lol, wow. I love that your post describes my team exactly. Well played, sir.
edit: Guess I should contribute if I’m going to chime in. If you do use this team, (I play it Cap/Hag/Ryu, ignore the order in my signature), you can DHC Hyper Charging Star into Haggar’s Rapid Fire Fist if you’re in the corner and the opponent is still high enough off the ground. This is nice because RFF DHC’s into pretty much everything.
Even better than this? Hyper Charging Star, then Haggar’s Flying Body Smash super to OTG, right into Shinku Hadoken (upwards) or Shin Shoryuken if you want to style on them.
Sorry to devolve this into a team post but I guess you can DHC after all the hits of HCStar with anybody so long as they have an OTG-capable super. Or you can even do fun things like grab them with Doom’s Level 3 super right before they hit the ground from Hyper Charging Star.
Question about cartwheel usage: when I get a chance to talk to other Cap players and ask for advice they tell me I should be doing things like ground chain (blocked) - call assist - cartwheel immediately, but every time I watch them do it in a match they get two characters rocked. Maybe their timing is wrong but am I playing Cap wrong if I only rarely use his cartwheel? I just don’t like that it’s not invincible, I almost always get hit out of it and I find going for high/low/shield slash mix-ups or assist calls to tighten up the blockstrings instead yields more wins. Just wanted an opinion on this.
Oh, another thing. The hard SS in the air loop. I saw a guy doing it in level 3 XF but he was only able to get 4 or 5 loops of it before it dropped. So the question for me is, is this only possible in XF? If so, only in level 3?
I agree with your comment on the usage of cartwheel. It works best with beam assists just because beam assists tend to start out farther than any other assist. I learned my lesson yesterday when playing a phoenix player, I killed his phoenix and I just had to deal with the Dog and Sentinal. As Sentinal was coming in I tried to cartwheel with Wesker low gun assist which spawns typically in front of the enemy character. Lo and behold what happens I got hit with a launcher both Wesker and Cap and lost the game. So if you don’t have a beam assist and the enemy player isn’t afraid to press buttons don’t even try to do cartwheel when you are ahead.
As far as jumping H SS is concerned. I can do it in all 3 levels of X-factor, granted level 1 is the hardest and you can probably only get 6 reps in (I honestly didn’t count) but you can kill anyone if you end with a charging star into final justice or whatever hyper you have. Level 2 and 3 you can pretty much do that shit all day errrday.
depends on what assists you have an your timing - the block string into cartwheel is definitely valid - but call it at the wrong time and you’ll get a hyper in your face.
air h ss can infinite every character in the game at level 1 (at least from what i’ve experimented with - but i honestly dont know if i’ve checked sent) and thus will kill every character off of any hit, including heavy charging star anywhere but the corner.
without x factor you can do at least 2 reps on almost every character depending on what height you start them at, and some characters you can do way more such as doom and zero (it could possibly be a genuine infinite on zero, but you can definnitely take out his health by doing “enough” shield slashes into hyper stars and stripes.
i’d like to encourage every captain america player to experiment with hyper stars and stripes - it does more damage and if you can choose the right dhcs its really heavy damage (eg hyper s&s into gamma crush)
i’d think with haggar you could do a similar combo but i dont know when that move hits.
I’ve always found it strange but it seems like when you are in the corner and next to the guy and you end your combo with Hyper Charging Star, it actually does more damage (I’ll try to tinker around with this more, I just never paid any real attention to it because I do use Hulk and S&S to Gamma Crush beats any DHC combo out there.) Due to recent events though I have decided to drop Hulk because I just run into a wall with him in the game for me. Any other suggestions for heavy hitting DHC people? I was thinking running Taskmaster 2nd and Wesker as anchor but Wesker is just ass DHC wise.
hyper stars and stripes is a more damaging super - hyper charging star is WAY easier and can push people into corners for easy mixups on their wakeup because the knockdown is awesome.
hyper charging star is awesome, easily one of the best hypers in the game. i love it. so much.
Hyper Charging Star has one major weakness: it trades off any physical hit in the game. A well-timed normal can stop Hyper CS cold.
As for Cartwheel tricks, we got a poverty version. Depending on how late you cancel a St. H into Cartwheel, the pushback from a block (or adv. guard) will push Cap far enough to Cartwheel right in front of the opponent. Of course, this is really unsafe without an assist, so using one is highly recommended (unless you plan to use meter). Using this ‘trick’ you can cause an opponent to misread where you’ll end up after using successive Cartwheels behind them.
i think it’s important to make sure you aren’t afraid to call assist, back dash, then cartwheel. at certain distances it crosses up, at others it doesn’t. depends on your assists cover of course but this tactic makes things way tricker than just letting your opponent watch for a cartwheel mid block string.
but i do love that push block trick you just mentioned haha it’s so silly but hey it works.
Thanks for the input guys. A few follow-up questions here.
