Ultimate Guide to Cap: Combos/Tech/Resets/Set Ups/Videos/etc

This is a comprehensive living guide detailing all solo and core assisted tools for Captain America. These should provide all up to date tech and practical to fully optimized combo segments.

Version Notes [Updated - 12/25/2013]

Spoiler

new info will be mentioned and dated here in order to keep track of new finds
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12/25/2013
[list]
[*]Expanded upon Cap’s best shells with place holders for write ups and more info and suggestions on pairing with a 3rd and placement
[/list]

10/22/2013
[list]
[*]Added Corpse Hop in the set ups section.
[/list]

10/11/2013
[list]
[*]Added a section about Dynamic Team order that goes over teams that use counter pick arrangements.
[/list]

8/30/2013
[list]
[*]Removed Standard BnB section with updated combo segment section. The new write up explains usage better and the list would be a repeat or too limited with an air of bias to use those over other options in other scenarios.
[/list]

8/28/2013
[list]
[]Added new BnBs and included descriptions to each key launch segments to explain why to use one over the other. This should clear up the differences between preference and practical usage options so you can find the mix you like best.
[
]Added a small section on conversions and salvaging combos. This covers small fixes to convert an awkward hit or a combo that’s falling apart.
[*]Updated all combos. There were some overlaps and missing or impractical hits. The new list should be far more useful.
[/list]

8/26/2013
[list]
[*]Added new side switch and corner BnBs
[/list]

8/24/2013
[list]
[]Added new throw and BnB conversions. These are more consistent for the damage and meter gain than previous combos.
[
]Added a front throw conversion
[/list]

8/14/2013
[list]
[]Added write ups on Cap’s assists and THC tech. Covers interesting Alpha Counter and utility uses.
[
]Slightly expanded on use of j.qcf+:l: and improving consistency as a combo ender extension.
[/list]

7/8/2013
[list]
[*]Added a small write up on why to play Cap, various concerns, game plan, and basic team building
[/list]

7/3/2013
[list]
[*]XFC Fuzzy Guard Instant Overhead added to Advanced Tech > Set Ups section
[/list]

PLAYING CAP
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Why Play Cap?

Spoiler

To start things off Captain America is a mid-tier character who needs assists and properly planned team shells to operate. That said, while he has flaws, he has unique strengths that can punish common strategies. Cap’s strengths are his solid normals, 3/4s screen projectile punishes, invincible hypers, cross up roll, and heavy damage. He has a very low execution level and is great for beginners, but has many subtle tactics for advanced players. Typically Cap is a very capable point character with the right assists, but he can also serve as a decent assist or DHC himself for certain characters.[/details]

Issues Cap Must Overcome

Spoiler

Cap is a risk/reward character that requires careful use of assists and patience to offset his faults. While on a technical aspect he is easy to learn, it takes time to pose a threat without leaving yourself open to punishment or kept out by better players. Cap’s main issues are that his specials and hypers are extremely unsafe, he has no full screen projectile to get in, little to no solo mix up game, and can’t compete with superior air zoners that can stay away from charging star and beat out shield slash. Due to these issues, your team and the match up dictate a lot of what Cap can and cannot do.

If Cap is dealing with superior air zoners, his only solo options are to patiently use double jump to bait out a mistake and punish with air shield slash or mount an offense on your way down, or simply evade by using charging star and roll till they come to you. On the ground it’s important to attempt to keep them grounded by throwing preemptive shield slashes above them whenever safe and to keep above them and threaten with d+:h:. Remember Cap only needs to hit once or twice to kill, so be patient and make use of your 1mil+ lifebar till the moment is right.

Cap suffers from many unsafe moves, so using assists to keep you safe is essential. Charging Star is a great way to get in and harass opponents, but outside of reacting to an opponent for a punish, it is too unsafe to use without an assist. Some assists will let you combo as well as give you free frames on certain versions of charging star and give Cap a way to get in and stay in, making his mid screen game even more threatening. His shields slashes suffer the same and often need an assist to cover him if the shield misses. His hypers are an amazing tool for punishing opponents, but outside of combos and guaranteed punishes, you take a major risk if your opponent blocks it such as using an X-factor. Having a safe DHC can greatly improve Cap’s game by giving him more room to take risks, such as punishing an assist even if the point character might block or countering a counter hyper. Keeping Cap safe is one of the most important things when playing him, if you don’t have a team set up to do so, you likely are leaving him without tools he could be abusing like safe charging stars or lock down shield slashes.

Lastly your assists also need to help Cap form an offense and get in. Solo, Cap suffers from a few bad matchups and can be kept out of range to attack or beaten by certain defensive moves that limit Cap’s ability to attack, EX: Haggar Lariat or Taskmaster counters. Your assists need to provide a way for Cap to stay within midscreen range and either get in or maintain distance.[/details]

COMBOS
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Standard Solo Combos

Spoiler

Cap combos tend to follow 4 parts: opener, launch series, ender launch, ground ender. For the most part you can make modifications 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. They are listed mostly in order of highest damage/meter, but typically higher hitstun scaling. Some of the top ones may not always be practical due to this, so find what suits your needs best. 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. These are listed in order of damage/meter (highest first). Due to this style of displaying info, final damage is not listed.
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Opener
[list]
[]Maintain Direction
[list]
[
]s.:m::m::h::s:
[]c.:l: s.:m::h::s:
[
]any normals into :s:
[/list]
[]Side Switch
[list]
[
]any normals into c.:h:, qcf+:h:, dash x2 (side switch), s.:m::m:, qcf+:h:, dash, qcb+:l:, :s: (Skip Launch section and go to Ender Launch section from here)
[/list]
[/list]
Launch Series
[list]
[]Maintain Direction
[list]
[
]sjc.u+:h:, qcf+:l: (land), qcb+:l:, :s:, sjc.d+:h:, qcf+:l: (land), :s: (Body must slightly fall after qcb+:l: and d+:h: must be done ASAP)

            [*]sjc.:h: u+:h:, qcf+:l: (land), j.:h: u+:h:, qcf+:l: (land), s.:h::s: 
            [*]sjc.:h: u+:h:, qcf+:l: (land), j.u+:h:, qcf+:m: (land), dash, qcb+:l:, :s: 
            [*]sjc.u+:h:, qcf+:l: (land), j.u+:h:, qcf+:m: (land), dash, qcb+:l:, :s: 
            [*]sjc.u+:h:, qcf+:l: (land), j.u+:h::s: (land), qcf+:l:, s.:h::s: 
            [*]sjc.:m: u+:h:, qcf+:l: (land), j.:m: u+:h:, qcf+:l: (land), s.:h::s: 
        [/list]
    [*]Side Switch
        [list]
            [*]sjc.:h: u+:h:, qcf+:l: (land), j.:h: u+:h:, qcf+:l: (land), dash (side switch), :s: 
            [*]sjc.u+:h:, qcf+:l: (land), j.u+:h:, qcf+:l: (land), dash, :s: 
            [*]sjc.u+:h:, qcf+:l: (land), dash x2 (side switch), s.:m::m::s: 
        [/list]
[/list]

