1st Thread for the Shield

Frie RiceFrie Rice Four Knuckles DeepJoined: Posts: 81
I'm just trying to get as much information as I can for the Champ here. I'd like to learn any tips or strategies to get past newbie and scrub level to moderate/decent. Not looking to compete in tournaments for this... seeing as how this game is far more likely to promote a seizure.
Anyone that claims a Win is a Win has never been the best at anything they've done.

Comments

  • infamous1infamous1 Joined: Posts: 8
    same here Captain America is my favorite Marvel Hero. Can't wait to try him out again.
  • Shifty BatShifty Bat Demon Overlord Joined: Posts: 59
    Now, I'm not gonna claim Captain America is one of my best characters, but if I can do anything to help the new breed along, here's a handful of ideas you might want to consider.
    Captain Cartwheel! When Cap does his flip, it's not invulnerable, nor is it as fast as, say Ken's side-switching somersault, but if your timing is on, you can land some really good pincer attacks (Tron proj. assist comes to mind). It's like jumping over the opponent's axis while calling an assist to switch block directions and confuse them, but faster. This move is great to keep people guessing when you're on the offensive, but use it sparingly.
    Charging star- This move can end some decent ground chains and more importantly cancel many projectiles in the game. It's worth the time to investigate what it can cut through, cause it will be essential later on for high-level play. The super version is nearly invincible from the front end, and although it starts up kind of slow will save your life time after time if you can predict another super coming. It's also great for punishing annoying assists and DHCing out. Be careful around Storm; much like with Juggernaut's Head Crush, Storm has some weird and magical properties with her Lightning Attack, and it is one of the only attacks that can cut right through a charging star super without any repercussion. Similar to Colossus''s assists, Cap can negate other assists like Sentinel drones. Practice the timing on that, for sure.
    Cap's Jumping roundhouse has ABSURD priority over other air attacks. Try it out. Also, his j.HP covers a huge angle and is a great overhead.
    His projectile is ok at best, so be sparing with it, cause if you can't reclaim the shield he'll deal less damage. Stars and stripes is a relatively safe anti air and a good wake up option, though, and does wonders against tri-dashers and airborne enemies with super armor.
    His throws have good priority, so he has a decent mixup game between the overheads, throws and cartwheels.
    Finally, Final Justice is one of the only grab-based attacks that allows you to dhc out after the last hit, which leads to extraordinary damage. This, of course, will be team-dependent, but invaluable.
    MOST IMPORTANTLY remember that Captain America is a defensive character, not a Magneto. His play style is unique and takes a bit of getting used to, but will mean nothing if you don't learn to block.
    If you like him, keep working on him! It's been really refreshing seeing the variety of teams used since MVC2 went online, and most players I know are bored to tears with the same four or five teams.
  • jasonCjasonC Fish Bar Zombie Joined: Posts: 1,481 ✭✭✭✭✭ OG
    Double-jump air combo: Launch, sj. LP , sj. LP, sj. LP, dj, magic series, projectile. The LP are the jab version so you have to do them slowly (link them).

    What's the command input for cartwheel? I have never used this lol but sounds interesting.

    The hit confirm/punish combo I sometimes use is c.LK, c.MK, stars and stripes super.

    Also, you can get some weird glitches when you DHC Final Justice into Zangief's Final Atomic Buster. Well this was DC version, I dunno about now.
  • Frie RiceFrie Rice Four Knuckles Deep Joined: Posts: 81
    Thanks a pile to Shifty. Much Appreciated.
    Anyone that claims a Win is a Win has never been the best at anything they've done.
  • shoultzulashoultzula whatsyoursismines! Joined: Posts: 4,503
    cartwheel is invincible for a short amount of time. I'd say its about the first 30% of the total animation.

    j.lp is an instant overhead which is awesome for mixups. He also has a DJ so if you miss the instant overehad, you can DJ out the way or call your helper for additional pressure.

    c.fp and j.fp with capam are very good normals. J.fp is a very good jump in move when you aim the hit box properly, aim with the shield.

    iirc, his srk is invincible as well. Even though it doesn't do GREAT block stun, it hits hard for 1 hit. Probably his best assist type as well.

    final justice can be dhced out of on the very last hit and that super really fucking hurts. Given the right dhc, you nuke a fucking character with an assist combo.

    His tackle move has super armor on it even as an assist. Good for taking shit out of the way properly.

