Oh Say Can You See! Captain America video thread!

Drop Mags for Captain? Why not just play both? Mags gets insane trijump mixups with shield slash assist.

@SmokeMaxX i never thought about that actually. thanks for the idea

I play Captain/Sent/Mags (hypergrav). I personally think the team’s well built but it does have its weaknesses like if the opponent starts off with a bad matchup for Captain. You can get around this though by starting Mags. Captain benefits from either EMD or hypergrav depending on what you want to do with the team. It’s definitely really fun to play as well. Oh and shield slash also gives you a situational combo off of EMD. If you’re about 1/2 screen from the opponent, you can call shield slash, do EMD, and then the shield will return letting you confirm into a full combo.

Your play was quite solid. I’ve just got a few comments

[LIST]
[]You’re still using basic Cap combos. You can do much more effective, ‘advanced’ (by Cap’s standards lol) combos, which do more damage and net more meter, which all adds up.
[/LIST]
[LIST]
[
]Your play’s too linear. You seemed to go head on the offensive, which may not be the best approach against same characters. Try and mix it up to not be too predictable.
[/LIST]
[LIST]
[*]I like how you use Hyper Stars and Stripes start-up invincibility to beat Strange out of his air Spells of Viscant. Quite ingenious, I may use that lol.
[/LIST]
Lastly, try to control your assist calls. You seemed to always call it during high time in your Vergil combos when they didn’t connect. You could preserve your assists for the following reset opportunity etc. Though I’m glad you use beam over missiles, I’ve been telling people to do that for the longest! Lol

Some extra stuff on Cap/Mags:

[details=Spoiler]I was also using Cap (charging star)/Magneto(Disruptor)/Doom(Plasma Beam). I’ve dropped Magneto for Dante now as I don’t feel Magneto’s as fun as he was in Vanilla due to his nerfs, and he and Doom are similar and I try to have diversity in the 3 characters I use to negate match-up issues.

On another side note, you get cartwheel mix-ups with disruptor, and you can also convert off throws with it.[/details]

@YawDan what exactly would you mean by using more of his advanced combos? i’ve been somewhat out of the loop concerning cap ><

Generally, mixing air shield slashes into your bnbs adds damage and gains meter.

IFBpwnstar made a thread which has a collection of combos and then there’s the combo thread:

http://forums.shoryuken.com/t/thats-why-im-a-super-soldier-combos-resets/137324page-7

If you could, try and land this combo that IFBPwnstar listed. It’s Cap’s most damaging solo and you’ll be doing nearly 800 000 damage minimum:

c.:l::m:s.:h::s:, sjc.:u:+:h:, :qcf:+:l:, land, jf.:u:+:h:, :qcf:+:m: or :qcf:+:l: (let them fall slightly before the :u:+:h:), land, dash, :qcb:+:l:, :s:, sjc.[:m::m::h:,:d:+:h::s:] or [:m::h::u:+:h::s:], land, [:qcf::u:+:l:, land, dash, :qcb:+:l:] or [:qcf:+:l:], :qcb:+:h:, :qcb:+:atk::atk:

You were using Magneto so Cap’s combos won’t be a thing for you lol.

Double Hyper Charging Star using Drones

[media=youtube]fy1nDNoZkZ4[/media]

THIS IS AWESOME! (Clap Clap, Clap-Clap-Clap) LOL

on the real though I was trying to figure out how to do this. Still, is it worth using Sentinel? lol.

Another thing- the Cap BNB you did, how much damage does it net without drones?

Not sure if this thread is specifically for combos or matches. But I made some quick tips for Captain America.
[media=youtube]9Pqa1Cl-lGc[/media]

Cap and Sentinel work really well together. Drones makes CS star and makes his SS game more annoying and easier to convert off of, and DHCing into Plasma Storm does a ton of damage after a Cap BnB. So yeah it’s worth it.

Lol I was semi-playing. My reservations were more with Sentinel as a character. People have made him work though; I’d just rather use someone else lol.

This was good, I appreciate you contributing to the character, I need to stop getting lazy and put some tech out here! lol. But yeah there was some really good stuff here like the crossover counter stuff you experimented with. I’ ve just got a few comments:

[LIST]
[*]I never actually knew about the invincibility properties of the stars and stripes. I guess I used it on reaction, but I never knew the hard stars and stripes was fully invincible, the medium traded and the light would get beaten soon after it’s start up frames.