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Opener
[list]
[](flush with opponent in corner) anything into s.:h: (slight pause) :s: (neutral super jump)
[
]any normals into c.:h::s: (backwards super jump)
[/list]
Launch Series
[list]
[]Maintain Direction
[list]
[
]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.u+:h::s: (land), (dash backwards if needed), qcf+:l:, dash, s.:h::s: 
            [*]sjc.u+:h:, qcf+:l: (land), jump backwards, j.:m: u+:h:, qcf+:l: (land), dash, s.:h::s: 
            [*]sjc.:m::h: d+:h:, delay, :l::h: (land), qcb+:l:, :s: 
        [/list]
    [*]Side Switch
        [list]
            [*]sjc.u+:h:, qcf+:l: (land), dash (side switch), s.:h::s:, sjc.d+:h:, qcf+:l: (land), :s: (d+H must be done ASAP) 
            [*]sjc.u+:h:, qcf+:l: (land), dash (side switch), :s:, sjc.d+:h:, qcf+:l: (land), s.:h::s: (d+H must be done ASAP) 
            [*]sjc.u+:h:, qcf+:l: (land), dash (side switch), s.:h:, qcf+:h:, dash, qcb+:l:, :s: 
            [*]sjc.u+:h:, qcf+:m: (land), dash (side switch), neutral jump, j.u+:h:, qcf+:m: (land), dash, qcb+:l:, :s: 
            [*]sjc.u+:h:, qcf+:l: (land), dash (side switch), neutral jump, j.:m: u+:h:, qcf+:l: (land), dash, :s: 
            [*]sjc.u+:h:, qcf+:l: (land), dash (side switch), :m::m::s: 
        [/list]
[/list]

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(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.)

[list]
    [*]sjc.:m::m::h:, dj.:m: d+:h::s: 
    [*]sjc.:m::m::h: d+:h::s: 
    [*]sjc.:m::h: u+:h::s: 
    [*]:h: u+:h::s: 
    [*]u+:h::s: 
[/list]

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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.

far from corner lvl1:
[list]
[]sjc.:m::m::h: d+:h::s: (land), j.qcf+:l: (OTG) (land), dash, qcb+:l:, qcb+:h:, qcb+:atk::atk:
[
]sjc.:m::m::h: d+:h::s: (land), .qcf+:l: (OTG), qcb+:h:, qcb+:atk::atk:
[/list]
far from corner lvl3:
[list]
[]sjc.:m::m::h: d+:h::s: (land), j.qcf+:l: (OTG) (land), dash, qcb+:l:, qcf+:atk::atk:
[
]sjc.:m::m::h: d+:h::s: (land), .qcf+:l: (OTG), qcb+:h: (1 hit), qcf+:atk::atk:
[]sjc.:m::m::h: d+:h::s: (land), .qcf+:l: (OTG), slight pause, qcf+:atk::atk: (time it so you dash into them just as qcf+:l: hits them on return)
[/list]
close to corner lvl1:
[list]
[
]Any relaunch (land), qcf+:l: (OTG), qcb+:atk::atk: or dp+:atk::atk:
[/list]
close to corner lvl3:
[list]
[*]Any relaunch (land), qcf+:l: (OTG), qcf+:atk::atk:
[/list]

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Timing is very strict, but Cap is able to do qcf+:l: (OTG), qcb+:atk::atk: immediately after lvl 3 ends.
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These are not practical in light of more consistent and nearly as damaging options, but these are Captain’s highest damaging lvl 1’s.
[list]
[]midscreen - j.:s:(land), s.:m::m::h::s:, sjc.u+:h:, qcf+:l: (land), qcb+:l:, :s:, sjc.d+:h:, qcf+:l: (land), :s:, sjc.:m::h: u+:h::s: (land), j.qcf+:l: (OTG) (land), dash, qcb+:l:, qcb+:h:, qcb+:atk::atk:
[
]corner - j.:s: (land), s.:m::m::h::s: (neutral super jump), sjc.u+:h:, qcf+:l: (land), dash (side switch), s.:h::s:, sjc.d+:h:, qcf+:l: (land), :s:, sjc.:m::h: u+:h::s: (land), j.qcf+:l: (OTG) (land), dash, qcb+:l:, qcb+:h:, qcb+:atk::atk:
[/list]

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[list]
    [*]Forward/Air Forward/Air Back throw, qcf+:l: (OTG), qcb+:atk::atk:
    [*]Forward/Air Forward/Air Back throw, :a1:, qcf+:l: (OTG), assist hit, combo... (begin executing the OTG and assist call earlier than you would expect)
    [*]Back throw/Forward throw, dash backward, qcf+:l: (OTG), dash, s.:h:, qcf+:h:, qcb+:l:, :s:, sjc.:m::h: u+:h::s: (land), ender... **(Forward throw conversion is EXTREMELY tight and will vary from character to character)**
    [*]Back throw/Forward throw, dash backward, qcf+:l: (OTG), dash, s.:h:, qcf+:h:, s.:h::s:, sjc.:m::m::h: d+:h::s: (land), ender... **(Forward throw conversion is EXTREMELY tight and will vary from character to character)**
[/list]

Confirm and Salvage Tips

[details=Spoiler]Many of Cap’s combos, while simple in basic execution, often require forced delays and monitoring the opponents position to make adjustments in timing. These are some basic adjustments you can apply to your combo to help convert hits or salvage a combo getting away from you:
[list]
[]:s:, neutral super jump, sjc.:m::m::h:, dj.:m::h: d+:h::s:, etc… - When the opponent sits too high or to close above you, it can be risky to attempt a standard forward super jump conversion as they may fall out or behind you. This is a simple and consistent way to convert if you have the hit stun available.
[
]j.d+:h: - Sometimes the opponent begins to float too high in many of Cap’s BnBs. In some cases with j.:h: and u+:h:, this can be substituted to lower the opponent.
[]j.:m: - While the j.:h:'s are typically the go to air confirm and optimal combo conversions, adding this can improve consistency on some combos at a small cost to hit stun.
[
]Do a “dpb, b” motion for qcb+:atk::atk: - In the occasional case of doing a qcb+:atk:, the opponent will fall behind you or sit right above you as you go for your hyper. To prevent an accidental lvl 3, you can do “b, d, db, b” instead. If they remain in front, you will do qcb+:atk::atk:, if they fall behind you, it will register as a comboing dpf+:atk::atk:
[]j.:h:/u+:h:/d+:h:, qcf+:atk: (land), j./sj.u+:h:, qcf+:l:/:m:, repeat if necessary - This is a very open ended conversion of any random air to air. Even at super jump height Cap can pull off 3 sets of “j.:h:/u+:h:/d+:h:, qcf+:atk: (land)” and end with a standard launch ender.
[
]c.:h: - Combos with s.:h: often require well timed delays and can often result in too high of a float to follow up with :s: or :s: will require a neutral super jump adjustment. In combos where the opponent will fall low enough, c.:h: is a great alternative and keep the opponent low for the :s:.
[*]Walking and dashes adjustments - Many combos require proper spacing and also suffer from inconsistencies in how the opponent will get positioned. Simply be adding walks or dashes in the gaps where you’re delaying a hit or have time to, you can make the adjustments necessary to make the combo more consistent.
[/list]

Ender Launch into Tiger Knee Shield Slash Variations

[details=Spoiler]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 a forward jump so try to learn either u~qcf or qcf~u if possible. The more optimal launch enders allow for more time to make any small dash adjustments after landing, so consider this when deciding your 1st launch series and how much hitstun you have remaining. If you buffer qcf+:l: before the move can come out due to height restrictions, it will come out on the first frame.