    His throws release pretty fast so he can more than likely throw into quite a few characters. His throw game is very damaging with tron.

    and I'd easily say he has one of the best back dashes in the game.
    I don't have it but watch me get it.
  • xxphilopiaxxxxphilopiaxx ...winning impaired Joined: Posts: 434
    CapAm's j.U+FK has amazing priority. I think it beats out a colossus shoulder tackle and a number of other things. So, use that in air-to-air confrontations.
    ...I'm horrible at SSF4.
  • d3capitat3dbodyzd3capitat3dbodyz Joined: Posts: 50
    i just started using captain america and hes pretty good his air combos take nice amounts of damage. i havent even tried doing dj air combos with him yet.. but i wannna know anyone know if he has any easy infinites?
  • BDKRXBDKRX A Star That Charges Joined: Posts: 61
    I was messing around with Cap in training mode and found this weird glitch. I was back-dashing and I canceled his back-dash with a cartwheel and he floated off of the ground. It usually only works about 1/10 tries for me. But what I was thinking is maybe that would make him invulnerable to throws. That is if you can do it consistently(working on it). :china:
    This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world - "No, you move."
    --Captain America

    (Captain America double jump, OTG L Shield Slash and semi-invincible Cartwheel = win)
  • shoultzulashoultzula whatsyoursismines! Joined: Posts: 4,503
    I was messing around with Cap in training mode and found this weird glitch. I was back-dashing and I canceled his back-dash with a cartwheel and he floated off of the ground. It usually only works about 1/10 tries for me. But what I was thinking is maybe that would make him invulnerable to throws. That is if you can do it consistently(working on it). :china:

    how are you doing that?
    I don't have it but watch me get it.
  • xxphilopiaxxxxphilopiaxx ...winning impaired Joined: Posts: 434
    I was messing around with Cap in training mode and found this weird glitch. I was back-dashing and I canceled his back-dash with a cartwheel and he floated off of the ground. It usually only works about 1/10 tries for me. But what I was thinking is maybe that would make him invulnerable to throws. That is if you can do it consistently(working on it). :china:
    Hmmm interesting.

    Maybe it's similar to gambits dash xx trick card bug...
    ...I'm horrible at SSF4.
  • BDKRXBDKRX A Star That Charges Joined: Posts: 61
    how are you doing that?

    You know when you cancel a backdash into another backdash? All I did was do a cartwheel before the second one finishes. It looks exactly like that crawler assault glitch Spider-man has in MvC1.
    This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world - "No, you move."
    --Captain America

    (Captain America double jump, OTG L Shield Slash and semi-invincible Cartwheel = win)
  • BDKRXBDKRX A Star That Charges Joined: Posts: 61
    Finally got it recorded. Check it out. :razz:
    This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world - "No, you move."
    --Captain America

    (Captain America double jump, OTG L Shield Slash and semi-invincible Cartwheel = win)
  • xxphilopiaxxxxphilopiaxx ...winning impaired Joined: Posts: 434
    pretty cool!

    Not sure if it has any uses, but i'll mess around with it.
    ...I'm horrible at SSF4.
  • shoultzulashoultzula whatsyoursismines! Joined: Posts: 4,503
    wow, what a crazy looking glitch. so 2 dashes break the game right there instead of 1? good find. I think if you give capam unfly, he might be able to unfly attack out of that possibly. I'll try it out today.
    I don't have it but watch me get it.
  • BDKRXBDKRX A Star That Charges Joined: Posts: 61
    wow, what a crazy looking glitch. so 2 dashes break the game right there instead of 1? good find. I think if you give capam unfly, he might be able to unfly attack out of that possibly. I'll try it out today.

    Could never get it with one backdash. Has to be some use for it.
    This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world - "No, you move."
    --Captain America

    (Captain America double jump, OTG L Shield Slash and semi-invincible Cartwheel = win)
  • liquidsnake007liquidsnake007 Wadey Wilson Joined: Posts: 90
    whats a good team for the cap?

    and are his normals that link to supers?
    whoa.
  • xxphilopiaxxxxphilopiaxx ...winning impaired Joined: Posts: 434
    I play a team of Gambit proj/Cap AAA or Dash/Tron Proj

    Team does solid damage really fast with either capam or gambit on point with tron assist. Almost guaranteed death on a lot characters with a simple 2 meter DHC.

    -gambit: c.lk, c.lk + tron, s.fk, fp kinetic card xx Royal flush. DHC into final justice after last card for mad damage.

    -Capam: c.lk, c.lk + tron, s.fk xx Final justice. DHC into Royal flush after final slam for mad damage.

