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

I spend majority of my time with Cap practicing hit confirms from various angles, air to air stuff, the dirtiest possible resets/mixups I can find, and spacing/space control.

I’ve been working the past couple days on using my assists to put the opponent into positions where I can get either an air/ground throw or look for a quick reset combo from a crossup/fake crossup. I use the hell outta double jumps for combos and resets (see the Spencer reset I posted previously). I feel as though smartly using Cap’s double jump (which partly means NOT using it on every single jump you do lol) changes so much about his advantages.

The double jump itself is a mixup in my opinion, unless you do it every single time which then takes away the element of surprise.

Damage is excellent for Cap in my book especially with at least 1 assist 750-800k is pretty easy starting from c.L… My BnB is roughly 835k starting from c.L so I’m happy about that (1mil with a DHC)

I think that air to air is pretty strong with Cap, and especially so if you use the same Spencer assist I use.

Kei

Easy Beginner Friendly “My First Captain America Combo” - No Assist 1 Bar 700K Minimum Damage Combo

The combo:
Ground Series > S, j.H, Shield Slash L, j.H, Shield Slash L, s.H, S, j.H, j.S, Shield Slash L, Hyper Charging Star

Background:
This combo is intended for beginners like me who are tired of BBCS combos, and who need help with not just knowing which buttons to press, but the timing involved and broken down on each step of the combo. What I like about this combo is that is uses minimum special move inputs, and doesn’t require what I find to be the more strict timing of landing of a L, M, or H Charging Star before landing the Hyper Charging Star.

The combo can started multiple ways before the S launcher:

c.L, c.M, c.H, S > Will lead you to around ~705K damage
c.H, S > Will lead to ~750K damage
s.M, s.H, S > Will lead to the ~760K damage

There are obviously more ways to start a combo before the launch, but that just gives you an idea what damage is going to be like. After you get the launch S:

jump.H , QCF+L, land, jump.H, QCF+L

The timing is not too strict on hitting the jumping H and Light Shield Slash, but if you do it too fast you can cancel the jump.H altogether and immeidately Shield Slash without connecting the H. Personally that is always my trouble with this part of the combo, doing it too fast instead of waiting for that jump.H to connect before canceling into the shield slash.

stand.H, S, jump, jump.H, jump.S

So after the second shield slash your opponent will flying back towards you, that’s when you want to land the standing H following by the S. The timing here is a bit more strict as you can do it too slow or too fast, it depends your he of the second jump.ight of the second jump of the second shield slash. If you land early and start mashing s.H you’ll be too early, but if you were a bit higher in the second jump and wait too long you’ll miss. So you’ll want to base the timing of the standing H on your height.
The following S, jump.H, and jump.S all must be done fairly quickly in the air, but that shouldn’t be too tough.

land, QCF+L, QCB+LM

The hardest part of this combo for me is the quick timing of when you immediately land, inputting the Light Shield Slash to OTG and then quickly Hyper Charging Star. I was having a lot of trouble of the opponent “falling out” of the Shield Slash OTG before I could connect the Hyper CS. If this is happening to you, it’s because you’re not inputting/canceling the Shield Slash > Hyper CS fast enough. It really needs to be a very quick cancel. I think what I was doing wrong was waiting for the first hit of Shield Slash to connect before inputting, but ideally you should be starting the Hyper animation even before the Shield Slash connects to ensure that you’ll land the whole thing. If you do it fast enough you can connect this part of the combo anywhere on screen, even when it looks like you are too far away. It’s all about the speed of Shield Slash OTG to Hyper Charging Star.

Other Applications with XF and more bars:
With any level X-Factor you can extend the combo after the Hyper Charging Star with another one with a **XFC, QCF+L, QCB+LM **and that’s probably doing enough damage to finish off anyone. Since this combo ends in a knockdown, any DHC that OTGs will extend the damage for another bar. What I really like about Hyper Charging Star is that I think it easily leaves you with enough time to “mind confirm” whether or not a DHC is needed to finish off the opponent, or just tag out Cap by DHCing. Right now I am using Firebrand and Frank West behind him, and with another DHC I am doing around 850+ damage after this combo.

Thanks for reading!
I hope this explanation helps out beginners like myself. I know this combo isn’t original or I am the first one to come up with it, but hopefully my breakdown helps newbies understand the timing of each part.

Thor’s a much worse character than Spencer, but he has pretty good synergy with Cap, especially with extending corner combos with Mighty Strike assist. In the corner, you can do something like Magic Series, S, sj. MMHS, call Thor, L. Shield Slash, s.S, sj. MHS, L. Shield Slash OTG into Hyper Charging Star. It does close to 750k IIRC (I’ll post an actual number once I do it in training mode).