[list]
    [*]sjc.:m::m::h: djc.:m: d+:h::s: (land), dash, j.qcf+:l: (OTG) (land), dash, qcb+:l:
    [*]sjc.:m::m::h: d+:h::s: (land), j.qcf+:l: (OTG) (land), dash, qcb+:l:
    [*]sjc.:m::h: u+:h::s: (land), j.qcf+:l: (OTG) (land), dash, qcb+:l:
    [*]sjc.:h: u+:h::s: (land), j.qcf+:l: (OTG) (due this before landing) (land), dash, qcb+:l:, etc... (very strict timing)
[/list]

The main reason for learning these isn’t so much their damage, it’s the meter. You’re gaining the meter off two charging stars and a returned shield slash before doing your hyper, improving you chances of a DHC or simply making good calls on meter management for later.

Assist Extensions

[details=Spoiler]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.

[list]
    [*]BnB combo, hard knock down from j.:s:...
        [list]
            [*](Vergil rapidslash) corner...:a1:, qcf+:l: (OTG), assist hits, :s:, qcb+:l: (TK cancel with 'u'), qcb+:h:, qcb+:atk::atk:
            [*](Taskmaster horizontal) corner...:a1:, qcf+:l: (OTG), assist hits, qcb+:l:, qcb+:h:, qcb+:atk::atk:
            [*](Taskmaster horizontal) corner...:a1:, qcf+:l: (OTG), assist hits, qcb+:l:, qcf+:atk::atk: - lvl3
            [*](Dr. Strange bolts) corner...:a1:, qcf+:l: (OTG), assist hits, qcb+:l:, assist hits, qcb+:l:, qcb+:h:, qcb+:atk::atk:
            [*](Sentinel charge)midscreen....j.qcf+:l: (OTG), :a1:, dash, qcb+:l:, assist hits, :s:, super jump, huge delay, sjc.:s: (on drones last hit), qcf+:l:(OTG), qcb+:atk::atk:
            [*](RR log)midscreen...j.qcf+:l: (OTG), :a1:, dash, qcb+:l:, assist hits, dash twice, qcb+:l:, qcb+:h:, qcb+:atk::atk:
            [*](RR log)midscreen...j.qcf+:l: (OTG), :a1:, dash, qcb+:l:, assist hits, dash twice, qcb+:l:, qcf+:atk::atk: - lvl3
        [/list]
    [*]Hyper into hypers
        [list]
            [*]Doom (missiles): BnB combo, hard knock down from j.:s: in corner...
            :a1:, slight pause, qcf+:l: (OTG), qcb+:atk::atk: (full mash), assist hits, :s:/:h:, qcb+:l: (TK cancel with 'u' if you did :s:), qcb+:h:, qcb+:atk::atk:
            [*]Sentinel (charge): BnB combo, hard knock down from j.:s: midscreen near corner...
            j.qcf+:l:, :a1:, dash, qcb+:atk::atk:, assist hits, qcb+:l:, qcb+:h:, qcb+:atk::atk: (very distance from corner specific!!!)
        [/list]
[/list]

[/details]

X-Factor Extensions

[details=Spoiler]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.

[list]
    [*]XF3 infinite: opponent above you anywhere on screen... qcb+:l: (repeat)
    [*]Midscreen Hyper into combo: qcb+:atk::atk:, XFC, dash, qcf+:l:, dash, :s:, sjc.:m::h: u+:h::s: (land), qcf+:l:, dash, :s:, sjc.:m::h: u+:h::s:, ender...
    [*]Midscreen B-day Hyper into Hyper: qcb+:atk::atk:, XFC, dashx2 (ASAP), qcf+:l:, qcb+:atk::atk:
    [*]Early combo corner Hyper into combo: qcb+:atk::atk:, XFC, c.:l::m::h::s:, ender...
[/list]

[/details]

Near Corner and Corner Corrections

[details=Spoiler]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.
[/details]

ADVANCED TECH

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Resets

Spoiler
[list]
    [*]**Corner Shield Roll Trap (forward tech trap):** BnB into corner, finish with hard knockdown j.:s: (land), j.qcf+:l: (whiff 1st hit), brief pause, :atk:+:s: (as opponent begins to move) - if they tech forward, your roll will autocorrect and recross them as your qcf+:l: shield returns.
    [*]**Early Ender Corner Shield Roll Trap (forward tech trap):** Same as before but if you land qcf+:l: (OTG) early in the combo, they will hit the ground to set up the tech trap attempt, rather than slip out into the air if this is done late in a combo. Consider this when you mess up a corner combo relaunch and need a reset to kill.
    [*]**Assisted Corner Shield Roll Trap (multi tech trap):** BnB into corner, finish with hard knockdown j.:s: (land), jump, j.qcf+:l: (whiff 1st hit), brief pause, assist, :atk:+:s: (as opponent begins to move) - same concept as before but requires an assist that will time with the opponent rising and cover neutral and back tech.
        [list]
            [*]Back tech - roll crosses opponent just as your assist hits them
            [*]Neutral tech - roll crosses opponent just as your assist hits them (opponent recovers quicker than tech)
            [*]Forward tech - roll recrosses opponent as they cross you and either the assist hit if the hitbox reaches that far back, or qcf+:l: hits on return
        [/list]
Cap can influence the assists position more by intentionally jumping into the corner as they call the assist to push them into the opponent more.
    [list]
        [*]EX: (Doom missiles assist) combo to corner, j.:s: (land), jump forward (over opponent), assist, qcf+:l:, land, slight pause, :atk:+:s:, c.:m: (do this as a confirm to combo or to begin a block string). - opponent will either get hit by shield or by missiles going up allowing for full combo.
    [/list]
Be careful as the timing is very strict on making this completely safe to all wake up options with most assists. An opponent can alter timing between forward/back or neutral (faster). If done wrong, Cap can be throw during his roll, so your assist must hit meaty on wake up.

    [*]**Forced Air Tech Combo to Throw Reset:** After doing a long combo, intentionally choosing an ender launch that doesn't use double jump and will cause an opponent to flip out (EX: :m::m::h: d+:h::s: will result in the opponent flipping out between the :m:'s or :m::h: on some combos, before you execute d+:h:). Simply double jump and throw to catch them as they flip.

