View Full Version : MVC2:Captin America
kookymanus
10-18-2002, 06:45 AM
:D Just outta curiosity how many ppl still play good ol' Steve Rogers a.ka. Captin America??
I was expecting after 9/11 that alot of ppl were gonna drop their Mag,Storm,Sen,Cab gloves and pick up the shield of red,white, and blue with a Patriotic warcry ready to kick some ass.;)
He's usually overlooked by alot of ppl, but from time to time I'll start throwing that shield like boomerang around bouncing off oppon head's which is funny as hell when u think back to his comics and cartoon show because even on MvC2 when they get hit their stun reaction even though words should have been put there is KLAM,DOINK,Wham,KLAKK:D
I like to team Captin America up with ppl he has somethin in common with like in the comics or assists what not'. For instance there's and probably most recognized team of Captin America/Ironman/Warmachine which translates into THE AVENGERS!!
I give Cap his dash assist, IM his AAA, WM his Proj.assist. They all work well together too. Captin america's Cartwheel is if not the best sneak behind move in MvC2 it's quick and has enough reaction time. I find myself doing that along with WM proj.assist or IM aaa. His double jump is just as good as anyone else who has one. But the most beloved move of his that I like is his Dash attack the charging star, especially as an assist because it can go through ALMOST any proj. attack making it a excellent set up for IM or WM to attack with unibeams,smartbombs or proton cannons.
Cap's super charging star happens to be unique then most dash supers because it can penetrate through anybeam attack or series of supers. Plus even though ppl don't believe in using the Hyper combination attack supers where u make all 3 chrc come out on the screen and attack anymore, I must reassure u that it is a MUST with captin america, in fact that's another reason why I named off those assists like his dash, IM aaa, WM proj. assist. They don't just work alone good but all 3 at the same time and here's why for example:
If someone does Super Sen, force with Sen not in a combo but just as a super, if u got anyone of the chrc on screen and press both assists at the same time, Captin America's Super Charging Star will protect IM and WM allowing them to blast Sen. to hell plus Cap takes no damage when he's doing it.
I recently though early this year discovered there are some basic attacks or assist that stop Captin America's Charging Star which r strange, (Sakura's dash assist and Hayato's expansion assist)I forgot the others:o
Even without his shield Cap can still fight maybe even better without it u can use the shield as bait to lure your oppon to u because they know u need to pick it up but don't worry it'll automatically return itself after a few seconds.
Feel free to post anycombos, other assists, tatics whatever u can think of for and with Captin America down below!!
HuStLeMaN17
10-18-2002, 11:56 AM
Captain america is to good hehe.
yk808
10-18-2002, 01:47 PM
FINAL JUSTICE!!!!
my team is captain/gambit/spidey. its all about the final justice.. short (callgambit) short short (gambit hits) FINAL JUSTICE!! (Then gambit cards, then maximum spider...) or short (call spider man aaa) short, pause, FINAL JUSTICE!! If you don't have supers then replace the final justice with a hcb jab/fierce, launch, jab jab jab, double jump, jab short jab short fierce/up rh, or if in corner end with fierce, down rh.
my advice for using him is to stars and stripes a lot. this works well against sent, mag and even storm. it also helps of course to be covered by an assist of some kind. ABUSE THE DOUBLE JUMP!! not many handle the double jump well. it even lets you bait command assists, or other aaa, then jump fierce that shit (his best attack imho). against rush down, fierce shield tosses are pretty good, but only a temporary reprieve.
also, KEEP THE SHIELD. usually when you throw it away, you get it back pretty quick, but without it you lose the awesome jumping fierce, and stading fierce. those are his 2 best attacks (highest priority anyway) his stand fierce will also otg from far way (if you can't dash in in time or something).
his damage should mostly come from his air combos, and final justice combos. his other b&bcombo with super (and no assists) should be short short super stars and stripes. his normal final justice combo is too hard to hit (close standing rh xx final justice).
I find his best assist is his aaa. its just a basic one hit wonder, and he stays on the screen abit too long, but still it help. Its quick, its pretty strong, and the angle is just right to hit flying sents and storms. vs cable its very bad, but well... if you have a better aa assist, then go with the charging star assist, or the projectile if you want to use it for combos (the timing is pretty easy).
I'd have to disagree with the team super idea. while its true that the super charging stars goes through everything (except hail storms...), the range isn't far enough and the start up time is WAY too long. I don't think that sentinel wil fire off the sent force unless in a combo or unless you are in the air anyway, though if you play people dumb enough to do that while you are on the ground (and if your backed up by ironman heh heh...) and you have the reaction time to counter him, then sure go for it.
