It’s a bit tough with Hyper Stars and Stripes due to it’s weird usage and difficultly in maximizing damage after it.
But to make this optimal:
Assuming they’re still standing on the ground when it hits, if you x-factor during the first two hits they’ll be stuck in a stumble-like hitstun. You can convert to any combo of choice from that, and prob deal about the same rough amount of damage from it.
However, if the opponent is already in the air/juggle state when this hits (i.e., ground to air, DHC into Stars n Stripes after a Spencer Hyper), then I could see the potential uses of this.
Hey has anyone used cap with arthur daggers? fucking daggers are so good. They keep ANY version of charging star safe! Also they are good for that incoming character mixup
snap back or kill,
2)throw air shield slash M or H (depending on size)
call arthur then cartwheel or backdash cartwheel or just forward dash
super ambigious
But I was wondering if anyone knew a way to get a relaunch in the corner with daggers. Like otg shield call daggers etc. I can’t seem to follow it up.
I have put Cap on the back burner since I’ve been playing other characters but just paired him up for a small tournament last night with my 2 day old arthur. Took second
But yeah here is one of the matches. If they interest you I’m sure you can find the rest in the playlist.
At 51 seconds you pushblocked Trish’s launcher but you could have not done that and just hit her with crouching A for free combo
In the first match, every combo you had with Cap you could’ve gotten more damage out of by at least doing MMH dj M2HS instead of what you used.
Or better - (arthur assist) + jump in :s: s.:h: :s: sj :h: dj:h::d::h:(land) :qcb::l:, :s: sj :h:dj:m::d::h::s: land call Doom :qcf::l:xx:qcb::h:,:qcb::l::qcb::h:xx:qcb::h:. If you fully mash the supers this should do a fair amount over 1,050,000 for 2 bars. Kills most people in the game and if not, just DHC to Sphere Flame for the kill.
At 1:35 or so you hit Hawkeye with a random charging star. You could have XFactored into :h::s: for a free kill combo, bringing in the last character with next to no health. If they were too low for :h::s: you can always do :l::s: or c:l: into whatever into :s:.
Shortly after, you hit both characters with a charging star into super, killing the assist but not Hawkeye. Here you could’ve XFactored the recovery of your super at the end, :qcf::l:, dash up free combo for the kill. Hell screw a combo you could’ve just done that otg SS into :qcb::h:xx:qcb::h: for the super easy kill.
Though when I know it’s going to kill, I like going into :dp::h: for some reason. Not sure why. Wait, I know why. “FOR FREEDOM!”
Second game the midscreen combo was solid, nice Perfect. Only thing I noticed especially in the second game was your opponent had no idea what blocking was XD not to take anything away from your game at all but somehow that guy was free for c.:l:.
Pretty good stuff, loved the midscreen reset. Also loved how the announcers creamed over it XD one of the resets you tried in the corner was unnecessary since you could have killed with just a super, but oh well.
What I would have done at the very end was :xfc: after the charging star, light charging star, Final Justice for style points.
Yeah like I said I’m pretty rusty with cap. To be fair I usually play modok so I guess the guy was used to triple overhead and not the 5 frame cr light. He is definitely much better than those matches.
Also when I try combos with double jumps thy tend to flip out t the nd of the combos.
I play from 1:56:26 to the end of the tournament which is at 2:44:00. I came second after resetting the grand finals. Im looking at ways to up my Cap game. Can yall give me constructive criticism?
Edit: If you don’t like the commentary, just mute it. It is biase for sure.
The combos work, you just need to tighten up the timing a bit. For some of his “optimal” combos midscreen, there’s also a TIME element to consider. If you don’t do the combo fast enough, they will flip! But not in the corner off of just ground chain launch into double jump chain. They won’t drop from that pretty much ever.
Just give it a whirl in training mode, you can do it midscreen, full screen, corner, whatever. It works everywhere, and is definitely nice to have in your back pocket
c.L is 4 frames, I’m pretty sure, s.L is 5. Maybe I have them backwards.
