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

Quick idea about game plan similar to KBR. Use the invincibility of cs/ss and xfc to kill point, then nasty mix up. A few incoming mix up vids were posted a while back and if you could hit those and had enough different ones to really keep your opp guessing. Just random ideas that pop into my head while I was not playing for the last month and a half. I think you would have to use the hyper versions and know you’ve got the counter hit/punish. Though, on block, both hcs and hss have a little mix up potential. Stars and stripes allows for a quick over head to land tick throw. Charging star leaves you with frame advantage right on top of them, throw set up or block string into assist cross up. DHC into Vergil, in my case, is always a barrel of laughs. Only problem is you only get one shot at it and when talking risk reward, it’s super high on both scales. Still doesn’t help against zoners and what not. Just an idea, lemme know what you guys think.

What is the best way to practice Anti-Advancing Guard Shield Slash pressure? When you set the pushblock to on, the opponent always constantly pushblocking. I can’t really find a way to practice it since I train by myself or don’t have someone to train with me during training mode.

Since you mention that J.d+ :h: is a good jump in attack, do you know when to jump or when not to jump with j.d+ :h: ?. I always thought jumping in is always a bad idea because you easily get air thrown before the attack comes out.

What do you mean by **“subtle” ** tactics, I looked up subtle and read the meaning but I still don’t even understand what that word means.

~ I don’t really like bolts of balsacks assist with Cap because its really hard to put your opponent in a situation where they have to block a cross-up since they can easily crouch under 2 beams. Plus I can’t find a safe way to call this assist. That assist is always vulnerable during recovery period. I really feel that Cap really can’t afford to take risks with calling assists or else he will be forced to play the game without assists when both of his assists gets killed by a character on point. This usually happens during happy birthdays or when they hit the assist with a combo, especially with Nova with box dash j. :h: which he can end up behind you and the assist and being able to punish it when it whiffs


~ *The thing that makes me curious is that what do you guys usually do when you practice during training mode with Cap? Do you have any really good advices for good training habit when you can only play for 2 hours? During training mode I tend to practice combos for more than 4 hours so I can ALWAYS make sure that I can do it consistently in a match or during pressure. *

Some extra Cap tech for you guys.

Record and advance guard for the opponent and you can trigger it mid pressure string. It’s not perfect but you get a slight sense?

Jumping in can be bad, but that’s what assists and double jump are for. since cap normal jumps a lot, you can call assists quite frequently. As well cap’s options if he hasn’t used double jump yet, put you in favor. If they go to throw, jump back and bait a whiff. Beating j.d+:h: is pretty hard. It has some insane priority, so they take a risk if they try to throw it. Only a few characters can reliable attempt it. My strategy is simply jumping at people and reacting to what they do. I love to sit on an unused double jump because they have to respect that i can reposition myself and punish if they over commit.

Subtle simply means there are delicate and minor details that make Cap not so straight forward. He’s pretty linear in gameplay, but mastering things like ambiguous rolls with use of s.:h: kara, knowing how to layer his pressure string into safe frame traps with assists, learning when and why to side switch in combos for optimal damage and position, etc… can be the difference between a good Cap and great Cap. He’s got a limited tool set that is VERY reflective of his team on what he can or cannot do, so practicing every little advantage he can press is crucial in this meta.

Bolts is a tad difficult to use. It’s one that is very good once you learn when to call it, but certainly can not be spammed. Best way to use it is to use it in a block string and mix up between the 2nd beam. Raw calls need to be covered by threat of punishment from Cap through positioning to charging star, double jump in, or shield slash. If you use Dr. Strange you will need another assist that is more friendly in the neutral. But Strange offers many perks for Cap: Great DHC, TOD with raw tag palm loops, great mix up beam, awesome combo extender and converter. Also look into set ups for Caps fuzzy guard over head with this. You can likely (pure theory from off top of head) set up a block string, dash > jumpforward, j.df+:h:(option select throw), and see what happens. You either get a throw, a block d+:h: over head set up, or a full conversion.

So how do you layer his pressure string into safe frame traps with assists? Can you give some examples

Do simply things like basic pressure sting and then an assist that barely holds them after you do a special. Things like:

:l::m::h: + IM/Doom beam assist, qcb+:m:, will give you slight frame advantage and you can follow up with more true block string pressure or do a slightly slower move like c.:m: to create a small gap. Charging Star ones are the easiest. I can also do things like dpf+:m:+RR log trap. Depending on what they do, in most cases the log will frame trap and keep you safe as well as combo if the dpf+:m: connects. Just keep abusing specials with assists to keep them pinned but have frames, and then you can really fuck with them by doing kara s.:h: and early cancel before the hit into roll for cross ups instead of the charging stars.

Somebody discovered a practical (re:easier) TAC infinite with Cap

Back throw(not in the corner) dash back, qcf.L, tag Doom, c.L, c.H, S…

I can get two double M loops off a back throw from mid-screen. Gives me enough to DHC to sword loops. Anyone wanna try and max some damage? My execution is dog buns so I don’t have a final number, but I should be able to kill Thor off of this. May make a video if I can find something that isn’t a potato.