Uh.. thats about it, he's not too deep of a character.. I'm the best captain a in Hawaii (i guess i'm haven't seen any others...). i can beat down just about all random top tier scrubs, and every once in a while even some of the GOOD people (tis very rare. i can't even beat them with my good team so...)
wipeout2049
10-18-2002, 01:53 PM
I love to play as Captain America.
Bread and Butter combo: Jump-in with hp, dash-in, lk, mk, hk XX Hyper Stars and Stripes. Replace the Hyper Stars and Stripes with Charging Stars if you don't want to use a meter. You can also sweep into Hyper Stars and Stripes or Charging Stars.
In corner: Jump-in with hp, dash-in, lk, mk, hk, fierce shield slash XX Final Justice. Lots of damage!
Kamesama
10-19-2002, 01:01 PM
captain america.....the good ol' dayz of MvC2....don't play much anymore, but i use him from time to time when someone says they can beat me in MvC2.
crouching short, crouching Forward, shield slash xx Final Justice works vs standing characters. You might be able to throw a standing Roundhouse in there after the Forward, I don't remember.
wipeout2049
10-19-2002, 05:24 PM
Captain America's ground fierce Shield Slash has fast startup and reaches to the other side fast. His air versions are quick too. Probably as useful as Cyclops' air optic blasts. Just don't use the ground jab version too much. It's really laggy.
Bonesaw
10-20-2002, 11:35 AM
Cap also takes damage very well..Tough muther..I think I'm gonna start playing him again...
BarrelO
10-20-2002, 06:00 PM
Really ghetto CapAm trick:
Launch, air combo, land, cartwheel to the other side, relaunch. If they get wise to that, you can do jab cartwheel and stay on the same side to confuse their blocking.
captain america + tronn is pretty good. you combo final justice off like most assists, just try. i use him, he's fun in joke teams.
kookymanus
10-25-2002, 12:08 PM
I was experimenting damage wise and try Cap.A./IM/HULK
I gave Cap his dash assist,IM the proj.assist and Hulk a dash assist.
What I lked was when I dash in with Cap. d.lk,s.lk, IM proj.assist,Fp shield slash cancel Final Justice. As sson as Cap slammed his oppon in the ground I performed hulk's Gamma crush which surprisingly lifted oppon OTG and when hulk was just about finished I did IM's PC. Damage was like a instant kill no energy left on oppon bar NONE!
So i built up to Lvl. 3 again but had IM out instead I did d.lp,lp and hit both assist buttons and wham they shreadded the fuckin energy bar down so bad even I took a breather:wasted:
One more thing, I been trying Cap's air combo but instead of using the SJ,lp,lp,lp technique I tried Sj.lp,lk,lp,lp,lk...Now the thing is when the combo began to start again after the lp,lk,lp I tried to to a double jump and combo the next lp into it. Hell I even did Sj.lp,lk,lp,lp,lk,lp and Cap was below the other side of his oppon I tried to double jump but goofed up on the commands. My point is I think he can do it longer than what we've normally seen and this is without the corner too. I'm aware of his old pattern from MSH, but I'm not talking bout that one this is somethin' else...Can anyone try this out and let me know what happens or see how long they can air combo and then include the double jump?:(
The_Dragoon
10-27-2002, 09:41 AM
yea..
you can easily do launch lp lk lp - lp - lp - double jump lp lk lp lk finish. once you get the timing down, it's easy dmg. If you screw up commands though you see that you can extend it, but the trick is you have to learn when he can double jump after certain hits. i think mp and mk you can't double jump.. only have jabs and shorts.
wipeout2049
11-03-2002, 12:33 PM
Originally posted by The_Dragoon
yea..
you can easily do launch lp lk lp - lp - lp - double jump lp lk lp lk finish. once you get the timing down, it's easy dmg. If you screw up commands though you see that you can extend it, but the trick is you have to learn when he can double jump after certain hits. i think mp and mk you can't double jump.. only have jabs and shorts.
Wow! Air combo galore! Captain America can also connect a j.jab after a j.strong. Is that what you are trying to say, or are all of those lps jabs? I use launch->j.jab->j.strong->j.jab->double jump->the rest of the air combo. Now that there could be even more combo possibilities, I should try to find an air combo that is damaging and also flashy(jabs don't do much damage and they rank up hit causing the rest of the combo to do little damage).
The_Dragoon
11-04-2002, 11:56 PM
ok the longest i've gotten with him is..
jump in with lp fpk (land and dash) c.lp, c.lp, launch, sj.lp, sj.lk, sj.mp, (pause) sj.lp (pause) sj.lp, double jump, sj.lp sj.lk, sj.mp, sj.mk, shield slash. I'm sure you can add more hits or modify it, but I haven't really found time.. overall i'm not really that good with him, i just try to find combos with everyone.
basically it's the basic lp lp lp double jump lp lk lp lk shield slash.. but the first lp you can do 2 more hits after it.
