Enemies of the State: Matchups thread

13»

Comments

  • ken123103ken123103 You're just mad because your angry Joined: Posts: 597
    For the Doom match-up, Cap needs to find multiple openings whereas Doom just needs one (Footdive or a backthrow). With any of Dooms direct aerial approaches (both footdives, box/tri-dashes) you can stars and stripes him out of it. Try not to turtle as it makes his attacks more likely to cross you up. And be especially careful with pressing buttons when you're in range of his footdive, especially when you're beneath him.

    Essentially the match-up between Cap and Doom comes down to how Cap deals with Doom's aerial zoning (if a Doom wants to play on the ground against you they are not playing the match up to Doom's advantage). Try and get in the air before he does and utilize your shield slashes. A lot of the time you may just cancel out his proton shots without actually landing a hit on him, but it's really a battle of patience, willpower and anticipation. The point is to try and get him to stay on the ground, where you have the advantage. Try and be careful though, as Doom may throw out a random unpredicted sphere flame.

    If you manage to get him to stay ground, use your assists for mix-ups (triple arrow for left-right cartwheel and Nova for unblockable low/overhead set-up). The gameplan is to try and get Doom to not cap at the top of the screen, because it's hard for you to get him down as you don't have an anti-air assist (and hopefully he won't be using Strider neither).

    With Nova, javelins are your best tool against Doom. And if he tries proton arrays and all that other nonsense, set up a gravemetric pulse. Doom should not be able to fly in on Nova.

    As for Hawkeye- Arrows. His air H has great range as well. Just keep zoning him and running away if he gets close to you.

    Though if you face Doom/Ammy you're on your own.


    Thanks for all the information, really helpful. However, what do I do when Doom starts normal jumping and spamming the green lazer + assist calls? If he has a decent assist it cancels my hawkeye assist and if I try to shield slash him, his gun comes out faster and it leads to a free hitconfirm to death.
    UMvC3: Captain America, Spencer, Hawkeye

    www.youtube.com/ken123103 <---- Amazing Captain America Videos, Check it out!

    Your signature has been modifed, please read the rules.
  • ifbpwnstarifbpwnstar Lab Monster Joined: Posts: 1,215
    Doom is a weird match up for cap but winnable. The main issues is the aerial advantage and his projectiles can actually be so strong they invalidate SS and even make CS very hard to use. What you want to do is a lot of super jumps when he goes in the air and then patiently use your double jump to create a bait out and SS him or dj.:d+:h:. If you can get anything off of it, just block and repeat as now you're closer if you didn't advance guard. Your main goal here is simply to knock him back down with advantage to start an attack. Even on the ground, double jump baits outs are an essential strategy to getting doom to create holes for you to attack. The whole match up is having doom make mistakes and attempting to get above him.

    This is also why having anti-air assists are so valuable to cap too. Doom(missile)/strider(vajra)/RR(log)/dante(jam) can all be very useful in this match up. If you don't have something like this your whole plan turns to forcing him to fall down by blocking and air attack or hitting him, and when he lands creating assist pressure strings to keep him from jumping. Calling an assist and doing j.:qcf+:m: above his head can be really aggravating to a doom attempting to jump away from the assist and start his air game. They can't jump and the assist holds them there to endure more pressure.

    Avoid relying on CS when doom goes into beams unless close or you cancel early in to hyper CS. Doom's beams lasts so long and with so many hits it slows caps forward movement and outlasts most cs attempts. Do however do assist+cs when doom instigates a normal jump attack.

    A good way to annoy an air doom is to constantly do :qcb:+:h: whenever he does a move so you always cross him up and avoid it. You can do this to force them to play a different game if they don't have a lifelead to time out with.

    Last but not least, doom's zoning is hard for him to combo off of from super jump height or fullscreen without a proper dhc or assist to make it work. Use this moment to hard tag in a better match up.
    MvCi: Gamora/Marvel - Soul
    SF 5: Nash
    UMvC3: Cap (SS) | Vergil (RS) | Strider (vajra)

  • SmokeMaxXSmokeMaxX T.O. of A.R.K. Joined: Posts: 7,975
    Eh, I have worse luck against Zeros than Dooms. I guess it's because movement with Zero is easier. Everytime I throw a shield, Zeros easily dodge them while Dooms just have to block them.
  • otterotter CFN: otter- Joined: Posts: 4,687
    against doom its just frustrating that shield slash only takes out one single finger laser.
  • YawDanYawDan Joined: Posts: 698
    Thanks for all the information, really helpful. However, what do I do when Doom starts normal jumping and spamming the green lazer + assist calls? If he has a decent assist it cancels my hawkeye assist and if I try to shield slash him, his gun comes out faster and it leads to a free hitconfirm to death.