    [*]**Forced Air Tech OTG to Throw Reset:** After a long combo, when doing qcf+:l:(OTG), the opponent will be forced to air tech rather than ground tech. Jump accordingly and air grab them.
[/list]

Set Ups

Spoiler
[list]
    [*]**Incoming Character Shield Slash Cross Up:** On an incoming character, with some timing you can do j.qcf+:h:, land, :atk:+:s:. Timing and spacing is difficult, but can easily be covered with an assist for an added layer and coverage on the roll.
    [*]**Anti-Advance Guard Shield Slash Pressure:** During a basic pressure string with normals, if you get advanced guarded cancel into qcf+:m: or qcf+:h:. You can react to the scenario in numerous ways:
    On block, you are given a frame trap/free pressure string opportunity by throwing out a normal just before the shield returns and repeating the process or comboing.
    On whiff you will likely recover in time and can back dash and move to attempt to reset them on the shield coming back
    If the opponent attempts to punish, you have plenty of time to react and do either hyper based on which invincibility you need.
    [*]**Assisted Stars and Stripes:** Certain assists can cover and/or confirm off Stars and Stripes. This move is not used often due to limited reward and huge safety concerns, but with the right assist you can freely abuse it at disadvantage to get out of pressure or make a win/win guess. Remember that dpf+:l: shares a vulnerable frame with its 1st frame of active hitbox, so you want to attempt to work this with either dpf+:m: or dpf+:h:.
    [*]**Stars and Stripes to Hyper Charging Star to Safe DHC:** Stars and Stripes can confirm into hyper if you input the hyper before the active frame connects, the timing is very fast. This is ideal for getting out of pressure set ups for free when you have meter to spare. Keep in mind this should only be used if the dpf+:atk: will connect on it's first active frame, any longer and Cap will leave the ground and be unable to cancel into the hyper. The main reason for this is to cancel into Hyper Charging Star for more damage and easier DHC (this however is based on team and DHCs) by giving it invincibility before you activate it versus doing Hyper Stars and Stripes. Another major perk is your opponent will not be alerted to the attack by a hyper flash and given a chance to respond.
    [*]**Hyper Stars and Strips XFC mix up:** Perform a blocked Hyper Stars and Stripes, then XFC near one of the points he either jumps or is about to land and hit :l: and attempt to confirm. You will either get an instant high or low that is very hard to block when timed right. Delaying the button press and doing a c.:l: or throw on landing can catch opponents off guard who can easily confirm the immediate option during the flash.
    [*]**Shield Slash Self Frame Traps:** This is simply throwing qcf+:atk: at the proper time and distance so that the return of the shield leaves a small gap before the 2nd hit. If they mistime an advance guard or attempt to punish Cap, the shield will hit them.
    [*]**Assisted Fuzzy Guard Instant Overhead:** If you can force an opponent to block an assist while standing, depending on the assist and distance, you will be able to do j.:l: while flush with the opponent for an unduckable instant overhead. Not all assist will keep you safe if you attempt this or have any decent conversion, you will have to experiment with your team to see what possibilities there are. Here are two examples of a set up, plus a conversion that doubles as a safe block string if the over head is blocked:
        [list]
            [*]Vergil Rapid Slash assist in corner: forward jump + :a1:, j.d+:h:, *opponent blocks standing, land,  **assist is now being blocked, j.:l:, delayed d+:h:, land, c.:l::m::h::s:, combo... (high, high, high, low)
            [*]Doom missiles anywhere: :a1:, jump, j.d+:h:, *opponent block standing, land, **assist is now being blocked, j.:l:, delayed d+:h:, land, c.:l::m::h::s:, combo... (high, high, high, crossup + low [cross up midscreen only])
        [/list]
    [*]**XFC Fuzzy Guard Instant Overhead:** Sometimes you can't set up a fully convertable assisted fuzzy guard overhead. Your other option is to do the overhead at the end of the fuzzy guard and XFC, d+:h:,etc... 
        [list]
            [*]Vergil Rapid Slash assist in corner: qcb+:m:+:a1:, *opponent blocks standing, j.:l:, XFC, d+:h: (land), s.:l:, etc...
        [/list]

    Cap has to fully commit to this as the timing is immediately after the hit. He can also take attempt to set up his own by doing a very late j.d+:h: or j.:l::l:, then j.:l: after landing or running up on a returning shield slash if it catches them standing. These solo variants are not very practical to rely on, but can kill a full character if your opponent is unfortunate not to advance guard or block high. 
   

These both provide numerous mix up opportunities and are safe to attempt so long as I know they will have to block my j.d+:h:. If they block right, they must deal with a 2nd frame trapping d+:h: after the j.:l: attempt. Their only real defense is advance guarding and some assist last long enough that Cap can run in behind them and make the conversion without fear (sentinel charge)

**For those wondering what a fuzzy guard is, when you block an attack, standing or crouching, your character model is left in that position. If you change from standing to crouch block while being pressured after the first block, your character will still block properly, but will no longer switch into the according stance. This means if you block while standing on a true block string, you can block low, but you character will not crouch, making them vulnerable to moves that would normally whiff.
  
    [*]**Corpse Hop **- When a character dies, Cap can roll on top of the body and change the direction the opponent comes in from, if you jump and cross the body it will switch once again. This can lead to some dirty mix ups by throwing qcf+:m: or calling an assist just as they appear and have to instantly switch side or get baited into switching by not crossing a second time. 
[/list]

Move Analysis

Spoiler
[list]
    [*]c.:l: - Very fast low (i4) with good range. Pretty much used as your go to ground poke. Despite its speed, note that it is NOT self canceling and is NOT a true frame trap.
    [*]c.:m: - This is a versatile normal for Cap. It has better range than c.:l: when you need to connect off a confirm or pressure string out of range, is good for covering an opponent trying to jump over an expect c.:l: follow up, a decent anti air since it lowers Cap's hurt box.
    [*]c.:h: - Decent ranged low. Mainly used in common pressure and confirm strings when s.:h: is not preferred. Use this in normal openers on ground to airs, s.:h: risks dropping them. Try to avoid this in optimal combos as it is suspect for adding more hitstun decay than s.:h:. Delaying it after a blocked c.:m: is a very good way to punish a chicken block or whiffed advance guard with a frame trap low.
    [*]s.:l: - A basic fast light. Decent for close anti air, but not for crouching opponents.
    [*]s.:m::m: - Only used when you are sure the first hit will connect from either a punish on a standing opponent or a follow up to a jump in. The first hit will whiff most crouching opponents, but is the ideal combo starter if it connects.
    [*]s.:h: - Slow, but very heavy block and hit stun. It also has impressive range and acts as a kara and even a double self cross up! This is a very valuable move to learn how to use for many reasons
        [list]
            [*]In combos it is the ideal :h: input and in corners gives him the ability to push out to do optimal combos.
            [*]Hit/block stun allows Cap to do very tricky set ups by doing :atk:+:s: + assist or cancel into another move as a frame trap.
            [*]You can cancel before the active hitbox, causing your opponent to hesitate as you set up a cross up.
            [*]The kara cancel into :atk:+:s: or qcb+:atk: is very significant and can make it very hard to read what you are doing and when you canceled it.
            [*]It is very solid as a long range meaty hit to keep people out.
            [*]Caps hit box moves forward as he swing his legs, and return to his original position, this creates a very small double cross up opportunity when used with assists.
        [/list]
    [*]:s: - Safe launcher in most cases (-4 with good push back). It works as a very solid anti-air, but will be unsafe if blocked and not covered by an assist.
    [*]j.:l: - A basic low angled jab. It's only real use is for very low to the ground over heads, fuzzy guard instant overheads, and starting elongated air block strings to reach the ground.
    [*]j.:m: - A basic air medium. It's only real uses are as a standard to air combos and as an air attack for easy follow up adjustments when you're unsure of the angle and timing for the j.:h:'s to convert properly.
    [*]j.:h: - A very well ranged air to air and decent ground to air. Get in the habit of knowing when to use this over d+:h: and u+:h: as it does well on its own as well as provides a throw option select. You can also use it as a way to get a meaty jump in that will connect with Cap lower to the ground than d+:h:, to make it hard to react to the follow up. As well Cap can double jump out of this attack unlike the others.
    [*]j.d+:h: - An incredible air to ground attack. The hit box is huge, crosses up, beats out a lot of attacks, tons of block/hit stun, etc... This is Cap's main jump in attack in almost every situation. It's also key to adjusting certain air combos.
    [*]j.u+:h: - A great air to air that hits in front and above. It can be used pretty much like j.:h:, but lacks the option selects and double jump after, however an even deeper meaty ground to air. It does slightly more damage than the others as well.
    [*]j.:s: - A decent ground to air, but is often outclassed by d+:h:'s superior hitbox. Visually it is much more ambiguous as to which side Cap will be on and the hitbox extends farther behind Cap during cross ups. Typically this is used in scenarios where you have the advantage and are positioned directly over the opponent, making it hard to guess the cross up.
[/list]

