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

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.:m::h::s:, sjc.u+:h:, qcf+:l: (land), j.(:h: optional) u+:h:, qcf+:l: (land), s.:h::s:, sjc.:m::m::h: d+:h::s: (land), j.qcf+:l: (land), dash, qcb+:l:, qcb+:h:, qcb+:atk::atk:
corner - c.:l:s.:m::h::s:, sjc(neutral).u+:h:, qcf+:l: (land), j(back).:m: u+:h:, qcf+:l: (land), dash (cross under), :s:, sjc(neutral). :m::m::h: dbj(forward).:m: 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.:m::h::s:, sjc.u+:h:, qcf+:l: (land), j.u+:h::s: (land), qcf+:l:, dash, s.:h::s:, sjc.:m::m::h: d+:h::s: (land), j.qcf+:l: (land), dash, qcb+:l:, qcb+:h:, qcb+:atk::atk:
corner - c.:l:s.:m::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.:m::m::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.

You forgot that St. :l: is chain-cancelable making it easier to verify if the opponent gets hit or blocks. Some characters such as Nova are unable to crouch under it. You can also whiff cancel St. :l: into Cr. :l:.

Can you list some examples of a Meaty hit?

Also what blockstrings should I be using? One thing I learned from UMVC3 Bible is that his normals don’t provide enough blockstun to prevent Cartwheel from being punished. One blockstring I like to do is

1.) Cr. :l: > St. :h:

Does not really combo on hit. On block if they try to mash Cr. :l:, they will get hit by St. :h:. Another reason is to make opponent block St. :h: which causes heavy guardstun like you said.

2.) Cr. :l: “delay” > Cr. :m: > Cancel Cartwheel late

If they try to pushblock late after Cr :m:

3.) Opponent blocks assist on the ground or j.d+ :h: (+17 on block) > Throw or back dash Cr. :l: to beat out their attempts to escape throws.

This is an idea that I thought of but never done before. I’m not sure if it works or not.

4.) **Cr. :l: (Point-Blank range) > Stars and Stripes **

This is an idea that I thought of but never done before. The reason why I would cancel into Stars and Stripes is because at close range, Cr. :l: which is -5 on block which can be punished by a throw or a move that has less than 5 on startup. Since Stars and Stripes is invincible, you can use it as sort of a counter punish if they to punish a blocked Cr. :l:

5.) Jam Sesson + Cartwheel (opponent blocks) > jump back d+:h: for cross up or non-cross up

Even if your opponent blocks, you get another mix-up opportunity due to a pushback on block.

A meaty hit is an attack that is thrown out early with the intention to hit with the frames later on or force the opponent to deal with it as they recover into it. So If a person tech rolls and you do an attack so they wake up on the hitbox…that’s a meaty attack.

So zero does j.:h: letting the active frames start before it makes contact (cuz he has like 40 active fuckin frames -_-), you react with dpf+:l:, you’ll wind up both getting hit since you are vulnerable the frame it connects. So if you try to dpf+:l: through an attack that will be connecting with you during start up, you’ll always tie. You need dpf:m: at least to hit them out of it before the invincibility wears off. A good example is when Wesker or Vergil does a random hyper, use dpf+:m:/:h: to beat it, never :l:. dpf+:l: is only good with assists and when used as a high priority attack, don’t depend on it for invincibility.

As far as block strings go I simply do staggered normals and react with assists and special cancels. I don’t like relying on roll as a main part of attacking until I’ve trained them to be patient. Rolls are free to throws and can often be mashed on block…so you need to focus more on frame traps. Once they respect frame traps you can start rolling. I use simply: c.:l: staggered c.:m: s.:h: and then I just watch what occurs. If they advance guard the s.:h:, i can shield slash, if they do nothing I call and assist that makes one of my qcb+:m:/:h: safe and repeat the process with slight variations (maybe a tick throw after c.:l: or etc…). The biggest thing I abuse though is s.:h: you can cancel it early before the hit box occurs and really catch them off guard with a roll as they prepare to block it. My whole game plan with Cap is just frame traps and forcing them into a corner. I get my wins be frustrating them with assist calls to cover gaps and proper shield slash placements. Having something like qcb+:h: + rapidslash can also make opponents VERY impatient when boxed in.

