UMvC3 Captain America Changes Thread **Only new information**

900k is already broken Im working to a million - hawkeye assist poison unscaled 90k lol

It it possible to combo off of final justice with an xfc right after, VERY strict timing but it is possible. Practicing it off xf lvl 1, so should be possible and easier on high levels of xf.

EDIT: You need to wait about half a second before you xfc otherwise you’ll just do a cartwheel. With this new tech my FJ combo ended with 1,263,100 total damage lol. Steve is ridiculous in this game. Goes back to practicing Clint combos

listen up folks i played ken online he is captain america. He landed a sweet perfect on me about 10th match. after he kills you he throws jumping medium ss with novas overhead assist then hits you low. super hard to block! plus lots of hawkeye assist cartwheel cross ups. not to mention huge combos for every character. his nova will air throw the shit out of you, i thought he was just doing all the unsafe nova air special moves but i couldn’t punish him.
this guys a beast! sweet marvel team ken! i look forward to our next matches.

gi

yer on psn? we should play what’s your PSN name

I thought I saw a video where he combo’d after Final Justice WITHOUT x factor.
Final Justice, otg shield slash xx HCS.

Yes it is very possible to combo after Final justice without X-factor. Its just a matter of getting the timing down. You have to start inputting the L Shield slash while the camera is moving back to focus on the whole screen. Just practice it and you will get it eventually

Yea it’s exactly as ken said, in the post above. Comboing off FJ is possible even without xfc.

Man I replied to a post from like 3 months ago. Sorry. I guess this thread is pretty slow. I wish people were more active on the character forums in Marvel, but I guess it’s hard since a lot of character specific stuff doesn’t apply to other people.

I can’t find a purpose for final justice outside of swag combos but they never survive to follow up. When do you use it?

Final Justice doesn’t really add much to my combos either. Maybe an extra 100-200k? And I can get better damage off of just straight DHCs. I only do it to keep Captain in or to just hurry up and kill the opponent.

True in practical play final justice is just another not so useful level 3, but when Cap is alone and has no assists it becomes essential. If you ever need to make a 3 on 1 comeback or even a 2 on 1 comeback, Final justice is a very useful tool.

Also the reason why you would use Final justice instead of just DHCing like 3 times is to keep your team order together. I play Cap on point and I know which buttons I need to get hawkeye or to get nova, and it really urks me when this is screwed up due to DHCing. So yeah, don’t underestimate the power of Final Justice. . . .after all it does the same damage as wesker’s lvl 3 and we can follow up with another hyper :smiley:

[quote=“ken123103, post: 6503696, member: 19441”}Also the reason why you would use Final justice instead of just DHCing like 3 times is to keep your team order together. I play Cap on point and I know which buttons I need to get hawkeye or to get nova, and it really urks me when this is screwed up due to DHCing. So yeah, don’t underestimate the power of Final Justice. . . .after all it does the same damage as wesker’s lvl 3 and we can follow up with another hyper :D[/quote]

Fair enough. I personally make my living off of hyper charging star DHC spiral swords so I just deal with the team order changes.

I use it mainly to kill off the last character (when I still have my 3 guys) if I get them on the incoming mixup in combination with my xfactor. My basic final justice combo does a touch over 1mil damage for no effort with xfactor lvl1. Of course I could do a more damaging combo, but this is that combo you always have that just works in your sleep with no stick plugged in and no game in the drive.

Besides that I’ll use it for those times when you really need that comback factor, BUT don’t have too much fear of the next incoming character (assuming there is one). Otherwise I will sometimes take the risk, and save the meter so that I always have that ’ i wish you WOULD press a damn button’ threat out there.

FJ is very good for comebacks so don’t overlook it. :slight_smile:

Kei

p.s.
I also use it to kill Alberto instead of DHCing, again depending on the next incoming character, and how much red life does Cap have.

Final Justice is very handy as tool for Cap anchors.