-----

[list]
    [*]:atk:+:s: - Cap's cross up pseudo teleport. This will pass through opponents and all attacks, but is unsafe on it's own. It is fully invincible in its first frames, but not to throws. Used in conjunction with an assist and karas, this is a very tricky move to read and is also a great form of movement in some cases. Since it is invincible on the first frame, you can use this as an auto out from an opponent attempting to punish a normal or create a pressure string. You can then take it further and cancel the roll into a hyper basically adding free invincible frames as well as a cross up before the attack.
    [*]qcb+:atk: - Invincible to light and medium projectiles, but unsafe. Cap still maintains momentum after the hit box, so executing the proper one at the right range is important to avoid punish. A good thing to note is this has a VERY good hit box and will beat out most normals and even functions as an anti-air. It also have a very fast startup.
    [*]dpf+:atk: - Standard invincible SRK, but with no real self follow up beyond canceling the first active frames into a hyper before he is airborne. Typically it's not worth the risk, but with the right assists and X-factor it can be made safe and fully confirmed. Note that the :l: version has 1 vulnerable frame before it's active hitbox, so do not use it to beat out meaty hits.
    [*]qcf+:atk: - Cap's main source of pressure and set ups. Learning which to use and when is VERY key. Note that all 3 versions have a different start up and recovery time with the fastest being :h:, then :m:, then :l:. Mixing these up can leave your opponent guessing how to react based on range in pressure strings and zoning. If properly spaced, it will frame trap itself or provide a gap to make your own with Cap normals. You can always dash against the advance guard the second hit to stay in as well. A key tactic is to move around once Cap is able to and control the path of the shield on return. While Cap's shield always returns and loses its hitbox after hitting a projectile while being sent out, if it makes contact on the return the hitbox will remain and eat up all projectiles on it's way back as well as hit opponents. If an opponent tries to chase you, they take a major risk getting clipped just as it makes it's way back. Also to be noted this will hit behind Cap if he does :atk:+:s: making an ambiguous cross up. Cap's :l: of course OTG's and is a staple in all combos.
    [*]j.qcf+:atk: - Similar to the ground version but speeds and safety are less drastic between each other. Doing j.qcf+:l: is Cap's best way of zoning as it is faster and safer than standing versions as he becomes safe the moment he touches the ground. The :l: version OTG's as well and is a staple in advanced combos or attempting a pick up slightly too far to confirm for the standing version. It is also unique in the fact that it is the only version that can be buffered before below the height restriction and will come out on the first available frame.
[/list]

-----

[list]
    [*]qcb+:atk::atk: - Cap's go to ender Hyper since it has more hits than his other lvl1. Travels 3/4ths screen and is invincible to all projectiles except Zero's lvl 3. It is not invincible to any other hitboxes and has a shorter forward hitbox than his qcb+:atk: versions, so it is very possible to be beaten out by meaty normals or ones with decent range. For some characters it is hard to convert midscreen to DHC due to the huge push back and low carry near the end of the hits.
    [*]dpf+:atk::atk: - Good for punishing any predictable move such as another Hyper or an attempt to punish a move like qcb+:atk:. It is hard to convert well in most cases due to the height. Note that it will beat all throw and command attempts during it's earliest phases. This move is also misleadingly safer than it seems, Cap recovers the instant he touches the ground so he must be punished while falling. The major strength of is it invincibility on the 1st frame and 0 frame start up. This means you can blow through an attack and after the flash your opponent cannot react if they are in range of the hitbox.
[/list]

-----

[list]
    [*]qcf+:atk::atk: - This lvl 3 is rarely used simply because in most cases Cap is played on point and second and DHC'ing is often a more damaging and meter efficient alternative. The set ups also cut the combo early at times. The invincibility frames are late in the animation as well. It can however be followed up with a perfectly time qcf+:l:(OTG) and does very good damage if it does land.
[/list]

TEAM SYNERGY

-----
How Do I Build a Good Cap Team?

[details=Spoiler]
Given the pros/cons described above, it’s easy to assess that Cap NEEDS assists. In most cases Cap should be played point and only in certain circumstances and specific strategies should he be used second, but NEVER anchor. I’ve heard many people claim he is fine anchor and the reality often is Cap is not viable solo due to his safety and match up issues. As a second, he can provide a decent assist and utility/damage DHC/THC, but ultimately doesn’t stand out over other characters. In most cases Cap is not an ideal as a dedicated second, but a few characters can make great use of his Shield Slash assist making him a viable consideration. On point, Cap makes a strong case for a good opening gambit and the more front loaded he is with assists, the better he is and the less his flaws become of issue. When building a team your main questions to ask are:

[list]
[]Can I make Shield Slash or Charging Star :m:/:h: safe?
[
]Do I have a safe DHC?
[]Can I convert Charging Star?
[
]Can I convert throws?
[]Can I deal 1mil with a 2meter BnB
[
]Do I have anti-air or a way to pin them down when they land?
[]Do I have an incoming mix up?
[
]Do I have a viable roll through mix up?
[]Do I have a way to get in from full screen?
[
]Do I have an assist I can lead in with, such as a projectile, that I can keep safe?
[/list]

You may not be able to fulfill these all but these are the most important questions. The alternative to covering Cap’s issues is simply running a second point character that you can tag to or reorder at start to counter with.[/details]

Cap’s Best Shells

Spoiler

Akuma
[list]
[]Recommended Placement: Anchor
[
]Recommended Assist: Tatsu
[]Recommended Cap Assist: Shield Slash
[
]Recommended 3rds: RR (log), Sent (drones)
[/list]