[]a charging star is punishable by throws. The only time hyper stars and stripes would successfully counter it is if the opponent tried to do another type of attacking, such as press a normal. You would near to ensure the opponent is in as much blockstun as possible to safely dhc into either of his hypers, which isn’t always guaranteed. Though using an assist would help make him safer and cancelling the charging star as soon as possible into his hypers should keep the opponent in blockstun
[/LIST]
[LIST]
[
]It was smart waiting for both hits of the otg Shield slash to hit before connecting the level 3. I never thought you would pull off comboing into the Final Justice before you thought to do that lol.
[/LIST]
[LIST]
[*]Ghost Rider can combo off Cap’s charging star assists. If you call that assist during Ghost Rider’s heartless spire as it OTGs, Ghost rider will be able to connect his :H: - :H: off the push back of the charging star.
[/LIST]
This was really helpful nonetheless. I’ll be sure to subscribe to your youtube account and check out your other videos :slight_smile:

Hello fellow capitans. New to UMVC3 coming from SF4. My corner combo needed lots of work so I found this out. Probably old news but I saw nothing like it on youtube.

Pretty simple but big damage.

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href=“http://forums.shoryuken.com/profile/70944/MrTeaCupGLoves”>MrTeaCupGLoves</a> said:</div>
<div class=“QuoteText”>Hello fellow capitans. New to UMVC3 coming from
SF4. My corner combo needed lots of work so I found this out. Probably
old news but I saw nothing like it on youtube.<br>
<br>
<span class=“VideoWrap”><span class=“Video YouTube” id=“youtube-cC1YU_cRxBo”><span class=“VideoPreview”><a href=“http://youtube.com/watch?v=cC1YU_cRxBo”><img src=“http://img.youtube.com/vi/cC1YU_cRxBo/0.jpg” border=“0” height=“385” width=“640”></a></span><span class=“VideoPlayer”></span></span></span><br>
<br>
Pretty simple but big damage. </div>
</blockquote>

<br><br>Check out the combo thread, there’s an extensive listing on various corner combos. With that team I think I would omit Ironman’s assist unless you accidentally landed in the corner after j.:s: in the first launch combo and needed the assist to pick up. I say this mainly because that assist scales damage harshly and I think doing Cap’s solo variations would be more damage. Also we can get more damage after missiles. So the two I would try based on position:<br><br>(I’m typing in old notation, hoping to God that they repair image symbols in this new SRK update so pardon all the " : " 's)<br><br>Mid-corner:<br><ul><li>s.:m::m::h::s:, sjc.:u:+:h:, :qcf:+:l:, land, j.:u:+:h:, :qcf:+:m:, land, dash, :qcb:+:l:, :s:, sjc.:m::h::u:+:h::s:, land, :a2:, :qcf:+:l:, :qcb:+:atk::atk:, **missiles hit, s.:h:, slight delay ~ :qcb:+:l:, :qcb:+:h:, :qcb:+:atk::atk: </li></ul><br>corner:<br><ul><li>s.:m::m::h::s:, neutral(back jump if you did not do s.:h:) sjc.:u:+:h:, :qcf:+:l:, land, j.:u:+:h:,
:qcf:+:m:, land, dash, :qcb:+:l:, :s:, sjc.:m::h::u:+:h::s:, land, :a2:,
:qcf:+:l:, :qcb:+:atk::atk:, **missiles hit, s.:h:, slight delay ~
:qcb:+:l:, :qcb:+:h:, :qcb:+:atk::atk:<br></li></ul><ul><li>s.:m::m::h::s:, neutral(back jump if you did not do s.:h:) sjc.:u:+:h:, :qcf:+:l:, land, j.:m::u:+:h:,
:qcf:+:l:, land, dash, walk back ~ s.:h::s:, sjc.:m::h::u:+:h::s:, land, :a2:,
:qcf:+:l:, :qcb:+:atk::atk:, **missiles hit, s.:h:, slight delay ~
:qcb:+:l:, :qcb:+:h:, :qcb:+:atk::atk:</li></ul><br>There’s a few more and you can get a tad more damage with optimal comboes but those are pretty standard and do like 90-95% max damage. Try doing your IM beam with:<br><ul><li>s.:m::m::h::s:, neutral(back jump if you did not do s.:h:) sjc.:u:+:h:, :qcf:+:l:, land, j.:u:+:h::s:, dash, :a1, :qcf:+:l:, s.:h::s:, sjc.:m::h::u:+:h::s:, etc… </li></ul>see how it compares or if you have to augment it to prevent flipping out.<br>