My friend has this crazy Spider Man - Cap America - Iron Man DHC combo... he normal spider man AC ending with web swing kick xx maximum spider (doesn't hit) xx Final Justice (which hits) xx Proton Cannon. It's flashy and crazy dmg.
I haven't found too much, he also has an infinite in the corner.. it's after the dash super you do a regular dash xx dash super again.
captainsaveahoe
11-05-2002, 01:28 AM
Originally posted by kookymanus
I was experimenting damage wise and try Cap.A./IM/HULK
I gave Cap his dash assist,IM the proj.assist and Hulk a dash assist.
What I lked was when I dash in with Cap. d.lk,s.lk, IM proj.assist,Fp shield slash cancel Final Justice. As sson as Cap slammed his oppon in the ground I performed hulk's Gamma crush which surprisingly lifted oppon OTG and when hulk was just about finished I did IM's PC. Damage was like a instant kill no energy left on oppon bar NONE!
So i built up to Lvl. 3 again but had IM out instead I did d.lp,lp and hit both assist buttons and wham they shreadded the fuckin energy bar down so bad even I took a breather:wasted:
They can mash out before the gamma crush connects...
Another thing that comes in handy, is if you do hyper charging star and for some reason the other player blocks, you can go into hyper stars and stripes after HCS ends, there's no real lag if done right.
Ex. j.hp,d.lk,s.hk,HCS (other guy blocks HCS and tries to hit you after HCS is done)~ HS&S..
The_Dragoon
11-05-2002, 05:50 PM
yes.. his HCS has awesome recovery.. i think any rush/super can be blocked after it, except AHVB, which i'm unsure (0-2 frame start up is just too quick).
MIXXIAN 11
11-06-2002, 01:02 PM
Which super is the most damaging FJ or HCS? ( I can already rule HS&S out)
Oh I 4got, tell me the points of damage that all 3 supers take off also. Thanx in advance!!!:)
Bonesaw
11-06-2002, 01:39 PM
Final Justice is one of the most powerful supers in the whole game...Period..Cap's strongest super..
The_Dragoon
11-06-2002, 03:52 PM
also a good note, his dash assist over throws colossus' dash assist
HCS - 50
FJ - 53
HS&S - 50
are the defaults just done by themselves... but his last hit on FJ will do 35 even if you DHC it
Eternal Blue
11-06-2002, 04:05 PM
capam is a garbage character. thats my elite tactic. his g=assist is good though.
wipeout2049
11-07-2002, 10:36 AM
Is whiffing a standing or crouching fierce then canceling into a cartwheel or stars and stripes any good? Sometimes, opponents fall for something which is stupid and unexpected. I dunno if you should add an assist.
Right now, the combo that I am using is st.lk, st.mk, fierce shield slash, hyper stars and stripes or final justice. All of the his of the Hyper Stars and Stripes hits making this combo more damaging than the one I normally use. In the corner, I add a roundhouse after the forward. Of course, it doesn't work on most crouching opponents. If they crouch, I use lk, mk, hk, hk charging stars of hyper stars and stripes.
MIXXIAN 11
11-07-2002, 11:47 AM
When I do c.lk, c.mk, s.hk, XX FJ the 1st dashing part that hits does it count as a hit because when I combo it the 1st knock-in-the-air part resets all the hits I did before to combo it?
And could u give me list of what each of his specials and normals (with and without sheild) do in damage please?:)
wipeout2049
11-07-2002, 01:20 PM
Originally posted by MIXXIAN 11
When I do c.lk, c.mk, s.hk, XX FJ the 1st dashing part that hits does it count as a hit because when I combo it the 1st knock-in-the-air part resets all the hits I did before to combo it?
And could u give me list of what each of his specials and normals (with and without sheild) do in damage please?:)
Yes, the Final Justice is suppost to count in the hit meter. Add a fierce shield slash before the super. You have to cancel the Shield Slash at the right time. Not too fast so that CapAm doesn't throw the shield but not too slow either.
If you lost the shield, you can combo a Final Justice off a standing fierce. Combo into the standing fierce, do the Final Justice, then sit back and enjoy!
I like to use his Hyper Stars and Stripes to punish moves with even a tiny lag. It has the fastest startup of all his supers and travels instantly. For example, Ryu's Shinku Hadoken can easily be punished with a Hyper Stars and Stripes if blocked 1/4 of the screen away. Charging Stars(normal, not super)comes out fast too, but if blocked...
wipeout2049
01-04-2003, 10:35 AM
I like his crouching jab. Nice range and good poke. His standing fierce is also good since it's cancelable into anything.
