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<div align=“center”><div align=“left”><div align=“center”><h1 align=“center”><font size=“5”>COMBOS</font></h1></div><p>
</p><hr class=“bbcode_rule”>
<br><font size=“4”><b>Standard <font size=“4”>Combos</font></b></font><br></div><br></div> Cap combos tend to follow 4 parts: opener, launch series, ender launch, ground ender. For the most part you can make mods with these segments to create a vast array of flow charts based on hitstun, assists, DHCs, distance to corner, changing direction etc… So rather than post various combinations, here is a list of the pieces that make up Captain’s combos to form your own with optimal selections marked. Optimal midscreen and corner listed at the end. Several modifications can be made on some parts, but overall these cover optimal pieces to strive for given assumed remaining hit stun deterioration.<br>
<b><br></b><hr class=“bbcode_rule”>
<p><b><font color="#bbbbbb" size=“3”>Midscreen</font></b></p>
<b>Opener:
</b><ul class=“bbcode_list”>
<li>Maintain Direction
<ul class=“bbcode_list”>
<li>s.MMHS (optimal)</li>
<li>c.Ls.MHS<br></li>
<li>any normals into S</li>
</ul>
</li>
<li>Side Switch<br><ul class=“bbcode_list”>
<li>any normals into c.H, qcf+H, dashx2 (side switch), s.MM, qcf+H, dash, qcb+L, S (Skip Launch section and go to Ender Launch section from here)<br></li></ul></li></ul><b>Launch Series:</b>
<ul class=“bbcode_list”>
<li>Maintain Direction
<ul class=“bbcode_list”>
<li>sjc.u+H, qcf+L (land), qcb+L, S, sjc.d+H, qcf+L (land), S (optimal, body must slightly fall after qcb+L and d+H must be done ASAP)</li>
<li>sjc.Hu+H, qcf+L (land), j.u+H, qcf+M (land), dash, qcb+L, S <br></li>
<li>sjc.u+H, qcf+L (land), j.u+H, qcf+M (land), dash, qcb+L, S <br></li>
<li>sjc.u+H, qcf+L (land), j.u+HS (land), qcf+L, s.HS (good for awkward characters and confirms)</li>
<li>sjc.u+H, qcf+L (land), j.Mu+H, qcf+L (land), s.HS</li>
</ul>
</li>
<li>Side Switch<br><ul class=“bbcode_list”>
<li>sjc.u+H, qcf+L (land), dashx2 (side switch), s.MMS</li>
</ul>
</li>
</ul>
<hr class=“bbcode_rule”>
<b><font color="#bbbbbb" size=“3”><br>Corner</font></b><br>
<br>
<b>Opener:
</b><ul class=“bbcode_list”>
<li>(flush with opponent in corner) anything into s.H (slight pause) S (neutral super jump) (optimal)</li>
<li>any normals into c.HS (backwards super jump)</li>
</ul>
<b>Launch Series:</b>
<ul class=“bbcode_list”>
<li>Maintain Direction
<ul class=“bbcode_list”>
<li>sjc.u+H, qcf+L (land), jump backwards, j.u+H qcf+M (land), dash, qcb+L, S (optimal)</li>
<li>sjc.u+H, qcf+L (land), jump backwards, j.u+HS (land), dash backwards, qcf+L, dash, s.H</li>
<li>sjc.u+H, qcf+L (land), jump backwards, j.Mu+H, qcf+L (land), dash, s.HS (good for awkward characters and confirms)</li>
<li>sjc.MHd+H, delay, LH (land), qcb+L, S (use this only if you accidentally super jump into the corner and can’t do the u+H, qcf+L variations or relaunch with an assist)</li>
</ul>
</li>
</ul>
<ul class=“bbcode_list”>
<li>Side Switch<br><ul class=“bbcode_list”>
<li>sjc.u+H, qcf+L (land), dash (side switch), s.HS, sjc.d+H, qcf+L (land), S (optimal, d+H must be done ASAP)</li>
<li>sjc.u+H, qcf+L (land), dash (side switch), s.H, qcf+H, dash, qcb+L, S<br></li>
<li>sjc.u+H, qcf+M (land), dash (side switch), neutral jump as you side switch, j.u+H, qcf+M (land), dash, qcb+L, S</li>
<li>sjc.u+H, qcf+L (land), dash (side switch), neutral jump as you side switch, j.Mu+H, qcf+L (land), dash, s.HS</li><b><i><strike>
</strike></i></b></ul><b><i><strike>
</strike></i></b></li><b><i><strike>
</strike></i></b></ul><hr class=“bbcode_rule”>
<br><b>Ender Launch:</b> (Go down the list in order based on hit stun remaining. These are also valid replacements for first launch air combos when minimal hit stun scaling is needed.)