It doesn’t seem like it, but that move alone provides for one of the few ToD combos Cap has. This counts double, especially if performed near the corner and with the spare meter for the OTG SS > Hyper CS.

Even then, if you’re good enough to consistently land it after a throw, the l.SS ->Hyper CS follow nets around 700k. That’s enough to put a severe dent in most characters, or just outright finish them off if you damaged them prior.

Do any of Cap’s Crossover Counter have invulnerability?

I’m struggling to find a use for Captains assists.

Cap’s assist are pretty bad, that’s one of the reasons he is mainly a point character. I use shield slash as a poor man’s beam assist for teleport shenanigans with Vergil, but usually I just play Cap until he’s dead so that’s not even an option. I think Stars and Stripes has invulnerability up to the first active frame, meaning it will trade with a meat attack which is mildly useful.

I personally use Shield slash too. It’s a projectile that lasts so can help extend pressure. Also is one of the few (the only?) assist that pulls opponents out of the corner both on block and on hit so is useful for mixups but that is really it outside of the odd combo extension. His charging star assist has projectile invulnerability and his Stars and stripes assist is somewhat useful as a reversal THC as it is invincible on startup. As a crossover counter, it is a gtfo but that’s it.

Like otter said, ideally he is an on point character however some players (like Frutsy, Evo top 8) make use for him second and I’ve even seen some people use Cap as an anchor.

Shield slash assist is actually really good, especially with a character like Magneto. You get 4 way tri jump mixups on cornered opponents and at the right range if you hit them with a disruptor, you get a full combo with shield slash assist.

Not seeing a General cap thread so i’m posting these findings here.

Truly Safe Heavy Charging Star + Assist Block Strings
After testing a LOT of the cast I have found only 3 assist with Cap’s heavy CS create a true block string with + frames and will always work no matter where on screen or if opponent ducks:

[LIST]
[]Task (H arrow) - Has the tiniest (like 1 frame) gap between blocking the CS and arrows catching up at certain distances. Your opponent CAN throw you out of it, but 80% of the time this gap doesn’t exist and you opponent takes a huge risk mis timing as well as likely doing it when there is no gap
[
]Dante (weasel shot) - The most consistent by far. The range is EXACTLY what cap needs and will always hold them no matter what range you connected at. The only disadvantage is this will not connect midscreen on hit and will not save you whiffing if you don’t travel far enough forward.
[*]Vergil (rapid) - yields the most frames by far, but has the issue of carrying your opponent away on hit and block, negating it’s effectiveness midscreen.
[/LIST]
All other characters created small gaps between CS and the assist, allowing for untechable throw punish, or were actually slightly at disadvantage putting you in a bad mix up between being thrown or c.:l:'d.

Kara Canceling with s.:h: and dash, s.:h:
Cap can kara cancel with s.:h: by waiting briefly for his hand to plant, increasing range significantly on moves. This gives cap access to incredible ground movement and FULL screen Heavy CS. Here’s rough estimates of the range differences for roll to consider:

:atk:+:s: (roll)
Normal: 45% of screen, takes 3 to pass opponent full screen away
s.:h: cancel: 60% of screen, takes 2 to pass opponent full screen away
dash cancel: 65% of screen, takes 2 to pass opponent full screen away
dash, :d:, dash cancel: 90% of screen, takes 2 to pass opponent full screen away
dash, s.:h: cancel: 95% of screen, takes 2 to pass opponent full screen away
dash, :d:, dash, s.:h: cancel: 105% of screen, takes 1 to pass opponent full screen away

**dash cancels done quickly, not full animation

You can do a full screen Heavy CS by doing dash, s.:h:, :qcb:+:h: which is very desirable (we’ve all suffered the infamous inactive CS slide of shame at tip ranges).

For assists do NOT under estimate CS. It is very fast, has a huge hit box, and goes through projectiles. This makes it a great GTFO assist or something to cover a you underneathe on a jump. It’s also a very good AA as the hitbox is very tall.