Either way man, nice to see people repping Cap. Any advice that I can give I’m glad to help my fellow Super Soldiers. I know I need all the help I can get repping Cap at Arcade UFO almost every day against the sea of Weskers/Vergils.
This is actually an awesome trick to use if you know you’re going to X-Factor to kill a character anyway, you can do a frametrap c:l::h: (wait) :qcb::h: (wait a split second) xx :dp::h: Tons of people love pressing buttons between the charging star and the HSS, so if it connects, like Jint said just XFC and you get that stagger animation, you can just s:m::h::s: into full combo for a ton of damage.
I’ll take a look and let you know what I think. Not that I’m any type of authority around here, but I’ll point out anything that’s obvious to me.
1:56:56, you hit Zero with a stray j :qcf:. You could have definitely confirmed that into a combo that killed Zero. Gimpy posted a video recently that shows one but a really simple (and not close to optimal) one would be after the shield hits, j:u::h:xx:qcf::l:s:h::s: into whatever air combo you want into OTG super.
When you lost your cap that match, you could have landed and instantly done Hyper Charging Star, when he was chipping you with missiles + lvl 3 buster. Super would’ve tagged both characters, hurting them bad. Afterwards it would have been easy to XFC, :qcf::l:, and kill both characters off. Would’ve swung the entire match in your favor based on just a hyper charging star.
Also at the end of match 1, and I know this is more general gameplay than Cap related, but XF level 3 lasts 20 seconds. No matter what’s going on if you only have 20 seconds or less on the clock, you should XFactor. Period. You can’t wait for a guardcancel or something, you need to be aggressive and use as much XF time as possible.
Around 1:59:40, after you did the combo on Zero. First of all, I would’ve DHC’d to Nemesis for the kill. Zero IS a problem. Second, if you knock someone down into a corner and you have a read that they are going to roll forward, I use a nasty crossup that hits mostly everyone. What you do is take a half step away from them as they’re down, then double jump away from the corner and hit them with air :d::h:. If performed successfully, the moment they get up they get crossed up with the :d::h: and it looks pretty ambiguous. Though honestly I still would’ve just DHC’d and killed. What’s more valuable, killing a character or saving 1 meter for later?
Also honestly all of the combos I’ve seen so far can be optimized a bit more. Yes, I know it’s not really reasonable to start of combos with j:s: into s:m::h::s: for full damage, but even off a c:l: confirm you could’ve gotten more hits. Off the top of my head you could do this midscreen:
c:l::h::s:sj:u::h:xx:qcf::l:(land)j:u::h:xx:qcf:(land):qcb::l::s:sj (whatever air combo you want)
point here ^ is that you can get an extra H into another Shield Slash before going into the end of the combo. Every little bit helps.
For the corner, I would be doing one of two things.
end the combo with Nemesis assist + OTG L SS, :qcb::l::qcb::h:xx:qcb::h:
use Nemesis for a relaunch, and after the assist hits just do :h::s: into whatever air chain, then use the Hawkeye assist for extra damage while you’re OTGing into Super
Sidenote : the guy you’re playing with is awful with Zero and with Doom. Makes me very sad.
Also, one of the announcers said “anchor Doom is trash” basically. If he only knew the amount of magic pixel comebacks WITHOUT XF that I’ve had with anchor Doom…man. Send me to Michigan I need to teach some people some things.
anyway, end of tangent. watching more …
Another sidenote, your Nemesis - you NEVER used rockets or dirty noodles! Nemesis is a RIDICULOUS zoning character especially with Hawkeye triple arrows…you connect with jumping :df::h: + assist into full combo all day! meh. I digress.
Sorry man running out of time and I’ve used up a lot of space already so I’ll probably watch your other matches later. I did watch the one against the Trish/Wesker/Raccoon player who got mopped and noticed that some of the advice I suggested earlier in this post you already know, such as relaunching after Nemesis. Not much else to say about that match because that dude was hella frayyyy.
Hope some part of my random ramblings will help out in some way, man! Keep repping America!
