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

sweeet ! :slight_smile:

two vids from mvc3 casuals at evo. The player is Jint, he made cap look good.

edit: my bad it was on a page with a bunch umvc3 matches.

not umvc3, but good matches nonetheless

Thats regular mvc3, but jint really does represent cap well lol great matches

Generally speaking…

All those combos I used carry over to UMvC3. I kept forgetting to test was if I can combo a M or H Charging Star straight into Hyper Charging Star/Stars N Stripes. Since both M and H knock the opponent back instead of up, my timing got thrown off.

Taking the same idea, it might be possible to modify the combos a bit in UMvC3 so that Cap can clear 800k damage in a combo using 1 meter, no Resets required.

Also, although Cap has his double jump, its a very small jump. It’ll be best used for mobility and maneuvers (so you don’t become a sitting duck in the air) .

You mean like this combo I made that does over 800,000 dmg? http://youtu.be/lO5M0tXaqdE

Combos into level 3 shook do well over a million. He means with a level 1 - Im JUST under 800 myself.

well that combo I did there does not have to his lvl 3…

be his lvl3 *

But then it also does significantly less than 800k was the point.

Oh yea, like Gimpy said…you can EASILY do over 700k with Cap using a lvl 1 hyper and no assists/xfactor. If you look back through the Combos, damage and resets thread you can find some very damaging combos. My normal B&B combo does 720,000+ with only a level 1 hyper.
I’m very curious as to how Cap will play in UMvC3. I’m especially curious to find out what kinda damage/resets you can get with the OTG shield slash.

Kei

Just to clarify:

Most of the **universal **solo combos I know with Cap using 1 meter are all under 800k, with my best combos being around at best 675-750k…All those combos are without X-factor, and they’re all practical in a match. I’m well aware of combos that can clear 800k, but those are character specific (i.e., the Doom a.H Shield Slash combo). As I’ve taken most of my combos from this group, I know pretty much the same amount as you peeps ^^;.

However, that being said, I haven’t seen a universal, solo (no x-factor/assist) Cap combo that broke 800k. That in itself causes Cap to work harder to make up for the damage output in a match. It doesn’t help that it isn’t easy to open up people with Cap compared to other characters like Magneto, Ammy, x-23, Wesker, etc.

Considering that the Comic-con build had Cap’s double-jump + his OTG light shield slash, there are possibilities to create new combos off those.

This means it’ll be much easier to combo in the corner + up/side Team Combos to stack on the extra damage that Cap sorely lacks. Heck, we might even have combos off throws now. I’m hoping these ā€˜new’ combos stack on enough damage so Cap can touch-of-death 800k health range characters solo, and maybe with assists increase that count to 900k. It’ll also strengthen his potential as a mid, and more importantly, an anchor in a team.

As it is in MvC3, the fastest way for Cap to kill characters at 800k + health is to do a combo and then create a reset mid-combo. Given his current speed and the conditions requires to pull it off in MvC3…that’s a bit tough to pull off, even with assists.

I’m hoping in UMvC3 that his air shield slash recovery is improved a bit so he isn’t as vulnerable, his Charging Star assist beats projectiles (as the more I think about it, the more I’m confused as to why it doesn’t break projectiles given he rushes in behind his shield), and his Cartwheel is faster/adjustable/immune to throws for better mix-up options.

Well in magical world that is mvc3 online most of the time getting these combos out online can be a pain in the ass due to 1 sec lag but that combo I posted where I use the lvl 3 you can substitute the lvl 3 for the other 2 whitch do over 700,00 dmg and if you wanna kill off your opponents character in one go then have a character like trish where you can DLC into her bolt hyper after say hyper charging star.

bad news.

looks like people start to fall out of shield slash combos after a certain point, it COULD be that the combos timing has changed a bit, but it looked solid to me.

that’s at about 3:20 in the video.

I’m not too worried about the one shown in the video gimpy. The combo was started with a shield slash, then 3 hits to another shield slash, then 2 hits to another shield slash, then 2 hits to another where the last hit drops.

When I do my combos they usually go to 3 hits, launcher, 1 hit, shield slash, 2 hits shield slash. I’m not exactly sure on all the parameters of the system, but since a launcher is involved that might warrant the extra hits…it’ll also take less time to complete avoiding the hitstun a little more. Who knows, I guess we’ll see soon enough. :slight_smile:

If I’m not online then I only do 3 hits, launcher, 1 hit, shield slash, 1 hit shield slash, etc. etc .etc. (unless they change the properties on L.charging star w/hitstun I think we’re okay)

Oh, and if we can get a combo started without already using one of our slashes, we’re probably good to go. I’m sure we’ll make it work :wink:

Kei

The difference is that no matter how many shield slashes we do in MvC nobody falls out in the MIDDLE of a shield slash. Only standing h shield slash ever acted this way outside of the corner.

So get ready to get creative or get ready to have your overall damage lowered.

Still hype on ultimate cap - just means he sadly won’t hit like quite a truck from what i see… But double jump will get us some interesting combos eh? :slight_smile:

I think Cap will still do great damage, as long as they don’t nerf the damage of his normals. Especially if the L shield OTGs like I’ve been hearing.

it could be that he just hit modok a bit too low for the returning shield slash to hit. I mean, it happens right?

I KNEW there was something I forgot to say in my first post, if you look at the video I’m 99% sure he uses d.H just before the shield slash which could also cause problems. Also I’ve had people fall out of a shield slash combo before from hitstun in MvC3…

Majority of the times though they fall out because the shield is either too high/low depending on the person. (e.g. I…HATE…Dante!!!)

Kei

ok. . . .so i hit training mode and did the combo like 10 times. . . .and each time it hit all the way through. . . .I think gimpy might be right guys. They might have added a gradual hitstun deterioration for his shield. That would explain why earlier someone posted that my bnb doesnt work and that they fall out on the last shield slash. So they gave him faster speed, a double jumb, otg shield slash, but then took away his damage. . . . -__- thanks capcom. On the other hand the player in the video might have been doing the combo too fast because of caps speed increase and it might of dropped that way also. Well I guess we will find out in november lol