<ul class=“bbcode_list”>
<li>sjc.MMH, dbj.Md+HS<br></li>
<li>MMHd+HS<br></li>
<li>MHu+HS<br></li>
<li>Hu+HS (only use if hit stun is still of issue, only basic qcf+L, qcb+ATK+ATK and a modified TK j.qcf+L explained further down will work after this if used late in combos)</li>
</ul>
<b>Ground Ender:</b> Cap must adjust many of his combos based on distance to corner and distance to opponent after relaunch. sjc.MMH, dbj.Md+HS, sjc.MMHd+HS, and sjc.MHu+HS are interchangeable on placing the opponent at optimal distance away from Cap. Cap can dash forward or backwards to attempt some adjustment to maintain the best ender when the corner is of issue.<br>
<ul class=“bbcode_list”>
<li>far from corner lvl1:
<ul class=“bbcode_list”>
<li>sjc.MMHd+HS, land, j.qcf+L (OTG) (land), dash, qcb+L, qcb+H, qcb+ATK+ATK (optimal)</li>
<li>sjc.MMHd+HS, land, qcf+L (OTG), qcb+H, qcb+ATK+ATK</li>
</ul>
</li>
<li>far from corner lvl3:
<ul class=“bbcode_list”>
<li>sjc.MMHd+HS, land, j.qcf+L (OTG) (land), dash, qcb+L, qcf+ATK+ATK (optimal)</li>
<li>sjc.MMHd+HS, land, qcf+L (OTG), qcb+H (1 hit), qcf+ATK+ATK</li>
<li>sjc.MMHd+HS, land, qcf+L (OTG), slight pause, qcf+ATK+ATK (time it so you dash into them just as qcf+L hits them on return)</li>
</ul>
</li>
<li>close to corner lvl1:
<ul>
</ul><ul><li>Any relaunch, land, qcf+L (OTG), qcb+ATK+ATK or dp+ATK+ATK</li></ul></li>
<li>close to corner lvl3:
<ul>
</ul><ul><li>Any relaunch, land, qcf+L (OTG), qcf+ATK+ATK</li></ul></li>
</ul><p><b>Lvl 3 Extension:</b> Timing is very strict, but Cap is able to do qcf+L (OTG), qcb+ATK+ATK immediately after lvl 3 ends.</p><hr class=“bbcode_rule”>
<br>
<div align=“center”><div align=“left”><font size=“4”><b>Optimal Combos</b></font><br></div><br></div>These are your best midscreen and corner combos
<ul class=“bbcode_list”>
<li>midscreen - j.S (land), s.MMHS, sjc.u+H, qcf+L (land), qcb+L, S, sjc.d+H, qcf+L (land), S, sjc.MHu+HS (land), j.qcf+L (OTG) (land), dash, qcb+L, qcb+H, qcb+ATK+ATK</li>
<li>corner - j.S (land) (flush with opponent in corner), s.MMHS (neutral super jump), sjc.u+H, qcf+L (land), dash (side switch), s.HS, sjc.d+H, qcf+L (land), S, sjc.MHu+HS (land), j.qcf+L (OTG) (land), dash, qcb+L, qcb+H, qcb+ATK+ATK</li>
</ul>
<hr class=“bbcode_rule”>
<br>
<div align=“center”><div align=“left”><font size=“4”><b>Ender Launch into Tiger Knee Shield Slash variations</b></font><br><br>These are listed in order based on damage and hitstun used. If you start your confirm with an assist or something to add more hitstun decay, go down the list (the second and third are purely preference on timing the qcf+L). It is noted that doing a neutral jump j.qcf+L is more consistent than an up forward so try to learn either u~qcf: or qcf~u if possible.