^^^ Yeah I bombed that match against Miller. All that stuff you mentioned I know, but I just fucked up. Just skip to grand finals. Thats where I think I need the most help. He downloaded me very quickly. I was wondering, what are some other mixups other than cartwheel?
And Miller’s Doom is terrible, but his Zero is solid. He aint no Mihe or Flocker at all when it comes to combos but he knows what to do with him. Just some thoughts in my head…
So what I got so far is just work on my hit confirms from air shield slash?
Well, that’s definitely something that would help your game. If you’re going to hit them with the shield, you’re going to want to be able to inflict as much damage as possible off of it. May or may not turn into a character kill but I’d much rather take half of someone’s health than just hit them twice with the shield. I’ll go watch your grand finals match and see if there’s anything I notice.
edit: there was a lot I noticed but without going into too much detail right now I can say…what hurt you was many times you would hit the cartwheel crossup but not confirm into a combo. There were actually many times you could’ve had more damage if you didn’t drop some confirms. Another thing is, I don’t know how good Nemesis is for that team, ESPECIALLY against that guy’s team. Nemesis did nothing but get rocked, over and over.
Also, sometimes you don’t want to use the Hawkeye assist right before Hyper Charging Star, because then you can actually DHC to Nemesis’ rocket super for extra damage / potential kill.
If you have trouble against Ghost Rider, you should have been XFactoring him and killing him instead of snapping in Dormammu. Ghost Rider can be annoying but you need to remember you have a cartwheel with invincibility frames, which you could use to get through a chain and super cancel the cartwheel into hyper charging star, then DHC to Nemesis. Not bad damage for just a quick abuse of invincibility.
One last thing I noticed, when Cap would be almost dead with half a health bar full of red health, you never did anything to save him. Why not get Nemesis in there? If nothing else, by the time Nemesis dies Cap should have at LEAST 1/3 of his health bar back. Properly managing your life meter can make it feel like you have 4 characters sometimes. It’s very useful.
Heyo, I’m gonna contribute what I saw from the matches. I’m not going to break down everything, but more of stuff that stood out to me when you played Gee Dizzy:
Cut down on your panic gimlets. You should know that even on hit, Gimlet is incredibly unsafe at close ranges.
Be more conscious of the opponent’s meter + X-Factor. I saw two matches you lost simply due to the opponent x-factor canceling between your blockstrings.
Work on your hit confirms more. Practice Hit Confirms from several positions on screen. Try to reproduce situations that happened to you in the stream matches.
Use the Cartwheel + assist mixup less. The more you use it against the same opponent(s), the more likely they are to block it. At that point you’ll become transparent for your intentions with Cap. Instead, mix in alternative mixups, like calling an assist + throw attempt before the assist comes out, or a throw attempt if the mixup fails. You also have double jump mixups to mess with opponents. The moment you jump, you can still call an assist and decide whether to jump over the opponent or stay where you are.
Experiment with raw Cartwheels/Stars n/ Stripes to avoid damage. You don’t have to always blow a meter to do the same amount damage from a HCS. Sometimes, flat out avoid the hit works more to your favor.
To me, it looks too obvious that Nemesis is there to support your other characters and not there to do heavy damage. Work on his resets/frame traps more. For practice, I recommend playing with him on point for a while to force yourself to constantly play him.
Hawkeye is a zoning specialist, against characters like Ghost Rider there should be no reason for you to be near him, unless you use his command jump/dash/roll arrow shot mixups. Play around more with his arrow types to limit space.
Nem Rocket launcher -> Kiss of Fire -> Gimlet. This combos in the corner.
The last one is that you should be more cautious when pushing buttons. Be more aware of all your character’s hitboxes. You ended up pushing buttons and throwing attacks at really bad times, leaving yourself open for hits.
You call the assist before the last jump but after you land from the second air Shield Slash. You need a quick dash in order to cross up (so you can control whether you are going to cross up or not but there is no reason not to if they haven’t seen it before).
[whatever ground string] Launch, j.uH, j.qcfL land jf.uH, j.qcfM, land Assist+dash jf.H (neutral, not up or down), jump cancel forward, j.S.