    I personally prefer the RF into FJ because its guaranteed to hit. On certain characters, FJ into RF will whiff and leave gambit wide open. However, a plus side to this is that if it does connect (FJ into RF) you can DHC into lunch rush with tron for 3 meter DHCs that kills sentinel, IIRC.

    Check out damage at :30
    ...I'm horrible at SSF4.
  • BDKRXBDKRX A Star That Charges Joined: Posts: 61
    whats a good team for the cap?

    and are his normals that link to supers?

    You can link H. S&S to just about any standing normal other than s. hp when hes holding the shield. If you get rid of the shield it connects. You can link s. HK xx FJ or H. CS with the shield and s. HP or s. HK xx FJ or H. CS without the shield.

    As for teams I would choose teams with assists that can help him get around the screen easier.
    This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world - "No, you move."
    --Captain America

    (Captain America double jump, OTG L Shield Slash and semi-invincible Cartwheel = win)
  • 9Revolta9Revolta Joined: Posts: 342
    OH, it has uses, some great ones. With a good assist, like Sent ground or Doom, it can be very useful. Even Tron's proj will become more useful with this glitch (I guess its one). I'll work on some combinations with Caps, and see how I like it.

    I was just thinking, when you do cr.lk+2, cr.hk, you could do it, bringing you back towards a rolling opponent for possible jab/S&S or THC. Hmmm, I'll work on it later today......
    Combolicious
  • Shifty BatShifty Bat Demon Overlord Joined: Posts: 59
    If you can get real close, lkx2 or cr.lpx2 into HP Shield Slash->Immediate Final Justice will chain.
    CapAm can connect FJ off Spiderman's AA assist - do it as they reach peak height, cause FJ can't otg.
    FJ can connect in or out of Hulk's Gamma Crush for unreal damage.
    If you finish a magic series air combo with sj.D+HK, you can double jump as the opponent falls. The 'camera' follows the opponent while you choose how you want to land on him. Kind of weird, really.
    My favorite - If you have a character with an instant startup super like Dhalsim or Juggernaut with CapAm second, three meter or better, and see a tight spot coming, ie HSF, you can start your super, DHC to Charging Star super to negate whatever threat is headed your way, and DHC to Proton Cannon, Hailstorm, or whatever to turn the match around.
  • 9Revolta9Revolta Joined: Posts: 342
    whats a good team for the cap?

    and are his normals that link to supers?

    Team "Military"
    Captain America(anti)/ War Machine(proj)/ Sentinel(RP)

    Powerful team, with great THC's and DHC's.
    Captain w/War(proj)- lk2, hk, War, c.star>>final justice. Cool.....
    Captain w/Sentinel(RP)- lk2, hk, Sent, c.star. (Just the basic combo does a lot of damage) You can substitute the c.star with final justice.
    Captain w/Sentinel- lk2, hk, Sent, cross, cr.hp, aerial..... You wont actually cross, but you'll be closer to launch off of the RP.

    Note: With Captain's final justice, cancel after slamming into either War's "GERONIMO!!!" super, or Sentinel's HSF. Its a great way to get the full damage of the FJ, and add additional damage with another HC.

    War machine w/Caps- I really only have one thing with this combo, its a Cap anti-air corner g-break + ProCan or Geronimo. Hes basically gonna be for rushdown opponents, but you can slip in a infinite mid-screen w/Caps anti-air, if timed right.
    War Machine w/Sentinel- Kinda the same with Caps, his RP can set up infinite. If you have unfly mode activated, try this rarely used tactic:
    cr.lk2, fly, RP, add, lk, unfly+lk, lk, infinite start.....People rarely work on IM or WM's OTG combos, but sneek it in once in a while.

    Sentinel w/ Caps- s.hk, lp2, fly, lp, hp, Caps, RP. Cool damage, similar to Magneto.
    Sentinel w/ War- Combo #1: lp, lk, RP, War, s.hp, RP, HSF. Combo #2: lp, lk, fly, War, lp, hp, drop, dash in, lk, lp2, RP, HSF.

    With the team set up like this (as for assist), Captain is able to cr.lk into THC, which is a very powerful THC.

    Shield blast into final justice. But, you have to do shield blast diagonal, which kinda hits them on the top of their head, keeping them in hit stun for some time. Done in the corner only....
    Thats the only link I know of....
    Combolicious
  • mkeller73mkeller73 Joined: Posts: 397
    Here is a team I run although if you run into storm or a good cable your definitely at a disadvantage

    Tron Proj/Cap Am Dash/Doom Anti Air

    Putting tron on point allows you to abuse her drill in conjunction with doom rocks. mix them up by starting up doom rocks jumping with tron drill dash over their head let rocks hit and drill dash again. Even if that whole thing is blocked you have done some insane chip like a BB Hood Cruel Hunting, and if done with right timing its not punishable. Not to mention Trons drill crushes blackheart Sent and capcom assists on start up in a corner.