Also embrace the power of characters with power up or +frame DHCs that can abuse shield slash assist. with vergil assist a favorite of mine is simply: c.:l::m:s.:h:+:a1:, qcb+:h:, dash, c.:l::m:s.:h:, qcb+:h:, qcb+:atk::atk: > qcb+:atk::atk:, s.:h:+:a1: f+:h:, qcb+:m:/:l:, s.:h:, another mix up…

if they don’t pushblock I call and assist that makes one of my qcb+:m:/:h: safe and repeat the process with slight variations (maybe a tick throw after c.:l: or etc…)

So do you mean that if opponent blocks an qcb+:m: or qcb+:h:, you can follow up with another blockstring but with slight variations?

The opponent can still jump out to avoid shield slash after they pushblock the St. :h:. Ohhhhhh, I didn’t know you have to make opponent respect frame traps before you can start using Cartwheel. Are there any follow up options after opponent escapes throws?

c.:l: staggered c.:m: s.:h: and then I just watch what occurs.

Does staggered mean delay? Also what do you mean by box in?

You need to call an assist that makes qcb+:m:/:h: safe…it insanely unsafe on its own. This is powerful because you keep getting back in after a pushblock and pushing them toward a corner. Cap has issues fighting run away…so if you get them in the corner you can take that weakness away. Not every assist will award you with enough frames to keep attacking, so experiment. Only Dante (weasel), Vergil(rapid), Task(h arrow), wesker (jaguar kick…not recommended for team synergy though) make qcb+:h: safe. Every other type of horizontal assist only covers qcb+:m: (there is always a throw gap between or after if you do qcb+:h:). Sent and Doom (missiles) work but require a much early call and distance checks.

Rapidslash is amazing because qcb+:h:+:a1: give Cap TONS of frames on block and an easy conversion if it hits. Letting you poke with charging stars safely so long as you make contact, then dash back in and keep attacking for free. I often just repeat this and currently use Dante (jam) to do the same (with qcb+:l:/:m: based on distance and timing) over and over. You can generate tons of pressure with proper assist calls to let cap get back in. You can do this with shield slash too on some assist to keep getting back in for free. When playing Cap you really want your assists to focus on safety and space control, those are Cap’s issues. So go in the lab with your assists and see how well you can keep locking them down into block stun and your options to deny them escape. I do a lot of whiffed shield slashes above their head while calling assists to cover me as well, then move so the returning shield serves my purpose.

And I only preach making them respect frame traps because I see a lot of Caps focus purely on cartwheel + assist calls in their teams…and really better players will just throw you out of those if they see that as your main way of breaking them open. Roll is good…but it is unsafe and vulnerable to throws. After throws, I really don’t have a set plan, I typically wait and see what happens next (I hate how throws work in this game so I prefer cautious play).

Stagger means delay. You want to vary the timing so that you hope they are mashing advance guard as you leave a very small frame trap. If they mistime the advance guard you hit them as they accidentally get a :m: or :h:. Don’t do this in throw range obv. If they do advance guard you, do something like above. Maybe throw qcf+:h: while calling a beam and dash back in. Box in simply means to lock them down in the corner so they’re forced to deal with Cap within his range of power.

After EVO I will be switching to Cap/RR/dante(weasel) and hopefully finally releasing a Cap video (team Hitbox wasn’t exactly hype on doing a low tier character vid when we’re still behind on the vergil/Strider update video)

I really hope you get to play on stream on EVO so that I get to learn by to watching you play Cap while I’m at home. Also Haggar’s Lariat beat Rapid Slash + Charging Star btw. It also beats Jam Session as well.

Well…we’ll see I have a tough bracket, all I can hope is to put on a good show. I’ll post anything if it occurs, I’ll be hitting casuals like last year too. But keep in mind, I offer a lot of Cap theory and tech, but as a player I’m not as proven as players like Hi I’m Nasty. While I push my theories on optimal Cap, there’s a reason they have the reputation they do and I insist you check them out and see what they’re doing. A lot of my tech comes from observing other Cap players and expanding upon it. thanks for the support though. I have one week to prepare myself and make sure I have enough rum to last me 3 days.

