Questions on Cap

What are some damaging yet simple combos for an intermediate player to master with Cap?

Some ground combos with and without supers would be great as well as some practical juggles.

What are things to look out for when playing cap?
What should be my mindset? i.e. Rush like a beast or more proactive play?
What assits usually go well with him?
What are some basic mixups if any I can go for?

That’s all I have for now. Thanx in advance.

well,

captain has tools to be defensive and offensive,

i think you want to mix it up, and not rush too much,

captain america practical?

go in crouching lk, crouching lk, down fierce punch (launch) lp, lk, mp, mk, fierce punch

that’s the main combo

there’s assist comboes but they are not THAT easy

a advanced move is multiple charging stars

any combo involving a fierce shield slash should be done as close up to the opponent as possible or else it wont’ combo.

such as : c. lk, c. lk fierce shield slash xxx into super of your choice

the myke z semi infiinite

is:

In corner after a charging star, do a regular charging star right before they hit the ground (this is a juggle) and cancel into the super star.

repeat.

a good thing to do is run up

crouching lk, lk, down fierce punch (see if they block) if they do , cancel the launch into shield slash

if they get hit jump up and combo.

mix that up with

crouching lk, lk Cartwheel, then do the safe rush in before

[command for cartwheel is: foward, down-foward, down, down-back, back, lp (or hp)]

a more advanced combo is with say… magneto B

c. lk, c. lk, (call magneto) standing fierce kick cancel into final justice

c.lk,c.lk,s.hk XX Shield Slash XX Final Justice

Meterless: c.lk,c.mp,c.mk,s.hp
df.hp hits anywhere a juggle would. Its also a better anti-air than it looks like. Otherwise, you can juggle w/ j.lp,j.lk,j.mp (slowly), land & dashunder/cartwheel or df.hp to try to catch them attacking.

Can you stuff their assist w/ normals? High or low? Can you call a proj assist & follow it in w/o it getting beamed? Can you DJ over the opponent while calling assist? Do they have any ground normals that beat your j.hp?
Proactive? If the opponent wants to come to you, jumpback hp all day, sometimes, jumpback nothing, wait for them to dash, call assist and dj forward. Dash s.hp, block & counterassist. Dash up call assist & cartwheel through them. Call Doom/Tron/Sent-Y anything that pins and hp shield slash. Remember to tic-throw.

I like Tron w/ him. She sits out there long enough to make the opponent deal w/ her, screws up Capcom & Psylocke, which are his problem assists, and adds stupid damage to combos. Dumb mixup is dash c.lk + Tron, c.lk XX HP Cartwheel. Since tron’s hits don’t combo together, the block direction will change in the middle. If you hit lk Tron 1st hit combos anyway.

Sent-Y is also good for obvious reasons. You can throw into it w/ HP as well.

You can also intentionally lose your shield to try to bait the opponent. They usually either go crazy trying to hit you or start “guarding” your shield to keep you from getting it back.

I’m pretty sure captain america is 5% faster without his shield.

The whole c.lk, c. mk, shield xxx final justice sucks.

It only works on most standing opponents and crouching sentinel.

it’s better to try to incorporate assists into his rush down.

Like if you are using low tiers gambit and bb hood are good.

a good combo is like c. lk, c. mk. (call b.b) standing hk xxx cartwheel (b.b hits) final justice or dash in and launch.

you can do the same thing with gambit just omit the cartwheel.