    Now a personal fav trick of mine for cap is using his dash assist to bait an enemy running away in the corner utilizing tron. Here is how it works, you stand in your corner and throw out the Cap Am dash assist. Halfway through the assist use trons trapping laser. Most time when they try and punish they get caught by the laser and stunned. You get a free lunch rush out of it if you dash forward and use it when they are trapped.

    As far as playing Cap himself I play him defensively and try and go for the tron mega damage assist crossup. A critical part of him is baiting fireball/beam super opponents and using your double jump to hop over and punish them. Another good trick is when you have them in a corner throw out an anti air assist and use the cartwheel to get behind them. Most people dont EVER expect it and dont adjust their guard so you can find where they are weak and break em. Also I find it too risky to throw out in the middle of a stage especially since I use that crappy 360 controller. Also his crouching weak punch has very good priority so use that to set up a launch.

    As far as

    Biggest thing is you have to face the god tiers with cap and learn how to deal with their BS. You will take some lumps but magneto and sentinel 1 on 1 dont scare me to much. But if your using the team I listed runaway teams is the Kryptonite.
  • 9Revolta9Revolta Joined: Posts: 342
    I like mkeller's stradegy, but with a team like that, you tend to get content with those tactics (i.e Iceman chipping). If youre gonna use that team, Id have Caps first. The reason why, because Id rather have Caps facing the best character, rather than Tron. Tron is better second or last, being first means shes gonna take a beating (i.e Cable ahvb.) Plus, having her second, you can DHC into her servbot rush, OTG from Caps final justice slam. Caps cross-ups with Tron and Doom, are the best way to go with that team. But, if that line works for you well, stick with it. But practice the other line as well though......
    Combolicious
  • mkeller73mkeller73 Joined: Posts: 397
    I usually do exactly that Revolta I like my Cap leading off the majority of the time, hes a pretty flexible character early in a match before the chippers get meter. For some reason though Tron drilling is great stuffing trap characters like Cable and Sent in conjunction with doom rocks EARLY IN THE MATCH. Albeit a really good Cable player wont let you pull that off its still funny to do on the crappy ones lol
  • 9Revolta9Revolta Joined: Posts: 342
    I usually do exactly that Revolta I like my Cap leading off the majority of the time, hes a pretty flexible character early in a match before the chippers get meter. For some reason though Tron drilling is great stuffing trap characters like Cable and Sent in conjunction with doom rocks EARLY IN THE MATCH. Albeit a really good Cable player wont let you pull that off its still funny to do on the crappy ones lol

    You forgot to mention the 9 in 9Revolta....LOL

    Captain America is a solid character. Decent defense, above-average offense, great THC's. But people dont play with him much, because hes ground-based, meaning he doesnt have fly, air dash, etc. But he is maybe the best non- high tier (besides Ken and others....) in the game. If you play with Caps, pick his anti-air, for cr.lk/THC's.
    Combolicious
  • liquidsnake007liquidsnake007 Wadey Wilson Joined: Posts: 90
    i developed something

    i play with
    Captain America, Cyclops (my clops is a monster), Tron

    i start with a pressure magic series (lk,lk+tron,lp,fierece,shield) just keep em tipsy let em know im not gonna bitch it out and run, ima slam on em with cap.
    then you keep pressure (Tron,Stars and Stripes. Lp,lk, tron+jump, etc. etc.)
    geta cartwheel in or get em with tron during the mixup. you can either get a double jump air combo,Final X Justice, S.Stars and Stripes,S.Charging Star.
    and if he gets low on health you can DHC to cyclops, once you build meter (2 bars is enough) you can DHC back to with the S.C.Star and eat ANY,ANY beam super! (AHVB,HVB, SETINEL, BLIZZARD(i think), ETC.).

    and you can cancel any medium too a Super Stars and Stripes.
    if your in the corner sometimes* you can get a magic series (to roundhouse) and get a Super Charging Star.
    whoa.
  • BDKRXBDKRX A Star That Charges Joined: Posts: 61
    Captain America Combo Stuff

    I had this in my head for quite some time now. Only now did I take the time to sit and write it up. This is my first time posting something like this. If there is anything I can do to make it better please let me know. Here goes.


    |Ground Combos|


    º1º Jump-in with j.HP(or j.HK) (dash) s.lk, s.mk, s.hk HK Charging Star

    This is the basis for some throw setups and should be used alot. Its also a good thing to do because you push them to the corner where things will really get nasty.