Captain America's combos hurts much more than average characters. Check how much a simple jump-in, cr.lk, cr.mk, cr.hk, OTG hk Charging Stars hurt!
I use jump-in fierce, dash-in short (call Akuma projectile assist), forward, roundhouse, FINAL JUSTICE! So simple yet leaves the guy nearly dead:eek:
Try this: Dash-in blocked cr.jab while calling your favorite assist, cr.strong canceled into cartwheel. The opponent is forced to block the other way fast or get hit cause the assist hits behind him. Learn the possible followups if the assist connects. You also don't have to worry too much about the opponent's assist because you'll probably dodge it with the cartwheel. You can dash-in with cr.jab after landing a blocked but not push-blocked jump-in.
Cap is nice:cool:. It's too bad that he gets easily overpowered by the top tier cast. I think that if you want to win, you'd have to go with top tier characters. I usually team him up with Doom and sometimes Sent. You'd be surprised how much of a threat he is with great assists backing him up. Although his assists are pretty good and somewhat useful, he's much more valuable on point.
wipeout2049
01-04-2003, 04:23 PM
Originally posted by Satomiblood
Cap is nice:cool:. It's too bad that he gets easily overpowered by the top tier cast. I think that if you want to win, you'd have to go with top tier characters. I usually team him up with Doom and sometimes Sent. You'd be surprised how much of a threat he is with great assists backing him up. Although his assists are pretty good and somewhat useful, he's much more valuable on point.
I want to play for fun, so I chose middle/low tiers to go with him. I think you can still win using mid tiers. Also, I think having Doom or Sentinal as an assist is pretty much a threat already.:D Even Chun-li/Doom can kick butt.
Chun-Li's Pimp
01-04-2003, 06:43 PM
I use mag/cap aa/sent rp assist.
Basically you have a tempest xx FJ that does 100%
c. lk+rp, c. lk xx FJ does good damage for scrubby mashing, especially used in conjuntion with cartwheel cross ups.
whoever said use S&S vs sent flying is right...it hits him ALL the time, but keeps him in permanent unfly mode. =\
capam has 3 fks, just hold up(best air to air move ever), neutral or down+fk, but no air throw with kick so use fp.
(about half the screen facing a corner, if YOU'RE in the corner, it won't work)to set up infinte, combo into shockwave xx FJ before first pillar hits, then do a charging star super and you're hitting them in the corner with it.
Hyper S&S xx HSF is clean and really fast...you can punish jabs and shit with 80% retalliation.
shadowcharlie
01-04-2003, 08:59 PM
hmm one thing that i like to do is end doubel jump air raves with hp, very good damge and in the corner, i think on all or maybe the big chars u can add a dwn+hk to it as well. dash assist stuff sent assists and alot of other troublesome lockdown z
Originally posted by wipeout2049
I want to play for fun, so I chose middle/low tiers to go with him. I think you can still win using mid tiers. Also, I think having Doom or Sentinal as an assist is pretty much a threat already.:D Even Chun-li/Doom can kick butt.
Hmm....I'm trying to remember my best Capam team. I think it was Capam/Amingo/Jin. I used to combo his FJ and then cancel into Amingo's Beanstalk after the slam. That does hella damage by the way. Don't quite remember the numbers, but a lot of hits. I also used to play as Capam/Charlie/Guile b/c of the obvious and that actually was a pretty good team. I used to call it names like "Full Metal Jacket" or "The Patriots". The DHC possibilities were also creative as well as damaging.
Vahn_Flyheight
01-05-2003, 12:13 AM
I just want to confirm "TEH" charging star is invincinble correct?
Originally posted by Vahn_Flyheight
I just want to confirm "TEH" charging star is invincinble correct?
Funny you mention that. I can't remember. I haven't played Cap regularly in a while. One time, I was playing my friend and he was Cable and I could've sworn that his CS went right through an AHVB cause I remember both of us going :wtf:. It could've been a regular Viper Beam. But I do know it is invincible against certain specials and supers.
HaiDuongRiceMan
01-05-2003, 06:44 PM
Invincible against all beam supers I believe...Can't count the times I've tried to AHVB a fresh Hyper Charging Star, only to see it do ZERO damage...:bluu:
wipeout2049
01-06-2003, 02:41 PM
Yes, I think that HaiDuongRiceMan is right. Hyper Charging Stars is definately not invincible against everything. I can`t count how many times I have been beaten out of it by stuff like Guile`s anti-air assist. However, I think it`s invincible to all projectile and beam stuff. It neutralizes Hyper Sentinal Force and blocks AHVB`s. Pretty good super if you ask me. Now if they would only give it instant startup...
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