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

When X-Factor canceling from the S&S, you don’t even need to super jump to follow up with a combo at all. It easier to do it when the opponent is grounded than in the air.

You can also cancel this move into a hyper combo. The easy way to cancel that move into Hyper Stars and Stripes is to press 2 or 3 attack buttons together before you leave the ground(block or hit)

I would use this move to counter tech throws. Without assists to help him, this is the only way for Cap to get a hit besides throwing. With the invincibility it has, it beats :h: and many command grab. Not sure if it beats backdash with throw option select.

Even when S&S is covered with an assist, Cap and the assist can still be vulnerable to Beam Supers at fullscreen, making it risky.

**
Combos off of S&S XFC (Lvl1)**

S&S XFC normal jump j.:m: j.:m: j.:h: dj.:m: j.d+:h: j.:s: land j.:l: j.:m: j.:h: dj.:m: j.d+:h: j.:s: land cr.:m: :s:

**Miscreen **

S&S XFC normal jump j.u+:h: j.:s: j.:h: SS land j.:s: j.:l: SS land st.:h: :s: super jump cancel j.:m: j.:m: j.:h: j.d+:h: j.:s:

I see more activity on this thread so I’ll post here.

Made this character+situational combo off raw L Charging Star while they are jumping.

Good stuff, totally forgot I made this post. Been working on Skullgirls and after what pwnstar said, I kinda gave up on making this usable. With those combos I may have better luck hitting in more situations, so I’ll give them a try. @ifbpwnstar is this worth putting in the main Cap post?

Edit: good stuff nasty.

I could, lemme lab it like usual and see if there’s any optimization points as I had an old one I used to use as well.

I haven’t been labbing Cap specifically lately, I’ve put a lot of time in to other characters trying to solve some of his bad match ups and studying what other Caps have been doing. I’m hoping to get some better team building write ups in the update as well.

I got to play Abegen at a NorCal mini-major a day after Capcom Cup and I’ll say I did ok. I still haven’t fully replaced my BnB’s for the tron matchup so I did some drops here and there. In case you guys don’t notice, I tried my new air forward tech punish. Its at the part where I launched after Stone Smite extension, air L(this is when they should forward tech), air H, double jump up, neutral H. Unluckily, he teched back so it didnt work, but the complete combo if you catch them is: air :l:, :h:, double jump up, air :h:, :l: Shield Slash, land, :l: Charging Star, :m:&:m:'s, :s:, then do what you want from there.

Not sure if this is old but, Cap does have a solo cross-up setup, but it is impractical to use in a match because it requires your opponent to crouch, and its very risky to throw out shield slash at that range. It will mess up the solo cross-up setup if your opponent walks backwards.

  • 1st you need to be in the exact range where the match starts
  • Then, do a neutral j.qcf :m: or tk j.qcf :l: (whiffed during 1st hit) and cartwheel.
  • To prove that its actually a cross-up, record Cap doing a solo cross-up setup. When you try to block it, you can see that it’s a crossup.

So what if they try to punish the cartwheel with a normal or a throw?

  • Well you can actually try to whiff punish with cr. :m: .Because of the shield that hits from behind, it easier hit-confirm into cr. :h: or st :h: when that cr. :m: hits.
  • When they try to punish the cartwheel with a throw, cancel that move into Hyper Stars & Stripes so that it beats the throw punish attempt.

I’m actually surprised that Spencer isn’t listed as a strong shell for for Cap (sorry if that’s already been mentioned). I’ve been running Cap\Spencer\Vergil for the last little bit, and it’s definitely been rather productive.

For the most part, all of your combos are going to put your enemy in the corner (which is right where you want 'em). With that in mind, Cap has some pretty solid damage by himself, and gets a solid full-extension from either Spencer’s Armor Piercer (Y) or Vergil’s Rapid Slash (Y) first, and then a little bit of extra damage from calling in the second one before using your Hyper Charging Star finisher.

Another huge bonus is that you can DHC into Spencer’s Bionic Maneuvers (qfc+:atk::atk:) after a Hyper Charging Star for insane amounts of damage off of any combo, anywhere on the screen. More times than not, the combined damage will completely decimate any member of the cast (especially low-health problems like Zero, Vergil, Strider, etc.). Alternatively, all of Spencer’s hyper combos DHC into Hyper Charging Star for full damage. You can also take advantage of the wall bounce from Armor Piercer from anywhere on the screen. If you’re quick enough, you can call in Armor Piercer mid-combo and then use :s::atk:, followed by two or three quick dashes, to catch the opponent right after the wall bounce. From there, you can pop 'em up after a string (:l:,:m:,:h:) for a full aerial combo. Send 'em down, OTG, hyper. It’s solid damage and it looks pretty nice, too.

Here’s an example of a very simple, high-reward corner combo that I use often.

c.:l:, c.:m:, c.:h:, :s:, sjf, :m:,:m:,up+:h:,:s:, :a1: (Armor Piercer), qcf+:l: (OTG), :s: (Take a step back to ensure they stay in the corner), :m:,:m:,up+:h:,:s:, :a2:, qcb+:h: (as soon as possible), qcb+:atk::atk:. If you scored the kill, get your mixup(s) in order. If not, DHC into Spencer’s Bionic Maneuvers (qcf+:atk::atk:) as late as possible during Hyper Charging Star for maximum damage.

