield slash xx Final Justice/Hyper Charging Star
or
cr. l, cr. m (yeah I know st. is better), cr. h, s, j. m, j. d. h xx light shield slash, land, j. m, h xx light shield slash relaunch j. m, j. h. exchange into another character.

So the range of Cap’s shield slash has been bothering me. As far as I know, only the L grounded version reaches across the screen (most of the time), but it’s pretty sucky because it has tremendous startup. I’ve found that in zoning wars, dura takes a backseat to startup because if you can get your projectile out early, it can stuff the opponents projectile, negating the need for high dura. This is why Mags can beat out Doom. The medium version doesn’t go as far, but has a faster startup. What I have been playing with is tigerknee L shield slash. If you do it like a normal TK, the grounded version will come out. If you wait a split second though, Cap will do his air version, which is much better. The startup is similar (correct me if I’m wrong, I don’t have the book but eyeballing it the L air SS has similar startup to the grounded version), but the problem is the air L SS will hit the ground in front of the opponent if they are at full screen. What I have started trying to practice however is a SUPER jump L SS, which WILL go all the way across the screen and has almost identical startup. You can tell the difference because Cap will be higher than the normal TK height and the shield will go all the way across the screen. I’ll keep working to see if I can find a reliable method of doing the super jump version.

Also, since we’re on the topic of Air SS, Cap is missing his double jump, but what you can do is super jump forward and Air shield slash once you are at the apex of the jump. This is great for altering Cap’s air trajectory and allows you to vary the timing of your landing. Very handy for getting to mid range, where the threat of your charging star is available against zoners, and your jmping SS can pester effectively. Don’t do this too low because Cap drifts downward during the slash and will fall ontop of projectiles and high normals. If you are Super Jumping in to attack, you may do the downward kick and whiff cancel into shield slash during the active frames to again alter your approach. This is very important because even though his downward kick is very good, many character anti-airs will still beat it (taskmaster/dante’s sword, MODOK’s standing jab, and Weskers standing jab/S can beat the kick fairly consistently)

I tend to go for his jumping down kick only when they are under me trying to bait an aerial SS. If not I go for it in an aerial approach with projectile coverage to make sure they can’t hit me with an AA.

You can just throw in a qcb+L or a s.H qcb+L after the shield slashes for some easy timing and extra meter/damage

Yeah, he can TK his Shield Slash. The L version is instant while the M and H versions require a bit of delay. It’s pretty awesome, I do TK Shield Slash, run up Jab + Assist then cartwheel over. I don’t know how effective it is but it’s really fast and difficult to get out of.

Ah thanks. I knew you could do it. Didn’t know how easy/hard it was tho.

Noticed that yesterday and I have no idea if this was known upperhand.

St.C can be kara’d into backflip for extra distance.

At the proper spacing and with an assist/shield to cover Capt, this creates for crossups/mixups

Good ol Kara cartwheel <3 you can also cancel into any other special - although I think dash CC cartwheel or charging star goes further. I can see it working out for pushblocks at the right time though.

sigh I wish there were 3 cartwheel distances or at least one that didn’t cross up lol