That's why I'm a super soldier. Combos/Resets!

Corner Adjustments. The 1st air series requires slight distance from the wall.

Opener (flush):
[LIST=1]
[]c.:l::m:s.:h:(slight delay to push out):s:(neutral jump)
[
]c.:l::m::h::s:(jump backwards)
[/LIST]
1st air series:
[LIST=1]
[]sjc.:u:+:h::qcf:+:m:, land, dash, neutral jump as you cross under (cap should face out now), j.:u:+:h::qcf:+:m:, land, dash, :qcb:+:l:, :s:
[
]sjc.:u:+:h::qcf:+:l:, land,dash, neutral jump as you cross under (cap should face out now), j.:m::u:+:h::qcf:+:l:, land, dash, s.:h::s:
[]sjc.:u:+:h::qcf:+:l:, land, jump backwards, j.:u:+:h::s:, land, dash backwards :qcf:+:l:, dash, s.:h::s:
[
]sjc.:u:+:h::qcf:+:l:, land, jump backwards, j.:u:+:h::qcf:+:m:, land, dash, :qcb:+:l:, :s:
[]sjc.:u:+:h::qcf:+:l:, land, jump backwards, j.:m::u:+:h::qcf:+:l:, land, dash, s.:h::s:
[/LIST]
2nd air series:
[LIST=1]
[
]:m::m::h::d:+:h::s:
[]:m::h::u:+:h::s:
[/LIST]
Ender:
[LIST=1]
[
]:qcf::u:+:l:, land, dash, :qcb:+:l:, :qcb:+:h:, :qcb:+:atk::atk: - midscreen (will only work with 1st and 2nd combo on air series 1)
[]:qcf:+:l:, :qcb:+:h:, :qcb:+:atk::atk: - midscreen (after hitting with 1hit of :qcb:+:h:, you can cancel into lvl 3) (will only work with 1st and 2nd combo on air series 1)
[
]:qcf:+:l:, :qcb:+:atk::atk: - corner
[/LIST]

Very nice posts so far. I (and hopefully everyone else) appreciate your effort.
And Oh shit lol my post never appeared. I was wondering what condor does in his corner combo. He does an air series and then lands with enough time to fully back dash and otg. It looks very damaging. Also…any tips on doing a tk :l: ss into cs cs? I can never get the relaunch.

He does something with double jump I believe. Someone here mention probably j.M j.H dj (back or neutral) j.M j.H (2H?) j.S
the j.S should be way closer to the ground then on normal air series, which will allow backdash extension.

I don’t think condor is using optimal combos so for what it’s worth, unless you have a team gimick around it learn the above combos. They’re more flexible with positioning the opponent and do more damage. You can also use the flush s.:h: trick to create the room needed to land, back dash, OTG.

The TK SS is a pain, especially with smaller characters. You need to be right off the ground and your final air series matters. I use :m::h::u:+:h::s: for the most consistent results on placing my opponent at the needed distance, otherwise you’ll be too close and whiff the return hit. It is possible, though harder to input the TK as :u::qcf:+:l: for better consistency with range versus taking a slight lead forward from :qcf::uf:+:l:. Practice it, you’re looking for a just off the ground TK, although it is nice that if you input too fast an do a normal SS you still get a perfectly viable combo ender anyway so there’s no risk unless you wait too long and/or whiff if you do leave the ground.

Another alternative to the TK SS near the end of combos is to do this input:

:ub::qcf: + :l:. (Or for some, it’ll end up looking similar to this on stick: :ub::hcf: + :l:)

Since you’re jumping backwards, if done right you’ll end up positioning yourself at the correct area to connect the SS. After landing, dash forward and input the Charging Stars > Hyper.

Does anyone know what condor does in the corner?
IBF I’ve been using your corner combo. I’m enjoying myself but the more tools I have the better.

Does Captain America have an overhead move?

Anyone care to help me finish this style combo? I saw that jump loop imkreative had on the front page a while back and thought, “there has to be a better version jump reps for Cap” since his used light attacks.

So far, I got this.

cr.:l:, :m:, :h: xx :h: Shield Slash, JUMP, :m:, :h:, delay, d.:h:, JUMP, :m:, :m:, :h:, u.:h:…?

The Anti-Air kick near the end puts them in enough hitstun for Cap to land, but it’s not enough for him to actually connect with :s: or jump and start another rep.

Why not use an assist? Although honestly it looks like you’re getting close to hitstun deterioriation limits. If you can land, you can just chain something faster into S although like I said I don’t think you’re going to get a lot out of it because once you launch they’re likely to flip out.

So land, st. m, S (or st. h, S)?

Yeah. I added that u.H to put them in more hitstun for when Cap lands on the 2nd rep so I could st.S or something faster, but I’m not really sure if it’s just hitstun limitations or a really fast link.

Went ahead and tried to end it earlier from there and got this.

cr.LMH, j.M, j.H, delay, j.dH, land, j.M, j.M, j.H or j.uH, M Shield Slash, call long duration beam assist (Unibeam [what I use], Plasma Beam, Mighty Spark), L Charging Star.

I can’t remember if I used any specific variation, but I do remember being able to get an S to follow after Charging Star. Hitstun deterioration is wayyyyyyyyyyyy too high to get anything after it though. Other random stuff I tried was to just jab and cancel fast into a TAC, but the TAC never activates. Is there a restriction on when TACs can be done besides assist cooldown?