Meter Built: 1.2.
Combo Hits: 51.
Damage Output: 954,000.

TBH, you’re probably better off using slant shot for cap’s incoming, and the then when you DHC to spencer, you keep wall bounce so he can follow up and get a 80K.

Cap’s issue’s lie mainly in match up, not really combo dmg. Spencer does give him a nice DHC snipe, but a big thing your lacking is a safe DHC and a projectile to get in with. Cap’s big match up problems are characters that can stay above him and attack without fear of charging star or shield slash. Trish for example can run away and keep harassing him, you need an answer for her such as pinning her when she lands with a projectile then pressureing her.

I actually have two question.

What makes Cap’s normal so solid? I don’t think Cap has solid normals at all unless someone can prove me wrong. Since cr. L is -5 on block, can it still be used as a pressuring tool?

Large boxes, especially the air H’s. If you’re going to use cr. L as a pressure tool, make sure you stay at the edge of your L so you can avoid their L or grab range. I usually try to end my strings with S since its one frame less negative. If they pushblock before S, then thats fine. I get away with punishable normals. Another trick I do is during my normals I call my assist then do either L or M charging star. I have unibeam so I get away with those for free.

Also @ifbpwnstar I’m going to make a Cap Guide myself in a couple weeks and just wanted to know if I could use your guide as a reference? Just going to compare notes and such and have a link to yours so others can see different perspectives on how to play Cap.

Cap has great normals in the sense they have good hitboxes and solid priority to make sure you trade less. d+:h:, :s:, c.:m: beat a lot of things clean. Cap also has good staggers so chaining a basic ABC can create some good frame traps since they’re always in range till they push block. On pushblock cap has a few options to offset such as roll, shield slash, or assist + charging star. :s: is -4 with pushback which makes it safe in most cases, so all of caps normals become safe at the end of a string. s.:h: is a beast of a normal that has a lot of block/hitstun if you cancel it early + a kara properties to make it great for doing s.:h:+assist, roll/charging star.

Yes feel free to use my guide. Sadly my hopes to make a guide video keep getting delayed since I’ve been planning a move for quite some time and now the holidays. I’m hoping it happens one day, but till I get off my ass and convince the Hitbox team to do it with me, feel free to use whatever I’ve posted. This information is the work of all the cap players who contributed, not just my finds. The more Cap players know, the more it helps me learn new things and help cover his matchup issues.

Expanding the team section. Giving more info on character specific shells and ideas. Check it out, tell me what you think. I’ll be adding write ups and etc down the line once I deem what’s best mentioned there versus the team thread for specifics.

Great. Much appreciated.

Some input:

Dr. Strange: [details=Spoiler]Suitable second. Spell of Vishanti one of Caps best DHCs.
Bolts can be ducked under by a range of the cast, and height of beam reduces its effectiveness in covering charging stars. Opponent can throw during gaps of the two bolts.
Additional 3rds: Iron Man (Unibeam), Hawkeye (triple arrows), Taskmaster (horizontal arrows)[/details]

Magneto: [details=Spoiler]Point Cap/Magneto second has low damage from DHCs and THCs (800-850k). Magneto (estaka)/Cap (shield slash) yields greater damage (Mag solo bnbs into tempest can yield 800k+; fully optimised Magneto bnb dhc into hyper c.s potentially netting between 900k-1mil damage). Cap’s charging star assist useful for extending Magneto’s combos.
Additional 3rd: Doctor Doom (Plasma Beam)[/details]

Also, Frank West

[details=Spoiler]Shopping Cart assist great for Cartwheel mix-ups. Point Cap can level up Frank West through various combinations of rawtag combos and DHCs.

*Suggestion:
Recommended Placement: Second or Anchor
Recommended Assist: Shopping Cart
Recommended Cap Assist: Shield Slash
Recommended 3rds: Dante (Jam Session), Doctor Doom (Plasma Beam), possibly Rocket Raccoon (Log trap assist)[/details]

Atm Im using dormammu with black hole assist.
It sets up for a easy “unblockable” with assist + down h. Also after a basic bnb into hyper charging star dhc starker flare into hard tag into cap.
If the starker chips them out I get a free stalker on the screen and can do back flip so they can’t guard it incoming. (I haven’t figured out how to convert that into a combo but im working on it)
If I opt into doing chaotic flame i get 850k (someone else could probly get more cus im only doing basic stuff atm.)

What is this “unblockable” you speak of with c.:h:+:a1:?

Well i can connect jumping anti air kick with dark hole and if they block it it becomes a high low mixup because anti air kick connects with crouching light. But I think I can jump again to do 2 overheads instead.

Ok, that’s a mix up not an unblockable. Don’t blow my mind like that O_O.

A thing to maybe add in is trying to end with a shield slash so that the first hit happens during the assist, and creates a throw gap as it returns that you can mix with c.:l:. Purely theory (as im at work and not at my xbox), d+:h: + :a1: (land), j.:l:, j.qcf+:l: (land), gap

lol sry