Arthur
[list]
[]Recommended Placement: Second or Anchor
[
]Recommended Assist: Daggers
[]Recommended Cap Assist: Any
[
]Recommended 3rds: Dante (jam), Doom (missiles), Sent (drones), Strider (vajra)
[/list]

Dante
[list]
[]Recommended Placement: Second or Anchor
[
]Recommended Assist: Jam Session or Weasel Shot
[]Recommended Cap Assist: Shield Slash
[
]Recommended 3rds: Arthur (daggers), Doom (beam or missiles), Iron Man (beam), RR (log or spitfire), Task (h arrow), Sent (drones), Shuma (beam), Strange (bolts), Strider (vajra), Vergil (rapid)
[/list]

Doom
[list]
[]Recommended Placement: Second or Anchor
[
]Recommended Assist: Beam or Missiles
[]Recommended Cap Assist: Shield Slash
[
]Recommended 3rds: Arthur (daggers), Dante (jam or weasel), Task (h arrow), Sent (drones), Strange (bolts), Strider (vajra), Vergil (rapid)
[/list]

Hawkeye
[list]
[]Recommended Placement: Anchor
[
]Recommended Assist: Triple Shot
[]Recommended Cap Assist: Any
[
]Recommended 3rds: RR (log), Sent (drones), Vergil (rapid)
[/list]

Iron Man
[list]
[]Recommended Placement: Second
[
]Recommended Assist: Beam
[]Recommended Cap Assist: Shield Slash
[
]Recommended 3rds: Dante (jam), Doom (missiles), RR (log), Strider (vajra)
[/list]

Magneto
[list]
[]Recommended Placement: Any
[
]Recommended Assist: Beam
[]Recommended Cap Assist: Shield Slash
[
]Recommended 3rds: RR (log), Sent (drones), Vergil (rapid)
[/list]

Rocket Raccoon
[list]
[]Recommended Placement: Second or Anchor
[
]Recommended Assist: Log Trap or Spitfire
[]Recommended Cap Assist: Any
[
]Recommended 3rds: Akuma (tatsu), Dante (jam or weasel), Doom (beam), Hawkeye (triple), Iron Man (beam), Magneto (beam), Task (h arrow), Sent (drones), Strange (bolts)
[/list]

Sentinel
[list]
[]Recommended Placement: Second or Anchor
[
]Recommended Assist: Drones
[]Recommended Cap Assist: Any
[
]Recommended 3rds: Akuma (tatsu), Arthur (daggers), Dante (weasel), Doom (beam), Hawkeye (triple), Iron Man (beam), Magneto (beam), RR (log), Task (h arrow), Strange (bolts)
[/list]

Shuma Gorath
[list]
[]Recommended Placement: Anchor
[
]Recommended Assist: Beam
[]Recommended Cap Assist: Any
[
]Recommended 3rds: Dante (weasel), Strange (bolts), Vergil (rapid)
[/list]

Strange
[list]
[]Recommended Placement: Anchor
[
]Recommended Assist: Bolts
[]Recommended Cap Assist: Any
[
]Recommended 3rds: Dante (jam), Doom (missiles), RR (log), Sent (drones), Shuma (beam), Strider (vajra), Vergil (rapid)
[/list]

Strider
[list]
[]Recommended Placement: Anchor
[
]Recommended Assist: Vajra
[]Recommended Cap Assist: Any
[
]Recommended 3rds: Arthur (daggers), Dante (weasel), Doom (beam), Iron Man (beam), Strange (bolts)
[/list]

Taskmaster
[list]
[]Recommended Placement: Point or Anchor
[
]Recommended Assist: Horizontal Arrow
[]Recommended Cap Assist: Shield Slash
[
]Recommended 3rds: Dante (jam), Doom (missiles), RR (log), Sent (drones), Vergil (rapid)
[/list]

Vergil
[list]
[]Recommended Placement: Any
[
]Recommended Assist: Rapid Slash
[]Recommended Cap Assist: Shield Slash
[
]Recommended 3rds: Dante (jam), Doom (beam), Hawkeye (triple), Magneto (beam), Task (h arrow), Shuma (beam), Strange (bolts)
[/list]

Cap as an Assist

Spoiler

[list]
[*]Alpha | Shield Slash M (qcf+:m:) - This is your typical go to assist. Cap reaches about 3/4ths screen and can create interesting pressure and mix ups due to the long active frames and the fact that the 2nd hit pulls forward. You can use this assists to pull people out of the corner on block or simply create a very ambiguous scenario by landing on the opponent as they are pushed and pulled on block beneath you. Not all characters can make great use of this assist, but always serves as a decent pressure string and mid screen zoning tool. Characters with good jump in set ups or teleports tend to make the best use of this 2 hitting projectile. It has little to no Alpha Counter potential. THC will activate Hyper Charging Star (qcb+:atk::atk:).

[*]Beta | Stars & Stripes H (dpf+:h:) - The least used of his assists but not completely useless. While the other 2 assists have more versatility, in times where neither has great use and Cap is primarily intended to play point, this is a pretty good consideration for Alpha Counter and THC tech. Like most shoryuken-like assists, this is not invincible as an assist, but as an Alpha counter it is. In cases where having Cap snapped off of point is not ideal for your team, this assist provides very good defensive GTFO and the threat of an invincible Alpha Counter can help get your team back in formation. The draw back is this Alpha Counter can only combo into an IMMEDIATE Hyper Charging Star on the first active frame IF it makes contact, very costly for 2 meters. The THC will activate Hyper Stars & Stripes (dpf+:atk::atk:) unlike the other assists, making all THC’s unreactable after the flash if in range. This is an incredibly strong tool that can make attacking a team with Cap in the THC a death sentence.

[*]Gamma | Charging Star M (qcb+:m:) - While this Is not as strong as Alpha in most cases, any team that can’t make great use of that should likely be using this assist instead. This is a very good tool for leading in and maintaining pressure midscreen. It’s also an excellent GTFO, as the hitbox is huge, even working as a very capable ground-to-air. This attack also ignores hitstun scaling, so it is ideal in late combo extensions. This assist retains its anti-projectile properties both as an assist and Alpha Counter and can be very threatening when used with characters that simply need a way through the projectiles to get in. It makes a decent case for an Alpha Counter if the opponent isn’t mindful of distance throwing a projectile. THC will activate Hyper Charging Star (qcb+:atk::atk:).

THC Tech

Spoiler

[list]
[*]Comboing THCs - Cap can benefit greatly from long active THC partners such as Dante, Rocket Raccoon, etc… Both of Cap’s THC hypers are fairly quick to start and finish, giving Cap the potential to combo many THC combinations. Some will require a whiff, hit, distance, or some other scenario to work. Remember mashing effects THCs and this includes Hyper Charging Star, so intentionally not mashing during it and then mashing, while say Dante fire Million Dollars, will cause Cap to finish as early as possible, but lengthen Dante’s active frames. So experiment with different combinations and point characters to see what’s possible.

