I would say avoid doing those entirely if you can. I’ve found more success in other combo variants that do nearly the same dmg/meter and have far less risk of dropping. Charging star also adds a ton of hit stun scaling when used as a relaunch. The most important part to land in a cap combo is the TK shield > charging star :l: > charging star :h:…so you want to make sure you get a proper ender to set it up, which means charging star relaunch jeopardizes that opportunity.
The BnBs I use:
midscreen - c.:l:s.:h::s:, sjc.u+:h:, qcf+:l: (land), j.(:h: optional) u+:h:, qcf+:l: (land), s.:h::s:, sjc.:h: d+:h::s: (land), j.qcf+:l: (land), dash, qcb+:l:, qcb+:h:, qcb+:atk::atk:
corner - c.:l:s.:h::s:, sjc(neutral).u+:h:, qcf+:l: (land), j(back). u+:h:, qcf+:l: (land), dash (cross under), :s:, sjc(neutral). :h: dbj(forward). d+:h::s: (land), dash, j.qcf+:l: (land), dash, qcb+:l:, qcb+:h:, qcb+:atk::atk:
The second j.u+:h:, qcf+:l: can be replaced with a j.u+:h::s: and then an OTG relaunch (w/assist if in corner). Practice readapting parts of these combos as the side switch is very valuable to ensure you have room to do the double charging star enders. It also uses a great conversion for :s: when they’re directly above you and you need to convert without risking going over or under than with a forward super jump. Also keep in mind Cap can neutral and back jump on many parts of his combos to control his relation to the corner as he combos to make sure he isn’t too close to drop. Assists can get around the issues, but learn these for solo Cap.
These work on all sizes of characters. But feel free to try variations of adding/removing hits (see the 1st post for numerous variations to test). With small characters I like to do:
midscreen - c.:l:s.:h::s:, sjc.u+:h:, qcf+:l: (land), j.u+:h::s: (land), qcf+:l:, dash, s.:h::s:, sjc.:h: d+:h::s: (land), j.qcf+:l: (land), dash, qcb+:l:, qcb+:h:, qcb+:atk::atk:
corner - c.:l:s.:h::s:, sjc(neutral).u+:h:, qcf+:l: (land), j(back).u+:h::s: (land), back dash (if needed), qcf+:l:, s.:h::s:, sjc.:h: d+:h::s: (land), qcf+:l:, qcb+:atk::atk:
You can still do more optimal variations for small character…but I find they die so easily you usually don’t need to risk it. Especially since you’ll likely have an assist to add more damage.