Edit: Yeah, this only works on some of the cast. I will make a list at some point, but right now Thor is the first one I’ve gotten it to work on. I’m sure there are more, but Nova, Dorm, and Ryu laughed at my tech.

LoL That TAC inf looks like a MvC1 combo. I like it!

Does anyone have ANY tech for raw tag off of Captain’s H shield slash? Doom tags easy into either st. l, forward H -> Combo or (inconsistent) straight into forward H -> Combo. The problem is that I can only get two reps of Doom’s foot dive loops before they pop out. Might just be that my Doom is terrible though. I was going to see if I could raw tag to Strange and do some flame loops, but I don’t really know how to use him yet so I was going to see if anyone else had tech.

That’s pretty much all you can get i think with doom, but you may want to try more optimal combos for damage. MM,foot,foot is far from optimal on Doom despite everyone using it (they’re missing like 250k off his BnB when they do that!). Also see if you can get Doom’s best ender which is s.:h:, dpf+:l:, qcb+:atk::atk:. Late in combos they’ll flip out unless you can sneak and assist before rocks comes out, but if you learn the proper height it is way better than upshot or j.qcf+:h:, qcb+:atk::atk:.

Strange loops should work with Cap, I think I’ve seen it before. You may need to sneak a s.:l: after qcf+:h:, I use that quite often to keep the combo going when I hit the corner earlier than expected. Also test air version of shield too.

I need to get back into Cap, maybe I’ll test this later this week, my EVO team this year sadly has no Cap.

Ah darn. I’ll try things out but sadly my Doom is garbage and my Strange is non-existent. Thanks for confirming a few things for me though!

Well cr. l, cr. m, cr. h xx heavy shield slash raw tags in doom easily (hold tag ASAP) or other characters not as easily (have to wait for return shield to hit on the way back to raw tag). Found another setup that does better initial damage but has worse hitstun deterioration (so two loops of Doom is tighter)- LMHS, j. up+H, l shield slash (wait for return hit), raw tag doom, st. l, forward H, etc. I was thinking since they nerfed heavy shield slash’s hitstun decay (to take out Cap’s infinite) that avoiding it would be a good move, but it doesn’t really matter if you avoid it because Cap’s hitstun decay to raw tag is terrible. I’ll have to work on flame loops later when I have more time but as of right now can’t find a good reason to ever go for a raw tag setup. I have a buddy who mains Doom seeing if optimal combos off of raw tag would add enough damage to justify the setup, but I doubt it’ll add enough damage or meter.

EDIT: Cap/Skrull/Frank gets Frank to level 5 (similar to Hi I’m Nastyy’s team but Frank instead of Iron Man) and Cap/Mags/Frank gets Frank to level 4 with a similar combo (although hyper grav assist + magnetic tempest THC).

Cap/Skrull/Frank starting at 1 bar: cr.lmh xx heavy shield slash, raw tag frank, cr. lmhs, j.llmhs, picture + skrull wall bounce assist, launch, air hs, land THC, picture. Builds one bar with Frank’s cr. lmhs, j. llmhs and gets him to level 5.

Little curious why you want the raw tag with doom. Is it an attempt to get more damage? Cap’s combos are pretty damaging already if you’re doing all your proper enders and assist extensions. If you run doom you should be fine for easy TODs since you get TAC infinites, all assists extend well, and the DHC is REALLY strong (always go for finger lasers in corner, not up shot. Learn to let the body fall about his waist and the damage is huge and gives you a throw reset).

Also don’t forget Cap’s biggest issue is winning the neutral one run away/keep out. Don’t get too caught up in pushing his damage, neutral dominance is much more important for him. In most cases Cap will always do fine with optimal combos.

Meter build/damage mostly. I’m not a fan of TAC infinites so I’d rather go without if it’s possible, plus this would be guaranteed unlike a TAC infinite. Since Cap doesn’t get a lot of hits, I feel like every hit has to kill and Cap won’t always build enough meter for the DHC while Doom builds more meter.

Neutral dominance is easier said than done when every team you play has Vergil/Zero/Morrigan/Magneto/etc making it extremely difficult to land one clean hit since Cap has blind spots in the air.

Yeah, just make sure you have some answer. Trish and Dorm can completely shut him down if you don’t have answers.

I haven’t been able to pull off fof from raw tag combos, but you can set them up off a raw air m shield slash when the opponent is incoming.

I can get 3 reps of the ROM with Magneto, and have videos off Frank level ups with Doom and Dante.

I really need to get plinking down though. I play Cap second behind Mag usually, but because I can’t plink I have to start Cap against the likes of Wolverine and Nova. I would blame being a pad player, but *Alioune.

Oh yes you can raw tag into flames of the faltine loops:

Corner only: (Cap) crouching lmhs, jump up and back air h, light shield slash (raw tag Strange) Impact palm (forward heavy) launch (s) :::proceed with fof loop::: 811 800 damage for 1 bar

Gonna make a new team of Cap Doom beam and Strange Bolts

Can also get more hitstun so more ROMs and even hypergrav loops by raw tagging into Magneto then launching right away (I was confirm with crouching light then launching before which increased my hitstun and reduced my damage)

Ah interesting! Character crisis on my end right now. Dunno who to play… Oh well, it’s helping me learn most of the cast now at least lol.