Corner combo with Cap. (700,000 meterless damage and build almost 2 bars) This combo should work with Hi Im Nasty’s team as well since his team also has a wallbounce assist…

Log Traps :slight_smile:

That’s awesome. I play Cap / Log and I could never hit that combo. I’m glad you found something w/ that assist :slight_smile:

great work, what do you use to convert off of a stray log hit if you don’t mind me asking.

I usually go for a simple combo :such as st. :m: (2X) :s: after stray log hit in most cases. But the combo I like to do

1.) Log Trap hits j. :m: (2X) j.:h: dj forward.:m: d+:h: j.:s: “land” cr.:m: :s:

If both you and opponent ends up in the corner: “neutral super jump cancel” j.:m: (2x), j.:h: dj straight up.:m:: j: d+:h: :s: “you need to land as close to the ground as possible so you have enough time to back dash and have both OTG shield slashes connect”

or you can just do “forward super jump cancel” air :h:, backward dj.u+:h: j.:s: “land” backward j.:qcf.:l: qcb.:l: qcb.:h:

  • I always like to end combos with charging star so I can choose to do a Hyper Charging Star or Final Justice. The soft knockdown on Charging Star makes it easier to connect with Final Justice than shield slash.

Google+… so @intuitive2011 recorded and upload some of my Cap/Magneto tech for me instead.

These are all off crouching :l: starters and consist of the ROM (my favourite combo in the UMVC3) and my shield slash assist into Magnetic tempest: hyper grav :::call Cap assist::: :h: hypergrav light disruptor Magnetic Tempest => DHC

  1. Cap rawtag into Magneto
  1. Magneto Rom & Hyper Grav into Cap DHC
  1. Magneto Magnetic Blast into ROM & Hyper Grav into Cap DHC

I’m not seeing the benefit of the hard tag combo. Cap’s solo BnB is already 800+k before you DHC and gains more meter. Seems a normal extension from magneto would be optimal and you may be able to sneak in a DHC. Cap’s got a lot of sideswitch tech (one of the reason I was so adamant about putting it in the guide) so you can probably always land magneto’s full OTG hyper.

Theoretical combo (I’ll confirm when i get home, but I’m pretty sure you can find a way to work it):

[[c.:l: s.:m::h::s:, sjc. u+:h:, qcf+:l: (land), j.:m: u+:h:, qcf+:l: (land), dash (sideswitch), s.:h::s:, neutral sjc.:m::m::h:, forward dj.:m: d+:h::s: (land), dash, j.qcf+:l: (land)]] :a1:, dash, qcb+:l:, :s: (mag grab hits), jump into insta-dj.:s:, dash, optional :atk:+:s:, THC.

[[ ]] = already confirmed BnB that I use often. (works anywhere on screen and you can opt out of the sideswitch)

The goal here is to land a grounded :s: just before the grab hits, then using a very low jump to ground them to set up the OTG for max damage. You might have to cut out the qcb+:l: or make adjustments, but I’ve done combos like this. You should have enough time to get the roll and THC I think. You may even be able to get a final hit after if Cap recovers before Mag’s does.

Also…wtf happened to the notation feature in this forum. I’m not getting my button images from my tags.

Annoyingly, I managed to get more optimized combos when I got home from recording those. My new ender (replacing the disruptor with another :h: - light hypergrav) tempest dhc adds on 100k approx. to the damage. So each of those combos can do 930-990k damage. I may not be able to have these recorded until next week unfortunately. Will discuss/record the intricacies of the duo then

You’re using hyper grav as your assist right? Here’s what I came up with:

[list]
[](flush with corner), c.:l: s.:m::h::s:, neutral sjc.:m::h:, qcf+:l: (land), back j.:m: u+:h:, qcf+:l: (land), s.:h::s:, sjc.:m::m::h: dj.:m: d+:h::s: (land), :a1:, qcf+:l (OTG), :atk:+:s: (sideswitch), qcb+:l:, dpf+:atk::atk:, (wait for sideswitch), qcf+:atk::atk:
[
](flush with corner), c.:l: s.:m::h::s:, neutral sjc.:m::h:, qcf+:l: (land), back j.:m: u+:h:, qcf+:l: (land), s.:h::s:, (wait), forward sjc.:m::m::h:, back dj.:h::s: (land), back dash, j.qcf+:l: (OTG), qcb+:l:, :a1:+:a2:
[](flush with corner), c.:l: s.:m::h::s:, neutral sjc.:m::h:, qcf+:l: (land), back j.:m: u+:h:, qcf+:l: (land), dash (sideswitch), s.:h::s:, neutral sjc.:m::m::h: forward dj. :m: d+:h::s: (land), dash, j.qcf+:l: (OTG, land), wave dashx2, dpf+:atk::atk:, (wait for sideswitch), qcf+:atk::atk:
[
](flush with corner), c.:l: s.:m::h::s:, neutral sjc.:m::h:, qcf+:l: (land), back j.:m: u+:h:, qcf+:l: (land), s.:h::s:, sjc.:m::m::h: dj.:m: d+:h::s: (land), qcf+:l: (OTG), dpf+:atk::atk: (shield returns and sideswitches), qcf+:atk::atk:
[/list]

and all of these can be modified to work midscreen or corner facing out simply by omitting optional sideswitches or altering the jump directions. combos avg 890k-934k. (Cap sideswitch tech for life yo)

It also gave me insight to new corner adaptations. I just released the latest Vergil vid on the front page a week or so back, I’m debating doing the Cap one next…as I’m still seeing people use the vanilla corner combos…which we should all be well passed by now.

I found something interesting about the Shield Slash. On soft knockdown, if the opponent wants to tech forward, they have to hold the stick or D-Pad backwards. The reason why it works is because after 2nd hit of Shield Slash causes the opponent to face the wrong way where Cap cannot see his opponent’s face.

I use disruptor. Benefits Caps (and the teams) neutral more. Generally the assist to use (Filipino Champ, RayRay etc.). Plus gives Magnetic Shockwave, which OTGs, for the THC, while Hypergrav assist gives Magnetic Tempest.

Well still use those combos (cept the hyper grave roll). I think honestly you can make something awesome just by doing a BnB to get them in the corner, roll, then THC since mag gives you the OTG. But those are optimal. Cap hit’s harder than Mag does, no reason to get fancy with hardtags. You should pretty cracking 900 after 2 meter.

I’ve seen that said- since when does Cap hit harder than Magneto? Magneto’s damage output is grossly underestimated.

And I posted earlier that I’ve readjusted the combos to hit over 900k. I’ve also got a couple of other rawtag combos that hit 910-920k. Changing the starting button to a crouching hard or an air normal would further increase the damage; I’ve just gone with the more commong opener (crouching light). The main issue is that these are near corner only, rather than their damage.

I’ve also figured out how to dhc from Hyper Charging Star to Magnetic Tempest, but it isn’t worth it. Dash close to the opponent after a hard knockdown, otg light shield slash, hyper charging star but dhc into magnetic tempest before the shield slash returns (which cuts the hyper charging star short). Get 750k-800k, why it isn’t worth it.

And I’ve been playing around with Cap and drones. I’ve finally learnt how to land two hyper charging stars using drones. You can also use drones to dhc from hyper charging star to magnetic tempest.

Will hopefully have these recorded and uploaded tomorrow.

Spoiler

I was initially trying to investigate how to make Magneto and Captain America a viable shell. But then I used this as a basis to further my understanding of the games mechanics and to try and develop or discover new tech

And the **** am I not gonna swag out for?

I’ve managed to record additional Captain America and Magneto ‘tech’.

I have been investigating the shell to see what I could discover with them, and also to find out which of their tech is viable, and to see the best way to make them viable. Therefore, not everything I find may be practical, but at the very least will help bring some understanding of the duo, and perhaps discover some transferable tech.

  • Cap Rawtag into Magneto with modified shield slash extension; 890 900 damage
  • Cap Rawtag into Magneto 2; 921 400 damage
  • Using Drones to get two additional charging stars and another hyper charging star

-Using Drones to DHC into Magnetic Tempest 833 000; have managed to get 866 000

  • Hyper Charging Star to Magnetic Tempest dhc; corner
  • Hyper Charging Star to Magnetic Tempest dhc; midscreen
  • Magneto bnb with modified shield slash extension; 980 000 damage

Unfortunately, a lot of the point Cap/Magneto tech isn’t worthwhile. A more optimal team would be Magneto/Captain America/x or Captain America/x/Magneto