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>

Some cool things in there. Your movement looks REALLY solid, especially with Doom. I have been trying to learn that style of offense and I just can’t seem to get it to work so I opt for zoning pressure and staying above my opponents. Your Doom is VERY solid and I’ll be watching more of your stuff to pick that up. <br><br>Cap was mixed reviews, but you did have some interesting tech. The incoming assist + s.H was really clever, I would’ve never thought of that. The wake up wave dash was really interesting, I had no idea that would cross up, but I do argue I would’ve rather comboe’d the air throws with OTG + beam assist (I assume this grants a relaunch). You also rely on j.SS a LOT, which is usually good but some of them weren’t great choices. A lot of them also resulted in missed confirms. You also were using sup-optimal corner combos that are actually harder to do. Update those, no one needs to do the delayed normals anymore unless they mess up. <br><br>The fight against Haggar was an issue and you were doing a lot of things begging to be eatin by lariat (and you did). Generally with haggar I bust doom out ASAP, cap simply can’t keep him out for long and you lose too many tools in the fight. You can’t roll (EVER, unless your bait out and hyper SRK), j.:d:+:h: is risky, CS has limited use, and you can do frame traps. SS, punishing, and taking him in the air is your only real option. Doom can lame him out all day (and dear god i wish i could air dash like you for that match up).<br>

http://www.youtube.com/watch?v=wDxfRSuR1A0<br><br>Some random combo stuff. Side switching normals, a jump loop that doesn’t loop, and hard tag combo.<br><br>The hardtag one can be done with a ton of people, just by delaying the actual tag. Saved me a couple times by getting Cap out safely and not having to burn meter. <br><br><br><br>

<font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>Good fights, the biggest flaw I noticed in your cap play was the amount of times you could have killed a character easily for 1 bar yet didn’t.  Whether you were going for a TAC or just a dropped HCS after ss pickup(doesn’t seem likely based on your execution during those fights), it made more sense from my perspective to get the kill and spend the meter. Was it nerves or a hindsight being 20/20 kind of thing?  Overall really solid cap, definitely going to steal the dash through on airthrow maneuver.  Does it have any restrictions?</span></font><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”><br></span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>One thing I noticed on a large portion of these posted fights is that the skill level of opponents appears to be lacking.  Either in the opponent seeming to be oblivious to the cap matchup or they don’t know their characters well enough.  I really thought at some point one of those guys wouldn’t let you get away with the cs>hss, but was proven wrong again and again…and again.  Granted that could just be a difference in local scenes, as mine is quite used to normal cap bs and doesn’t let me get away with it often.</span></font></div>

<blockquote class=“Quote” style=“font-size: 10pt; font-family: Arial, Verdana; line-height: normal;”>
<div class=“QuoteAuthor”><a href="/profile/58878/ifbpwnstar">ifbpwnstar</a> said:</div>
<div class=“QuoteText”>Some cool things in there. Your movement looks REALLY solid, especially with Doom. I have been trying to learn that style of offense and I just can’t seem to get it to work so I opt for zoning pressure and staying above my opponents. Your Doom is VERY solid and I’ll be watching more of your stuff to pick that up. <br><br>Cap was mixed reviews, but you did have some interesting tech. The incoming assist + s.H was really clever, I would’ve never thought of that. The wake up wave dash was really interesting, I had no idea that would cross up, but I do argue I would’ve rather comboe’d the air throws with OTG + beam assist (I assume this grants a relaunch). You also rely on j.SS a LOT, which is usually good but some of them weren’t great choices. A lot of them also resulted in missed confirms. You also were using sup-optimal corner combos that are actually harder to do. Update those, no one needs to do the delayed normals anymore unless they mess up. <br><br>The fight against Haggar was an issue and you were doing a lot of things begging to be eatin by lariat (and you did). Generally with haggar I bust doom out ASAP, cap simply can’t keep him out for long and you lose too many tools in the fight. You can’t roll (EVER, unless your bait out and hyper SRK), j.:d:+:h: is risky, CS has limited use, and you can do frame traps. SS, punishing, and taking him in the air is your only real option. Doom can lame him out all day (and dear god i wish i could air dash like you for that match up).<br></div>
</blockquote>