Sometimes I play my team with Doom instead of Ryu just because the plasma beam assist is really really good at helping Cap out on point. But when I’m playing my main team, I have Haggar for GTFO xx combo stuff, and Ryu just to add another projectile on the screen at times. Would you recommend not trying for the cartwheel stuff at all if I’m only supported by a somewhat weak assist like Hadoken? Or should I try crossing people up with Lariat, because they either block or they’re eating a combo?
On the H SS thing - (and this is directed at Gimpyfish, though anyone who can answer will be appreciated), you said you can get 1 or 2 reps without XFC. Where would you put this? Would this be a common setup for that:
(ground chain into launcher), sj. H, 2H xx L SS, jump H SS, jump H SS, Super
?
And a few S&S-related questions - For Hyper Stars & Stripes, I started using this as an invincible counter super for situations where Hyper Charging Star just wasn’t getting the job done. I guess my question is, at what point in a combo is it better to use HS&S over Hyper Charging Star? Is it whenever the setup allows for you to connect to all the hits from Stars and Stripes? Or is it best to just use as a DHC option?
As for normal stars and stripes - does this move have any invincibility on it like Ryu’s Shoryuken does, or is it only when the hyper version is used?
I would have to disagree, having rhino charge makes your opponent second guess beating out your hypers to be honest with you. My friend who has wesker as anchor makes it hard to punish his random shinku hadouken beams. Since it beats out any physical hyppers except for command grabs and there’s only a handful of hyper command grabs in the game.
So it all depends on how you use wesker really. I personally find rhino charge one of the main reasons you have to be careful when wesker is on someone’s team.
Only have time to answer a few parts of this, but for Part 1, Zohta (almost joined EMP) uses a Captain America, Ryu team and he has some pretty sick crossup mixups with the Hadouken assist. I wish I could show you what they were, but my Ryu/Cap. Am team uses the Tatsu assist haha. I don’t really recommend the Tatsu assist though. It’s only useful against characters you want to keep away and it’s not even good at that since it gets blown up so easily.
Normal Stars and Stripes is like a DP. It has invinc.
I use Cap. Am/Ryu/Haggar as well. Interesting DHC possibilities. Make sure you know that otg shinku raises the opponent up at the very end of it allowing you to DHC into Final Justice or Hyper Charging Star (probably Hyper S&S as well).
As smoke said it has invincibility, and from frame one. The :h: version can actually beat out some hypers if you’re without meter and don’t want to take block damage at close range.
I believe from frames 1-12 or something like that are invincible. Gimpy posted the captain america frame data.
hyper stars and stripes vs hyper charging star pros and cons of each
hyper s&s
pro: more damage (not a LOT more damage, but more damage)
pro: invincible to everything for the first X frames
pro: certain dhcs (eg hulk gamma crush) are absolutely devestating
pro: surprisingly hard to punish (only -2 on block!)
pro: free tag in after this move if they air recover in either direction
con: leaves opponent high in the air and able to recover freely before you can move
con: impossible to start a cap mixup after due to no knockdown
con: have to have the “right” characters to use for dhc
con: much less range - harder to combo into and can be punished badly if the combo misses
con: can NOT be canceled with x factor at any point once hyper is activated
hyper cs
pro: causes a hard knockdown state which means you have time to call your assist and mixup your opponent on his wakeup
pro: easier to DHC out of - any beam mid screen almost anything in the corner and any otg hyper (eg gamma crush)
pro: projectile invincible and is the greatest attack since ever for punishing people who aren’t making mistakes
pro: WAYYYY easier to combo into than s&s
pro/con: tends to push into the corner
con: less damage (not a LOT less damage, but less damage)
con: dhc timing (for max damage) is very specific and tough to see - you have to know how long the move lasts
con: trades with any physical attack
con: very very very VERY punishable on block - on wiff it’s actually really tough to punish
there is more but i’m tired and dont want to keep going.
Did not know this, so I guess only jab would make it punishable. It also explains why you can’t dhc in might punish properly on block.
Something else I did now know either. Interesting info gimpy.
I use audio cues to know when to dlc, “Hyyyyyyperrrr Charrrrginggg St-”, once he starts saying “Star” the opponent is getting really low to the ground making it harder to hit them and he only has about 2 or 3 hits left before the super is done. And from what I tested nothing really goes into it effectively once the super ends unless it’s a otg super.
yeah i was thinking that hyper stars and stripes into thor mighty punish trick would be REALLY easy but unfortunately it isn’t quite so simple haha but that’s why - i found that really interesting, tons of block stun on that move!
awesome for sure. I like the shield corner move. Not too experienced at the game but i got some stuff. I’d like to master captain america as i know he can do some damage
So lemme get this straight. . . .you created a whole new thread, just to say something that 1, was unclear and 2, could have been said in any other thread here. I don’t mean to be rude but really!?
I just wanted to correct this, it’s -2 on HIT, on block it’s -25. I double checked that in the bible. Hyper CS is actually somewhat safer at -23. HSS can carry you away from the opponent however, so it’s good to mix it up to prevent them from an easy punish.