Ah that makes a lot of sense. I’m used to the normal being 15+ players, playing mostly the same teams for 1year+, at each weekly casual. So its rather rare to run into a completely unknown matchup, barring hsien-ko/pw of course. Which sounds vastly different from what you guys have going on over there.
<font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>How’s it going everyone. I don’t really play C. America but I decided to mess around with C. America/Vergil/Strider and this team is quite fun. This is just a combo I created that does 838k:</span></font><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>http://www.youtube.com/watch?v=Yvgzr68T6ss</span></font><br></div>
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<div class=“QuoteAuthor”><a href="/profile/50505/haydenplz">haydenplz</a> said:</div>
<div class=“QuoteText”><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>How’s it going everyone. I don’t really play C. America but I decided to mess around with C. America/Vergil/Strider and this team is quite fun. This is just a combo I created that does 838k:</span></font><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>http://www.youtube.com/watch?v=Yvgzr68T6ss</span></font><br></div></div>
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That’s missing a lot of free damage. Currently you’re doing:<br><ul><li>s.c.:h::s:, :a2:, :qcb:+:l:, :s:, sjc.
:h::d:+:h::s:, back dash, :qcf:+:l:, dash, :a1:, :s:, sjc.:s:, **assist hits, :s:, :qcf:+:l:, :qcb:+:atk::atk:</li></ul><br>Without testing I’m pretty sure you could get a lot more doing this:<br><ul><li>c.
s.:h::s:, :a2:, :qcb:+:l:, :s:, sjc.
:h::u:+:h::s:, back dash,
:qcf:+:l:, dash, :s:, sjc.:u:+:h::s:, :a1:, :qcf:+:l:, **assist hits, :s:, :qcb:+:l:(TK with up), :qcb:+:h:,
:qcb:+:atk::atk:</li></ul><br>my first attempt at an even further optimized version would be:<br><ul><li>s.:h::s:, :a2:, :qcb:+:l:, :s:, sjc.:u:+:h::qcf:+:l:, land, :qcb:+:l:, :s:,
:qcf:+:l:, :s:, sjc.:h::u:+:h::s:, :a1:, :qcf:+:l:, **assist hits, :s:, :qcb:+:l:(TK with up), :qcb:+:h:,
:qcb:+:atk::atk:</li></ul><p><br></p><p>The main thing to glean from this is integrating the strider assist to get around using normals to eat up damage scaling early on. The vergil extension is a little difficult with the TK charging star, and you can avoid the :s:, :qcb:+:l:(TK) part and just do :qcb:+:h: into hyper. This can likely go to 900-950k after it’s fully optimized.<br></p>
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<div class=“QuoteAuthor”><a href="/profile/67247/MyNameIsE">MyNameIsE</a> said:</div>
<div class=“QuoteText”>http://www.youtube.com/playlist?list=PLhD4pdWr-MwJ1KaldUWeLFy-nwyZoR3sl<br><div><br></div><div>Here’s a playlist (of 2 vids) at a tournament I won recently. I switched to Dante not too long ago so I know I need to work on my conversions off super jump jam sessions. Feel free to cuss/say how I can improve/etc.</div></div>
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very impressive. I really liked your jump cancel with Dante against Dark Phoenix activation! One criticism I have is that it was silly to go for TAC infinites against a Phoenix player. He got 5 bars just for being your punching bag. Great overall and I consider you an honorary American.<div><br></div><div>I have a couple vids from my latest tourny “Legacy Virus”, an invitation tournament of all first to five matches! I think you’ll find my style much more defensive and slow than yours which is interesting. Please forgive the flurry of mistakes in the beginning (too much mvc2).<div style=“font-weight: normal;”><br></div><div>edit: I guess there is a sound problem with time stamps in twitch, so <a href=“http://www.twitch.tv/arcadelegacy/b/373202726”>go here</a> and then the matches are at 2:54 and 4:31</div></div>
Nice solid play otter. Glad to see more ground throws with cap, always feel they are underutilized and cap’s range on them is pretty sick in comparison to a large portion of the cast. You made a number of impressive reads on your opponents assist calls, which I feel is the surest way to get your opponent to respect cap and second guess their play. Got a few laughs out of people being too eager to press buttons with the shield still incoming on the return trip; as a cap player those “resets” are always funny to me and I love when they happen for me. Overall good stuff.
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<div class=“QuoteAuthor”><a href="/profile/22724/CongoJack">CongoJack</a> said:</div>
<div class=“QuoteText”>Nice solid play otter. Glad to see more ground throws with cap, always feel they are underutilized and cap’s range on them is pretty sick in comparison to a large portion of the cast. You made a number of impressive reads on your opponents assist calls, which I feel is the surest way to get your opponent to respect cap and second guess their play. Got a few laughs out of people being too eager to press buttons with the shield still incoming on the return trip; as a cap player those “resets” are always funny to me and I love when they happen for me. Overall good stuff.</div>
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I’m grateful for the feedback. Ground throws are underused in the game as a whole I think, especially if you OS a dash in there to make it safe.
