MvC3: Final Justice! The Captain America Thread

My brother has been doing alright running Captain America/Zero/Felicia. Specifically he uses Felicia’s Rolling Buckler assist to create heavier mix ups for Captain America. Since it’s a rather quick low hitting assist you can call her during a neutral jump and mix up a high low easy. It makes his backflip special a bit more useful also. He uses the forward sword slash assist with Zero just as another assist to help maintain pressure and it’s safe and invincible during crossover counter to get Captain safely out of a bad situation if needed.

Im looking for captain america players to spar with. psn: kindacool107. Just wanna see how you guys play too

I was actually messing around with this using Haggar on point and doing a blockstring into SS assist, dashing up into level 3 grab with Haggar. Fun stuff :smiley:

edit:

So, I haven’t had any luck with blockstrings with Hadoken assist covering my cartwheel. Yes, it can be done, but the fear of getting blown up by …well, a lot of things and losing 2 characters is quite scary.

What I’ve been thinking about is calling Hadoken assist from sort of far away, waiting until the hadoken gets relatively close, and then dash xx cartwheeling to land either in front of or behind my opponent. Does this seem like a good strategy? Would someone in blockstun from the hadoken be able to easily blow me up, or is this a legitimate mix-up?

use tatsu for cartwheel mixups not hadoken - you need something that lasts longer than the hadoken does

Think of it as a ghetto berserker slash + akuma crossup

Hadoken works pretty well for Cartwheel mixups. It takes more careful timing and making sure you have a meter or more to attempt something if you screw up.

When doing a block string into Cartwheel, or a Cartwheel mixup, make sure that the Ryu appears and is about to the throw/throws the hadoken, THEN Cartwheel. Do it too early and you’ll get hit just as Ryu arrives, then him also. Do it too late and the opponent will already be blocking the fireball just as you Cartwheel behind them, thus possibly letting them recover to attack you.

If you know your Cartwheel attempt is about to be punished, the meter is there to either Hyper Charging Star or Hyper Stars and Stripes through punish attempts. You might have only a few frames to react to the opponent’s attack animation, but its enough to bail yourself out.

When I used Tatsu assist it worked better as a defensive option rather than offense. Against a block string, the Tatsu would push the opponent further back making Cartwheeling behind the opponent much harder. Off a hit via tatsu, you might have to adjust your combo to compensate for where the opponent is placed and how they are hit.

sure it makes cartwheeling behind them harder but it also makes it harder to block because it becomes more ambiguous because of ryu pushing them back while you’re moving

but meh - i dont play ryu XD

I did mess around using his tatsu assist as well, but I kind of like the utility of throwing hadoken assists sparingly when I’m trying to approach. I find that if you can catch them with the hadoken you can quickly connect a jumping shield slash after and then dash in to combo. If I’m not mistaken though, wouldn’t tatsu leave them juggling in the air on hit and allow for this as well? I guess I’m concerned with tatsu on hit taking the opponent a little too far away to catch up and get a combo off. That and it has a tendency to push people in the corner.

I was messing around with tatsu and it looks like you can still combo off of it on hit but your concern in the corner is correct. What happens is when you cartwheel you still end up in front of them because the tatsu makes the enemy character go over you. You can launch with an S into an air combo but if you don’t have an OTG assist this would be your best option if the tatsu brings you in the corner. Mid-screen you can do all kinds of silly things.

I know this is bad but when I’m in the corner I tend to TAC into Ryu/Haggar and finish with a super, then hard tag Cap back in. I find I need to take advantage of the damage where I can get it, and with this team a TAC is usually my best bet.

That having been said, I pulled off something really sick with Haggar assist one day. I’m not sure exactly what I did, but pretty much the op was in the corner, I was using a blockstring and called Haggar at the end to cover myself, Haggar connected, I did a jumping light shield slash and was actually able to dash behind the opponent and into the corner to pick them up with the ground chain and keep the combo going.

If you missed what was awesome about that, they were in the corner and I managed to get myself in the corner instead so I could do whatever combo I wanted to. The only trouble with this is that lariat adds a ton of hitstun so you can’t do a full out combo but you can still definitely combo into a super. I really need to get this setup down so I can share what it was that I did. May Ryu tatsu assist when they’re in the corner already would allow for this? Or would the continuous tatsu hits counteract any attempt to kara cartwheel behind?

Sorry if that was a bit of a ramble up there. Actual question here though: when Cap does an air shield slash, is there enough time to land and kara cartwheel to close distance / cross up while the shield is returning? I know you’d have more time for this the closer you are to them, I just was wondering if this was a viable option in general because for some reason I never thought of doing this. Thanks again for all your help, everyone. Trying to rep Cap as hard as I can! :smiley:

I’ve been working on the timing of catching an opponent coming in with an actual mixup rather than ASSIST + CARTWHEEL by messing with the timing of throwing an air m shield slash and then dashing under at different times - if you go under and cross up (and it lands) it’s a simple hitconfirm into your bnb (you should be jumping shortly after the crossup) and if you dont cross them up you can do jump mhs (or hhs) into ground series launcher air tag or however you like to end that.

the timing has been funky, but i’m working on it. you can defnitely land and then cross under - helpful for snapping in phoenix or somebody who can just jump away when the come in to massive safety.

Let us know how that works out. I really need this for Phoenix teams definitely

Yeah, I usually just throw the medium shield slash and cartwheel under them. :\ Definitely let us know if you figure something out, Gimpy

I need to do some more in match testing to finalize some thoughts, but guys, I think we’ve been all wrong about Cap’s ariel S and his grounded S. For sure his down+C attack is a great Air to ground attack, but some anti airs like MODOK’s standing jab pretty much destroy you unless you can get in ontop of his head. Jumping S’s hitbox actually can’t be hit in the shield portion so with some careful timing you can actually beat this type of anti-air. This will still not work on anti airs that completely shield the opponent (dormammu’s S and magneto’s S), but the range and hit box allow S to beat alot more opponents that seemed impossible before like Dante’s L and MODOK’s L. Also, testing Cap’s grounded S and it’s really, really good for teleports. Apparently cap’s hitabled area drops down and again the shield area has no hitbox. I was able to beat Dante’s teleport drop M repeatedly using S and made my life a while lot better. I will be testing these attacks this weekend, but already in my limited testing they are very good situational attacks for cap.

The hitbox on s is definitely wider but the active frames are DREADFUL. S has its uses but I’m strong on his jumping down h. Sure that doesn’t beat EVERYTHING but almost haha

Jumping S is only good for an overhead cross up.
Other than that, it’s useless and will only make you eat a combo.

Did you even read what I wrote? I guess you play MODOK all the time, so tell me about your MODOK technology.

Oh my bad, guess I should’ve been more clear. I was talking about cap’s jumping S and downward jumping C. I have an easier time landing jump ins with downward C more than jumping S. What you said about certain parts of jumping S and standing S having a weird hitbox is indeed useful. But I haven’t found much times I’ve out right beat out attacks with it. Although I’m not too surprised that caps launcher is able to do the stuff you said, he doesn’t have a shitty launcher like Iron Man.

Also I don’t play modok. Sorry for the confusion:)

We’re talking about using Cap’s launcher on REACTION to the teleport, yes?

Yeah, Dante’s teleport is slow enough to S on reaction. probably Wesker’s, but not phoenix’s. I’m also thinking about S on reaction to Trijump assault.