    Damage: 59 Points

    º2º(Corner only) Jump-in with j.HP(or j.HK) (dash) s.lk, s.mk, s.hk HK Charging Star, HP Air Throw

    HK Charging Star will send them high up and give you time to recover to catch them with an air throw.

    Damage: 76 Points(59 from the ground combo + 17 from the throw)


    º3º(Corner Only) Jump-in with j.HP(or j.HK) (dash) s.lk, s.mk, s.hk LK Charging Star, HK Throw, HP Air Throw

    Once again LK Charging Star will send them flying but this time not so high. By the time they land from that you'll recover in time to get a HK throw. Immediately jump and air throw them as soon as you recover. We'll just call it the Double Throw setup.

    Damage: 89 Points(55 from ground combo + 17 from each throw)

    Combos 2 and 3 work on just about any character. The only exception is the smaller characters like Roll/MM/Servbot but it could just be bad timing on my part. Also you might be able to follow up with a J.Down+HK after the air throw. I haven't worked on that yet though.


    |Air Combos|


    º1º(Corner Only) Jump-in with J.HP(or J.HK) (dash) c.lp, c. mp ^ sj.lp (pause) sj.lp, sj.lk, sj.mk, sj.hp, OTG Down+HK, j.lp, j.mp, j.hp(j.down+hk)

    A really nasty otg combo. It works on just about every size i've tried big, normal and small.

    Damage: 66 Points


    º2º(Corner Only) Jump-in with J.HP(or J.HK) (dash) c.lp, c. mp ^ sj.lp, sj.lp, sj.lp, double jump sj.lp, (pause) sj.lp, sj.lk, sj.mk, sj.hp OTG Down+HK, j.lp, j.mp, j.hp(or j.down+hk)

    This is a variation of his classic double jump combo mixed in with the last combo.

    Damage: 62 Points


    º3º(Corner Only) Jump-in with J.HP(or J.HK) (dash) c.lp, c. mp ^ sj.lp (pause) sj.lp, sj.lk, sj.mk, sj.hp, OTG

    Down+HK, c.lp, HK Throw, HP Air Throw

    A variation of air combo º1º listed above but with the Double Throw setup.

    Damage: 97 Points(63 from the otg combo + 17 from each throw)

    º4º(Corner Only) Jump-in with J.HP(or J.HK) (dash) c.lp, c. mp ^ sj.lp, sj.lp, sj.lp, double jump sj.lp, (pause) sj.lp, sj.lk, sj.mk, sj.hp OTG Down+HK, c.lp HK Throw, HP Air Throw

    A variation of combo º2º with a double throw.

    Damage: 94 Points (60 from the OTG combo + 17 from each throw)


    |Extended Combos|


    º1º(Corner Only) Jump-in with J.HP(J.HK)(dash) s.lk, s.mk, s.hk, HP Shield Slash xx Hyper Charging Star, c.hp(juggle/relaunch) ^ sj.lp, sj.lp, sj.lp double jump sj.lp (pause) sj.lp, sj.lk, sj.mk, sj.hp OTG Down+HK, j.lp, j.mp, j.hp(or j.down+hk)

    The best thing about this combo is they cant roll after Hyper Charging Star. If you DHC'd into Hyper Charging Star and connected this combo in the corner its safe to say that character is dead.

    Damage: 100


    º2º(Corner Only) Jump-in with J.HP(J.HK)(dash) s.lk, s.mk, s.hk, HP Shield Slash xx Hyper Charging Star, c.hp(juggle/relaunch) ^ sj.lp, sj.lp, sj.lp double jump sj.lp (pause) sj.lp, sj.lk, sj.mk, sj.hp OTG Down+HK, c.lp, HK Throw, HP Air Throw

    Another dangerous combo.

    Damage: 132 Points (98 from the combo + 17 from each throw)

    That's all for now but I'm definitely not done lol. :nunchuck:
    This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world - "No, you move."
    --Captain America

    (Captain America double jump, OTG L Shield Slash and semi-invincible Cartwheel = win)
  • HuStLeMaN17HuStLeMaN17 #2O gArY pAyToN... tHa-GlOvE Joined: Posts: 1,315 ✭✭✭✭✭ OG
    GOOD SHIET BDRX!
    Love, Marvel vs Capcom 2 - Hate, Ultimate Tatsunoko vs Capcom 3

    UMVC3/TVC FOREVER AND ALWAYS TRASH TIER!!!!
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