Been messing around with Cap and X-23 Crescent Scythe Assist, here’s what I got so far:

BnB 1 Bar (does ~10k more damage than using :h: instead of the assist)

:m::h::s:,j.:h:,L.Slash,Land,Jump,j.:h:,L.Slash,land,Call X-23,:s:,j.:h:,j.:s:,land,L.Slash,Hyper Charging Star

downside to this one is that X-23 won’t be ready to DHC yet, so it only adds damage if you only wanna spend 1Bar.
You can also do the regular BnB and DHC into Rage Trigger just before the last hit of Hyper Charging Star for ~800k damage unmashed.

Still gonna try around more and see if I can implement The assist earlier so she’s ready to DHC at the end of the combo

I can get the same with taskmaster, though it’s a little finicky. and if i have my full team, i can also call frank’s shopping cart for the last L Shield Slash and hit him with final justice, but it has to be quick or they tech out.

Kei, I’m loving your cap/spencer resets and it made me think about my own bnb and where I can incorporate it. The only problem I have with the spencer grapple is that it holds them for a second, then you get a c.l that combos, but the next him, c.m starts the reset hit. This poses a problem because it gives them time to react to the mixup. I’ve had a couple people block it becsuse of this hiccup. I think the solution is to wait a bit until the combo meter actually resets then combo into it. what do you think ?

Is your height too high when doing your reset attempt? If it is then they can see that you went under, but otherwise it’s so fast it’s unlikely to be blocked very often. If they do block then you’re so close you can very likely turn it into a tick throw setup (which is another reset option in itself) still giving you big damage.

You could also just do the dash under right into back throw after pausing for just a half a tick since it’s likely a 95% chance they’re looking to block, again turning it into a reset since you’ll get a nice combo again.

You could also probably just do a standing L instead which is 1 frame slower than c.L, and then go into a c.L from there or s.M to start the next combo. Or you could just go for a few s.L’s into a hit confirm for the next combo. Either way you get some options, and you also have to remember that if the person blocked the mixup the first time…they were likely holding forward during your air combo to try to tech forward if you drop it…try to exploit that at some point. It just might be a tendency they find hard to stop doing. :slight_smile:

Kei

Can someone post their solo Cap. Am B&B for building at least 1 bar? I just sat in training mode for like 3 hours but at most could only get like 95% of a bar.

no jump in required:

low A, stand B, stand C, launch, j.B, jB, j.C, double jump, j.B, air raid kick, S (land, dash forward) otg shield slash, dash, stand C, launch, j.B, j.C, air raid kick, S (land) otg shield slash, hyper charging star.

dhc opportunity for first hit of the match.

Ok, so I use Cap (SS)/Spencer (Armor Piercer)/Hawkeye (Greyhound)

Should I change any of my assists?

Captain America does best with any of Spencer’s other assists. Other than that, you’re fine.
I’m not saying you have to change Spencer’s assist, but if you do, you get combo extension and mixups. I don’t know what you get off of it now.

I agree 100%, unless you’re using armour piercer for near corner combos, plink dashing into combos, or something like that…the other assists (even the horizontal grapple) can be FAR more useful to Cap.

…unless you have some sexy new techniques you’re willing to share with us. :smiley:

Kei

Nah, my Cap is pretty basic. I use Armor Piercer to extend corner combos. I wouldn’t mind learning some new combos for him.

I’m trying to do some of these combos that have a j.u.H in them, but I accidentally double jump all the time. Other than just doing a double jump combo instead, can someone tell me how the hell I stop double jumping accidentally?

armor piercer is actually harder to use then the slant grapple when extending cap corner combos cuz the enemy is more prone to flip out of the combo after the armor piercer.

What combo are you trying to do, specifically?

I do that automatically so many times without thinking about it, haha.

Anyhow, the idea is to press H -then- hit up quickly after.

If that doesn’t work, just hold Up while doing the air portion of the combo and let go as needed.

for that corner relaunch, you really don’t have to do that double jump combo since it can be unreliable. just delay yer mmhs in the air so you knock them down low to the ground then back dash shield slash.

[FONT=Helvetica]I don’t know if this has been posted but I’ve been fart knockin around with Cap-shield, Hawkeye-trickshot, Doom-missiles and the midscreen combo I’ve been using is:
c.L,c.M,c.H,S,sj j.H,L-SS,land-Trickshot assist,Immediately L-charging star,as trickshot hits- S,sj j.M,H,S,land, Missile Assist, L-SS,Hyper ch.Star-mash, missiles pick up, Hyper ch.Star-mash.
It says around 937,000 but with the trickshot poison it will bring it over 1mil. but right under 1,050,000
[/FONT]

Great vid anyway we can get the notation to this. I tried just get a little lost when you perform the air combos. Thanks in advanced.