<font face=“Arial, Verdana” style=“font-size: 10pt;”><span style=“line-height: normal;”>Yea I’m always trying to make sure my movement with all my characters is being utilised as best as possible to the point where I’d like to be able to be where I want on the screen as quick as possible. Since Doom’s movement is vastly different from the rest of the cast, that had the most work as I don’t really like keepaway unless I have to.</span></font><div style=“font-size: 10pt; font-family: Arial, Verdana; line-height: normal;”><br></div><div style=“font-size: 10pt; font-family: Arial, Verdana; line-height: normal;”>I can agree with what you’re saying about my Cap. The wakeup wavedash thing was actually found by accident when I was trolling some friends ages ago as I was showing off my movement but only works because I think there is a point in time while the opponent is recovering, they have no “hurtbox” so a well timed dash can cross up or in my case, a well mashed dashed. I usually go for that over guaranteed damage because you can get a more damaging combo off the oki rather than a throw combo. Sometimes when you air throw, if you aren’t low enough (or used the super jump to do the air throw) comboing after is a lot harder so it might be worth going for the oki. Doing j.SS is a bit of a bad habit of mine as I don’t like opponents being above me. Corner combo is one I do think I could work on but the only reason I like the one I’m currently doing is cause it is continuous forward momentum (as other ones require a jump back which may be hard to judge if not quite in the corner). I do have a new one in the works so be prepared for it.</div><div style=“font-size: 10pt; font-family: Arial, Verdana; line-height: normal;”><br></div><div style=“font-size: 10pt; font-family: Arial, Verdana; line-height: normal;”>Haggar matchup I’m still not used to yet but I do prefer using Cap over Doom for it as like I’ve said earlier, I don’t particularly like keepaway unless I have to so I instinctively just dash like a mad man (or super jump L finga lazarrs dash in). I do now know after watching back those vids that as long as you can stay out of the range of a forward jump pipe, you can throw out the shield slashes for the confirm.</div><div style=“font-size: 10pt; font-family: Arial, Verdana; line-height: normal;”><br></div><div style=“font-size: 10pt; font-family: Arial, Verdana; line-height: normal;”>Thanks for the feedback, sometimes I can get a little flow charty with the j.SS which I need to stop doing.</div><div style=“font-size: 10pt; font-family: Arial, Verdana; line-height: normal;”> <br><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/22724/CongoJack">CongoJack</a> said:</div>
<div class=“QuoteText”><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>Good fights, the biggest flaw I noticed in your cap play was the amount of times you could have killed a character easily for 1 bar yet didn’t.  Whether you were going for a TAC or just a dropped HCS after ss pickup(doesn’t seem likely based on your execution during those fights), it made more sense from my perspective to get the kill and spend the meter. Was it nerves or a hindsight being 20/20 kind of thing?  Overall really solid cap, definitely going to steal the dash through on airthrow maneuver.  Does it have any restrictions?</span></font><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”><br></span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>One thing I noticed on a large portion of these posted fights is that the skill level of opponents appears to be lacking.  Either in the opponent seeming to be oblivious to the cap matchup or they don’t know their characters well enough.  I really thought at some point one of those guys wouldn’t let you get away with the cs>hss, but was proven wrong again and again…and again.  Granted that could just be a difference in local scenes, as mine is quite used to normal cap bs and doesn’t let me get away with it often.</span></font></div></div>
</blockquote>

I think I was a little tired that day and forgot to put in certain inputs (e.g. killing Phoenix) although I really did want to get the TAC infinite as many times as possible in the tournament. The dashing through just has to be after a knockdown (pretty sure it works for soft knockdown as well if you can get the right setup).</div><div style=“font-size: 10pt; font-family: Arial, Verdana; line-height: normal;”><span style=“font-family: ‘lucida grande’, ‘Lucida Sans Unicode’, tahoma, sans-serif; line-height: 1.7em;”><br></span></div><div style=“font-size: 10pt; font-family: Arial, Verdana; line-height: normal;”><span style=“font-family: ‘lucida grande’, ‘Lucida Sans Unicode’, tahoma, sans-serif; line-height: 1.7em;”>About the players… it was actually a 6 man tournament (very disappointingly) and I knew two of them (who were both in the recorded footage). The Nova/Frank/Haggar player (Bulldog) was using a new team and I had never seen him use Nova or Frank before so I reckon he still isn’t used to Nova as there were many times he could’ve got confirms into a full combo and I haven’t played him much so CS>HSS was to be expected but I did play with Loserkid a lot (the Wesker/Strange/Phoenix player) so I was surprised he was falling for my year old tricks but then he hasn’t really been playing Marvel very much as of recent.</span></div><div style=“font-size: 10pt; font-family: Arial, Verdana; line-height: normal;”><span style=“font-family: ‘lucida grande’, ‘Lucida Sans Unicode’, tahoma, sans-serif; line-height: 1.7em;”><br></span></div><div><font size=“2”>Here in UK there aren’t really many Cap players that play a lot in tournaments, etc so gimmicks and “</font><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>normal cap bs” are going to work if used sparingly. I really should go to more offline events though.</span></font></div>

I do the neutral jump corner combo, it helps with judging the distance. End you groudn series with s.:h: always before launch, neutral sjc.:u:+:h:, :qcf:+:l:, from there you can always convert into something. This work pretty much anywhere.<br>