[*]**Utility THCs** - Cap's assists both carry invincibility properties of some sort, making them ideal as utility. Hyper Charging Star let's you create a VERY damaging mid screen projectile punish which plays well with many THC combinations. Hyper Stars & Stripes makes every THC have an invincible attack. This is a very useful for many characters that don't have direct answers to an offense acts as a panic button to get out of the scenario or punish. As mentioned early, this cannot be reacted to since Hyper Stars & Stripes is a 0 frame after the flash. This makes any THC with Hyper Stars & Stripes a guaranteed punish if in range (this may not save the other characters if they collide with an active hitbox after the flash).

[*]**Safe THCs** - Cap's safety is also a major concern at all times. What often prevents him from abusing hypers freely, is knowing he requires a safe DHC if things don't go as planned. Where you may not have a safe DHC, an alternative is using a THC that will cover Cap on block or whiff, giving him enough time to safely recover or even mount a pressure string follow up. This can make typically unsafe DHC's safe such as Cap/Iron Man, as Iron Man's unsafe Proton Cannon will last long enough to allow Cap to fully recover and keep attacking. Using this strategy also means being much more mindful about meter management and consideration for more optimal BnBs to maintain the meter.

Dynamic Team Ordering

Spoiler

Building a team to suit all of Cap’s needs can be hard. While the character can build into a lot of strengths, it’s still very difficult to cover all his weaknesses due to his assist dependencies for answers. The end result can lead to a team front loading Cap with options, but maybe not making the best pairing if you lose him, or a team that lacks answers for everything and hopes to make up for it later if he falls. A better solutions is using a “Dynamic Team”.

A Dynamic Team is a team where characters are selected in an order that allows 2-3 different teams to emerge based on holding :a1:/:a2:/nothing at the start of a match. In the case of Cap, he is a terrible anchor, so the trick is often to build in a manner that always places him 1st and 2nd on a team, which is placing him 2nd in your default build. If you hold :a1:, he starts on point. If you hold :a2: or nothing, he starts on 2nd. This is handy when you have characters that can play well in different orders and positions and can give you the freedom to counter pick at the start of a round after characters have been selected.

Example: RR(log)/Cap(CS)/Task(H arrow)

[list]
[*]Nothing [RR/Cap/Task] - Usually not a good pick, but RR has very good MUs against characters the have limited movement options and most go in (EX: Haggar/Hulk/Shulk/etc…). He can abuse his assists and hide behind mines and completely negate their opening plan. Cap/Task are a great shell afterwards, and Task is a solid well rounded anchor.

[*]:a1: [Cap/RR/Task] (Primary Team) - Cap starts on point very front loaded with anti air and horizontal assists. He has access to dpf+:atk:+log trap as a very lethal GTFO that can be made safe. Cap/RR play very nice with DHCs and RR/Task gives RR what he needs to get in and set up. Task is left as an anchor.

[*]:a2: [Task/Cap/RR] - Your secondary for most of Cap’s bad MUs such as Zero or a superior zoner than can run away from Cap and RR. Task/Cap gives Task great defensive capabilities as a solid GTFO assist and invincible DHCs. Both work great with log trap as well. You’re left with RR as anchor which is match up dependent if that is a good or a bad thing.
[/list]

**For competitive players, this is fully legal in tournaments EVEN IF YOU WON the last round or it is the first round. You are always allowed to do a reorder during game start. The wording was rewritten be Mr.Wizard after I discussed the phrasing was misleading within EVO standard rules.

VIDEOS

-----

Ken mini-tutorials (vanilla, but still applies to ultimate)

[details=Spoiler]https://www.youtube.com/watch?v=MyIvOqkBKk0
https://www.youtube.com/watch?v=l-SRQ25DgZo
https://www.youtube.com/watch?v=VDw9cFDpoM0[/details]

Ken’s Combo Exhibition

Spoiler

http://www.youtube.com/watch?v=445xXmAa-w8#at=354

IFBPwnstars BnBs (terrible quality)

Spoiler

https://www.youtube.com/watch?v=qBvsuDGxAts

Honzo Gonzo Combos

Spoiler

https://www.youtube.com/watch?v=c_apOn1GIMk

MyNameisE Resets and TACs

Spoiler

https://www.youtube.com/watch?v=P_s6Qdzv16Q

Haikuu Raw Tag Combo

Spoiler

https://www.youtube.com/watch?v=zKSjQQJEmyw

New thread is up, please post in here from now on. This will be stickied in place of the old thread soon.

Great Thread! Wow lots of information all consolidated into one easy to read place! But I would advise using my umvc3 combo video instead of my mvc3 combo video. More up to date. http://www.youtube.com/watch?v=445xXmAa-w8

done and done.

So after EVO I’ve had a real change of direction on the use of characters and teams, while I don’t have any ideas for Cap (as sadly he will now be moved to my B team in light of new ides) I was told of several new tech finds. A player named “Jint” (sp?) eluded to new tech and used an interesting team with Ryu fireball assist that he would run behind. I was also informed of a rumor of a near infinite block string with Taskmaster (unsure of who gets point but likely the assists are H arrow and SS). Any finds or if these players could com forward it would be awesome to add to the guide.

<-- Jint
I wish I had a vid for this, but I’m lazy.

I’ll work on making a video of a better version of the Cap BnB when I can, and I think I accidentally came up with a new solo backthrow combo as well.

Sweet, post when you can. I really wish I got a chance to play you but with all the running around I missed my shot. I saw a lot of Cap’s at Evo but none really seemed to be pushing his limits, you’re the only one that had a team that perplexed me and I didn’t get to see enough of it (I think Infirit was playing everybody at that point…till he got 'Murica’d!).

Does this back throw combo build a bar? I’m literally one hit away from building a bar so I can DHC to Vergil off of first hit. New tech is always welcome!

So…pwnstar. This might be fairly well known info and I’m actually mad at myself that it took me this long to put it into my game, BUT, I have a few hit confirms with the ol’ Cap that don’t build the bar to DHC into sword loops. (My last post complaining about not being able to do it from the back throw) SOOOOOO, I started using missiles to get the double charging stars bc I suck and can’t get the air shield slash to pick them up and do it. I only use this for maybe two combo’s that I know aren’t going to build the bar and if I know the double HCS is going to kill I don’t even bother. It’s only useful in very specific situations but I figured it would be good to put on here. It does hurt damage on just a normal Cap BnB so as I said, I only use it for that last bit of extra meter.

Depending on how many hits you’re going to do in the air either call Doom with the s.:h: or s.:s:, you even have time for a full double jump string if you call during the :s:. You need to dash after you land, after a double jump string you have to double plink to get up there in time, that is if you haven’t carried to the corner yet. Don’t know if you think this is actually worth anything but it has helped me get into Vergil where I couldn’t before getting that much needed ToD.