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Can you critique my Cap play? I run Cap/Task/Skrull and this is a set I ran with one of the better players in my scene. All criticism welcome! (I’m Alex K by the way)
You seem to jump a lot but I don’t know if that’s because of the Dante matchup knowing his air conversions are pretty strict or if it is just the habit. You’re ground movement is pretty good when you do use it (which you should do more especially since you have Taskmaster assist) and the combos you use are kind of optimised when you get that clean hit. You do need to adapt to the player a little more especially since he likes to jump so cr.L isn’t as effective (especially against Vergil Helm Breaker). Hit confirm those Cr.Ls as you get them a lot but don’t follow up.
Overall, you didn’t do too badly and you can block most of the stuff he throws at you when you do think about blocking. Just work on the little things and you’ll get there.
At 0:45 and 4:25, you let Dante get away with some bad acid rains. Whenever a Dante does acid rain, always keep them honest by watching to see if they messed it up, because both those times he did it too late where you could have done walk up throw against him free. Against Vergil, if he does naked spiral swords, generally your safest option is to either 1) hold downback and react to where he appears when he teleports, since the spiral swords don’t cross up, or 2) to superjump and stall his swords out in the air, but your characters don’t seem to have many air-movement options. Normal jumping while Vergil has spiral swords kinda leaves you open to getting crossed under, so keep your ground as much as you can. Another thing is your incoming mixups with Cap seem weak. I don’t like the charging star-stone smite mixup, because it is sort of easy to see/react to. I’d suggest throwing a meaty air M-shield slash, then if they don’t pushblock you away, go for arrow assist+normal(idk what works with task assist, but prob st./cr.M will do) into cartwheel.
I will add that assist plus cartwheel is horribly overused and is basically the go-to blockstring for every cap ive ever seen except MyNameIsE. it should be an occasional option along side frame trap, ground throw, shield slash (if they push block), ect… against most caps the opponent quickly learns to just hold forward and cap will put himself in frame disadvantage.
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<div class=“QuoteAuthor”><a href="/profile/6476/otter">otter</a> said:</div>
<div class=“QuoteText”>I will add that assist plus cartwheel is horribly overused and is basically the go-to blockstring for every cap ive ever seen except MyNameIsE. it should be an occasional option along side frame trap, ground throw, shield slash (if they push block), ect… against most caps the opponent quickly learns to just hold forward and cap will put himself in frame disadvantage. </div>
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That depends on the assist. Some can yield + frames. The bigger issue is good players learn very quickly to throw cap to avoid any hyper shenanigans. During roll he’s completely vulnerable and sadly the animation is fairly obvious if you are using the same block string mix up.
So few things of note with your Cap:
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When confirming off a shield slash attempt to either jump, M(<–optional) H, qcf+atk (angle based on height) or dash, s.H, qcf+H. Doing s.LS is missing a lot of damage and the s.L is really unnecessary and likely just depriving you of more damage, raw S would actually be better. If you want to confirm with light attempt s.Lc.MHS at least to attempt to add a little more.
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Layer more to your block strings. You often attempt either c.LL or c.LMH and then back off if it doesn’t work. You can do:
- c.LMs.H+assist, atk+S (play with the timing to throw them off, you can roll before s.H's hitbox activates, - c.LMs.H, (opponent advanced gaurds), Task assist + qcf+H, dash back in - c.LMs.H, Task assist + qcb+H (qcb+L or M in corner)
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Use s.H. s.H is an amazing normal for Cap, It’s huge hit/block stun and ability to kara make it a very versatile tool to do before a special move such as a roll. As well this is key in setting up assist mix ups and pressure since you have so much control on when you want to cancel. The animation and huge hitbox causes people to freeze and anticipate the block and allow you to do something else before it connects. It also makes your roll distance much harder to gauge for the opponent.
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Abuse qcf+H + Task Assist more. It’s one of a few assist that keeps qcf+H safe. You should be fishing mid screen when you know they have to block the qcf+H
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Add more to incoming set ups. Typically j.qcf+M or H, land, assist, s.H, atk+S will get you pretty far
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Use j.d+H more
@specialk, You’re Skrull isn’t scrubby enough. Don’t think I saw one meteor smash apart from when you did it once in a combo, instead you went for hit confirms off normals when you were in XF3. What part of the game is that?
LOL
Have you guys seen this Cap combo video yet? It’s got some unique and creative stuff in it.
Those are VERY sexy looking. However most of them are not optimized. I think a really valuable thing to glean from this video though was the use of creative qcf+atk in the corner for relaunches. I was unaware the TK versions could OTG in corner like that as well as the falling qcf+L, land, s.M.
I’m still trying to figure out how to properly do the OTG shield slash in the corner.
From my brief testing of it it’s slightly spacing dependent. You have to be a bit away from the corner when you to the TK-style L Shield Slash.
Still, if someone can figure out how to get it to happen consistently that free extra damage in the corner ^^;