</div></div><ul class=“bbcode_list”>
<li>sjc.MMH, djc.Md+HS (land), dash, j.qcf+L (OTG) (land), dash, qcb+L, etc…</li>
<li>sjc.MMHd+HS (land), j.qcf+L (OTG) (land), dash, qcb+L, etc…</li>
<li>sjc.MHu+HS (land), j.qcf+L (OTG), (land), dash, qcb+L, etc…</li>
<li>sjc.Hu+HS, j.qcf+L (OTG) (due this before landing) (land), dash, qcb+L, etc… (very strict timing)</li>
</ul>
<hr class=“bbcode_rule”>
<br>
<font size=“4”><b>Throw Combos</b></font>
<ul class=“bbcode_list”>
<li>Forward/Air Forward/Air Back throw, qcf+L (OTG), qcb+ATK+ATK</li>
<li>Forward/Air Forward/Air Back throw, assist, qcf+L (OTG), assist hit, combo… (begin executing the OTG and assist call earlier than you would expect)</li>
<li>Back throw, dash backward, qcf+L (OTG), dash, s.H, qcf+H, qcb+L, S, sjc.MHu+HS, ender…</li>
</ul>
<hr class=“bbcode_rule”>
<br>
<font size=“4”><b>Assist Extensions</b></font><br><br>Cap usually has little benefit to assists mid combo. Typically assists are used to start the combo or extend the final part. This is a basic listing of common combo enders using :qcb:+:atk: which fully ignore hitstun deterioration.<br>
<br>
BnB combo, hard knock down from j.:s:…<br>
<ul class=“bbcode_list”>
<li>(Vergil rapidslash) corner…:a1:, :qcf:+:l: (OTG), assist hits, :s:, :qcb:+:l: (TK cancel with :u:), :qcb:+:h:, :qcb:+:atk::atk:</li>
<li>(Taskmaster horizontal) corner…:a1:, :qcf:+:l: (OTG), assist hits, :qcb:+:l:, :qcb:+:h:, :qcb:+:atk::atk:</li>
<li>(Taskmaster horizontal) corner…:a1:, :qcf:+:l: (OTG), assist hits, :qcb:+:l:, :qcf:+:atk::atk: - lvl3</li>
<li>(Dr. Strange bolts) corner…:a1:, :qcf:+:l: (OTG), assist hits, :qcb:+:l:, assist hits, :qcb:+:l:, :qcb:+:h:, :qcb:+:atk::atk:</li>
<li>(Sentinel charge)midscreen…TK j.:qcf:+:l: (OTG), :a1:, dash, TK :qcb:+:l:, assist hits, :s:, super jump, huge delay, sjc.:s: (on drones last hit), :qcf:+:l:(OTG), :qcb:+:atk::atk:</li>
<li>(RR log)midscreen…TK j.:qcf:+:l: (OTG), :a1:, dash, TK :qcb:+:l:, assist hits, dash twice, :qcb:+:l:, :qcb:+:h:, :qcb:+:atk::atk:</li>
<li>(RR log)midscreen…TK j.:qcf:+:l: (OTG), :a1:, dash, TK :qcb:+:l:, assist hits, dash twice, :qcb:+:l:, :qcf:+:atk::atk: - lvl3</li>
</ul>
Hyper into hypers:<br>
<ul class=“bbcode_list”>
<li>Doom (missiles): BnB combo, hard knock down from j.:s: in corner…<br>
:a1:, slight pause:, :qcf:+:l: (OTG), :qcb:+:atk::atk: (full mash), assist hits, :s:, :qcb:+:l: (TK cancel with :u:), :qcb:+:h:, :qcb:+:atk::atk:</li>
<li>Sentinel (charge): BnB combo, hard knock down from j.:s: midscreen near corner…<br>
TK j.:qcf:+:l:, :a1:, dash, :qcb:+:atk::atk:, assist hits, :qcb:+:l:, :qcb:+:h:, :qcb:+:atk::atk: (very distance from corner specific!!!)</li>
</ul>
<hr class=“bbcode_rule”>
<br>
<font size=“4”><b>X-Factor Extensions</b></font><br><br>Cap can typically kill anyone in the cast with a properly timed X-factor, especially with a happy b-day. These are more useful methods of use beyond hyper into hyper.<br>
<ul class=“bbcode_list”>
<li>XF3 infinite: opponent above you anywhere on screen… qcb+L (repeat)</li>
<li>Midscreen Hyper into combo: qcb+ATK+ATK, XFC, dash, qcf+L, dash, S, sjc.MHu+HS, qcf+L, dash, S, sjc.MHu+HS, ender…</li>
<li>Midscreen b-day Hyper into Hyper: qcb+ATK+ATK, XFC, dashx2 (ASAP), qcf+L, qcb+ATK+ATK</li>
<li>Early combo corner Hyper into combo: qcb+ATK+ATK, XFC, c.LMHS, ender…</li></ul><p>
</p><hr class=“bbcode_rule”>
<br><b><font size=“4”>Near Corner and Corner Corrections</font><br><br></b>Many of the combos listed above have side switch variations with the intent to control direction and gain access to more optimal combos whether it be Cap’s solos that require mid screen enders or assist extensions that prefer corner variations toward the end. Typically when starting a launch near a corner, always attempt a neutral super jump into sjc.:u:+:h::qcf:+:l:, unless flush with the corner this should always connect and allow you to make any adjustments needed to optimally combo. You should avoid using forward super jump extensions as they will only allow difficult and low damaging normals to be use as well as a much harder relaunch, these are best used when a mistake is made and you need to salvage the combo. Using s.:h: flush with the corner is not only optimal for all openers, but will cause Cap to push himself out of the corner as it hits, allowing for a very easy corner combo confirm. <br><ul class=“bbcode_list”></ul>