Not quite sure what you’re saying but it might be what I’m about to cover. Currently my optimized BnBs with that team are:

mid - c.:l:s.:m::h::s:, sjc. u+:h:, qcf+:l: (land), j. u+:h:, :s: (land), qcf+:l:, dash…
corner - c.:l:s.:m::h::s:, neutral super jump, sjc. u+:h:, qcf+:l: (land), back jump, j. u+:h:, qcf+:l: (land)…

s.:h:+:a1: (missiles), :s:, sjc.:m::h: u+:h::s: (land), dash if needed, missiles, s.:h:, qcb+:l:, qcb+:h:, qcb+:atk::atk: > vergil dpf+:atk::atk:

Here you are doing the missiles extension after your 2nd jump combo so you build as much meter as you can before going into sword loops. Sword loops are always the highest damage and have a chance of gaining more meter back so this has become more common for me to do unless i cant risk dropping sword loops for the kill and just do double HCS

Yup, that’s what I was talking about. If I have the meter to DHC without using missiles with Cap I will save them for Vergil. I guess I need to do more testing on meter build v damage on using missiles with Cap or Vergil. Glad to see we are doing the exact same combos and it’s one that I figured out on my own. The bnb you just posted will normally build me the meter I need for the DHC so I’ve been using the missiles for my jump confirm and charging star confirm, those are the two I have issues with building a full meter.

Just scrolled up to check and didn’t see it, but what’s your jump confirm combo? I’m normally option selecting j.:h: qcf+:l:or:m: for either throw or hit. From the j.qcf+:m: j.u+:h: qcf+:m: j.u+:h: qcf+:l: s.:h:+:a2:(missiles):s: then standard ender stuff. From the air qcf+:l: s.:h: qcf+:h: j.u+:h: qcf+:l: s.:h:+:a2:(missiles):s:…I just love throwing shields, feels so Cap like.

Pretty much the same. I still get confused when I see people pull Cap’s jump loops using only normals and no SS for early air confirms. Outside of salvaging a corner combo that can’t be readapted with an assist, you should always be doing that air conversion. You can even super jump confirm. Typically I’ll do sjc.u+:h:, qcf+:h: (land), sjc.u+:h:, qcf+:m: (land), sjc.u+:h:, qcf+:l:/:m: (land), etc…

As for the TK qcf+:l: ender. Don’t feel bad if you can’t hit it. While I think it’s totally worth it for the meter, qcf+:l:, qcb+:h:, does a pretty good job midscreen of getting the extra little meter. I’m using a Hitbox so the TK is easy because I do a neutral jump instead of a forward, which makes it much more consistent.

It’s not the TK I have a problem with. I can do those all day long. It’s the spacing. I never have them far enough away for close enough. I’ve adapted around not being able to do it and can kill everyone but Haggar and Thor off of almost any touch so I’m not too worried about it.

I’ve been working on the super jump confirm and have hit it maybe a few times. I think I just need more practice timing the follow up super jumps. Glad to see you’re still active on here. I thought I read that you Cap team was moved to B, which I understand. He just doesn’t have the tools to be super good, just kinda good.

Yes sadly. After EVO it was apparent this game has simply gotten out of hand. Cap is a B tier in a game with S tiers running rampant where the most common top tier team is simple TOD > into braindead incoming mix up :/. I love Cap but I realize I’m working way harder to win than the Zeros and Dantes in my local scene who get free set ups all day. I’ll keep pushing Cap because I love the character and it feels good to win with him (because you have to earn it), and hopefully if we ever get that damn patch this game will have a better place for him. I will be making my main team Zero(srk)/Morri (srk)/Doom(missile) because it is the most fucked up team I can think of.

Who knows, maybe someone will break Cap. I have faith their may be some very strong flow chart pressure strings that can maybe turn the tides. Big issue is still his match ups against run away and air. I’m super eager to see what Jint has coming up soon.

The TK spacing once again is usually fixed by neutral jump and typically I stick with :m::h: u+:h::s: ender for consistency. The Hitbox gives me a major advantage in that control, including making small dashes to correct improper spacing before attempting it. But really Cap is usually on point and there’s a good chance an assist extension is probably better anyway, assuming it won’t hurt a DHC as it recovers.

My assists always get punished or get hit by normal attacks(Wesker) when try to go for a cartwheel mix-up with an assist at close range. Can you give me some advice where I can safely set up a cartwheel mix-up with assists that I use at close range? The assists I mainly use is Bolt, Cold Star and Hsien Ko assist(Golden or Non Golden).

I would say that’s one of the things I complain about in Caps match ups. Wesker gunshot + assist can be very very bad for cap if they play smart to avoid being CS’d. Your best bet may not be to just go for cross up, Cap is more than just that, he has stupidly good normals in some scenarios and can create good frame traps or simply stuff moves. What you may want to do is simply vie for positioning that wesker feels obligated to break his pattern and go after you. Try these strategies:

[list]
[*]Jump/super jump lots and just block and double jump respectively. If you can get above him, come down with a j.d+:h:. Simply try to just invalidate his projectile spam and make him come to you if you can’t get in. With wesker you have to be careful, you never want to be underneathe him and even though j.d+:h: stuffs a lot of his stuff, his air grab and standing :s: can be a very valid threat. If you do land it or at least make him block, you have your opportunity to set up a roll + assist during the block string.

[*]Go after his assist when he jumps. You may want two meter here, but if he jumps and call an assist, do your best to be within range to CS the assist and simply do CS H > Hyper CS, then cancel to a safe DHC. Without an assist to cover him, Weskers gun shot game gets much weaker and he’ll have to actually fight you.

[*]Use an assist that can get at him. This is a bit limited in what assists can do this but Strider is a hard counter to this.

[*]Use THCs or DHCs that can punish this. Cap can’t get at wesker, but other hypers can. You have Ammy. If you have 2 meter, simply do a THC and ammy’s hyper should punish him and allow for Cap to combo after the hard knockdown. Strange can also punish him on reaction.

[*]Try to stay right in range of his teleports when neutral and stay away from his teleports spots when committing to a move. Simply not letting him teleport away or in without risk of punish can make him have to stop once he’s boxed in. If you get him in a corner, stay mid-screenish and just harass him.

[*]Be VERY careful with Shield Slash. Wesker can punish this easy with a bait out whiff. If you do it make sure you are covered by an assist or that it will at least be blocked.

[/list]

Given your team your best bet is patience and avoiding his gun shots till you can get above him or he comes to you. You simply have no way to lock him down easily since you have no full screen reach or anti air. Your goal is to just be patient and stay above him. If he gets above you, raw :s: is your friend.

Thanks pwnstar, I will use these strategies against my brother who uses Wesker with Vajira assist and Hawkeye anchor and Team Nemo.

Few days ago I just killed a Hawkeye assist with THC with Ammy Hyper during ranked match.

This guide is awesome :slight_smile:

Thank you, and yes that is a brutal team to fight for Cap. I can’t emphasis how bad Cap must have a team game plan for those match ups. The beauty is that one hit from cap can usually end those characters, so the patience in looking for the opening is key. Caps got a huge health bar for a reason, take chip until the time is right. DHC and THC tactics are a great way to fix caps issues so always keep that in mind when deciding with BnBs you do and always watch your meter.

Don’t forget about rolling through wesker gun shots. be careful not do it in range of a teleport, but it can get you half way in and dodge strider. From their wesker has to make a move. So just make your opponent have to shift strategy, don’t try to attack them unless you see an opening.

Good luck.