You should be able to still do Charging Star H after and finish the combo. As for style combos I’m not sure this is the best approach unless you’re really wanting the jump normal loops. To be honest the optimized combos are about as flashy as he can get until you get into X-factor where you can link like 6 varied SS’s without any normals inbetween. Cap just does too much hit stun on his normals to really make anything besides maybe 1 cool salvage jump loop. You can do cross unders mid combo to change direction which can be fun to do.

RIP Vanilla Cap’s Shield Hitstun. :frowning:

I think I’ll try some cross unders with cartwheel. Forgot who it was, but they did cr.LMH, H SS, j.M x2, air HSS, Cartwheel, and picked up on the other side.

I think the most stylish combos I could come up with would be:

.c:l::m:s.:h::s:, sjc.:u:+:h:, :qcf:+:m:, land, dash (cross under), j.:u:+:h:, :qcf:+:m:, land, :qcb:+:l:, :s:, sjc.:m::h::u:+:h::s:, land, :u::d::df::f:+:l:, land, dash, :qcb:+:l:, :qcb:+:h:, :qcb:+:atk::atk:

.c:l::m:s.:h::s:, sjc.:u:+:h:, :qcf:+:m:, land, dash (cross under), j.:u:+:h:, :qcf:+:m:, land, j.:s:, :u::d::df::f:+:l:, dash, :s:, sjc.:m::h::u:+:h::s:, land, :u::d::df::f:+:l:, land, dash, :qcb:+:l:, :qcb:+:h:, :qcb:+:atk::atk:

.c:l::m:s.:h::s:, sjc.:u:+:h:, :qcf:+:m:, land, dash (cross under), j.:u:+:h:, :qcf:+:m:, land, dash (cross under),:s:, sjc.:m::m::h::d:+:h::s:, land, :u::d::df::f:+:l:, land, dash, :qcb:+:l:, :qcb:+:h:, :qcb:+:atk::atk:

so just some minor notes for reference:

on the last air combo these are typically the 4 options to use based on hit stun and etc…
[LIST]
[]:s:, sjc…:m::m::h::d:+:h::s: (fast as possible), land, :qcf::u:+:l:
[
]:s:, sjc…:m::h::u:+:h::s:, land, :qcf::u:+:l:
[]:s:, sjc.:m::h::u:+:h::s:, :qcf:+:l:, land
[
]:s:, (slight delay) sjc.:h::u:+:h::s:, (slight delay) :qcf:+:l:, land
[/LIST]
These are all to get midscreen :qcb:+:l:, :qcb:+:h:, :qcb:+:atk::atk:enders or something similar.

Turning opponents around in corner starters:
[LIST]
[]:s:, sjc.:u:+:h:, :qcf:+:l:, land, dash (cross under), s.:h:, :qcf:+:h:, dash, (slight pause), :qcb:+:l:, :s:, etc…
[
]:s:, sjc.:u:+:h:, :qcf:+:l:, land, dash (cross under), :qcf:+:h:, dash, (slight pause), :qcb:+:l:, :s:, etc…
[]:s:, sjc.:u:+:h:, :qcf:+:l:, land, dash (cross under), :qcf:+:h:, dash, (slight pause), :s:, etc…
[/LIST]
Turning opponents around in midscreen starters:
[LIST]
[
]:s:, sjc.:u:+:h:, land, dashx2 (cross under), s.:m::m::s:, etc…
[*]c.:h:, :qcf:+:h:, dashx2 (cross under), s.:m::m:, :qcf:+:h:, dash, :qcb:+:l:, :s:, etc…
[/LIST]
These will help with ideas when hit stun scaling is a concern for assist combos and etc…

*****Any way we can take control over OP. I’d really like to do an extensive Cap combo update.

My favorite solo style combo would go something like this:

j.:s:, :m::m::h::s:, sjc. :h:, dj:uf:, :h:, delayed :d:+:h:, :d::db::b:+:l:, :m::m::s:, sjc. :m::h:, dj :m::d:+:h::s:.

You’ll usually end up in the corner afterwards, so best have a good assist to extend it. Also, if you’re having trouble catching them with the double :m: kick when you reach the ground, you can use a projectile assist to keep the combo going. :slight_smile:

Discovered this a few months back, but I only got to recording it awhile ago. Since we’re talking about style combos, this one’s my absolute favorite. Does a looot of damage too.

[media=youtube]zKSjQQJEmyw[/media]

This was impressive. I loved the OTG with Doom missiles into THC lol.

The combo wouldn’t be any good without it! It does the same damage as Doom’s level 3 as long as you mash like a mofo and follow up with the footdive. I think it’s a glitch of some sort? I wouldn’t know, it’s 100% unscaled I believe.

Actually depending on your team it is more damage than lvl3. I’ve been using that ender for awhile, it is sexy. Missiles OTG all times, even on the way up and similar to Wesker doing gunshot into THC, you can always do this. Since most people aren’t aware of this cancel you can close out a character by spamming missiles then popping this when they run in for the punish.

Cap’s Hyper Charging Star in a THC’s crazy strong as well. With Doom however, you can’t get the S Footdive follow up in the end.

I’ll do another vid soon about some Iron Man x Cap THC synergy. Dunno if it’s practical though – it’s nothing crazy like Doom x Amy.