    You will need to adjudge the spacing between you and Doom, as well as his attack pattern. If he's within range, charging star him, especially if he's using a lockdown assist such as cold star, drones etc. If he's out of range of a charging star, I would recommend up-backing to eliminate the high-low ix up, as well as a potential cross-up.

    Also, try and not to be predictable with shield slashes. Sometimes, you could deliberately let Doom get in on you, as you're at the advantage when he's close and on the ground, especially with your assists. But be careful if you try to bait him in this way, especially as he can use his -> :h: after his light sabre.

    Again, I'd say the most important thing is to be patient. You may not always be able to attack and you may often be on the receiving end of Doom's pressure. If it's especially difficult, try and wait until his assists are recovering to find a safer opening against him.
    "This was not srk. It should not be lower than gfaqs in terms of fighting game talk, but it is. That's all because of the outbreak of girly men, which is really the fault of atheism." Cisco, UMVC3 tierlist discussion, pg 333.
  • ExtrumentalsExtrumentals Captain America? No, I use Sgt. Justice. Joined: Posts: 74
    I have begun to use Cap/Tony/Viper and using j.ss h with cartwheels + unibeam is great vs doom. Also, m cs+ timed unibeam forces frame trap. Either they'll attack and get hit with unibeam or block it and going low typically opens them up.
    I'm the best at what you do
  • ifbpwnstarifbpwnstar Lab Monster Joined: Posts: 1,215
    I have begun to use Cap/Tony/Viper and using j.ss h with cartwheels + unibeam is great vs doom. Also, m cs+ timed unibeam forces frame trap. Either they'll attack and get hit with unibeam or block it and going low typically opens them up.
    Be careful with that. A lot of people punish CS wrong by throwing out :l:'s, if you get a smart player they will always attempt to throw a CS since there's no reason not to unless you have an assist the makes a true block string with + frames.
    MvCi: Gamora/Marvel - Soul
    SF 5: Nash
    UMvC3: Cap (SS) | Vergil (RS) | Strider (vajra)

  • ExtrumentalsExtrumentals Captain America? No, I use Sgt. Justice. Joined: Posts: 74
    M works better due o the fact that it has a small window to punish, so if they do, unibeam catches them and you get free punish. Essentially, its a bait move.
    I'm the best at what you do
  • ifbpwnstarifbpwnstar Lab Monster Joined: Posts: 1,215
    M works better due o the fact that it has a small window to punish, so if they do, unibeam catches them and you get free punish. Essentially, its a bait move.
    If you're frame trapping inbetween CS to the assist, you can always be thrown out of it. Throws are 1 frame and will beat out the frame trap. The bait out is valid on certain players and to occasionally check them with but be careful. Once a player learns this out they can just keep spamming throw. If it's a true block string, they'll be stuck in block stun and remain blocking, if you create a frame trap gap, the throw will always win. This holds true for doing CS into slightly delayed :dp:+:atk::atk:, it will frame trap all normals, but always lose to throw.

    I believe you can do a true block string with that assist so mix it up if you intend to use that tactic. If you use a safe block string you and see them advance guard the whole way or if you notice they attempt to punish with normals, than ya do the frame trap.
    MvCi: Gamora/Marvel - Soul
    SF 5: Nash
    UMvC3: Cap (SS) | Vergil (RS) | Strider (vajra)

  • YawDanYawDan Joined: Posts: 698
    If you're frame trapping inbetween CS to the assist, you can always be thrown out of it. Throws are 1 frame and will beat out the frame trap. The bait out is valid on certain players and to occasionally check them with but be careful. Once a player learns this out they can just keep spamming throw. If it's a true block string, they'll be stuck in block stun and remain blocking, if you create a frame trap gap, the throw will always win. This holds true for doing CS into slightly delayed :dp:+:atk::atk:, it will frame trap all normals, but always lose to throw.

    I believe you can do a true block string with that assist so mix it up if you intend to use that tactic. If you use a safe block string you and see them advance guard the whole way or if you notice they attempt to punish with normals, than ya do the frame trap.


    IFBpwnstar's spot on.

    Just a little add-on, when I use(d) charging star plus beam assist, I always did it so that the charging star I used would end whilst the beam is still active. If it hits, you'll recover in time to convert of the beam. If it doesn't, you're still safe.
    "This was not srk. It should not be lower than gfaqs in terms of fighting game talk, but it is. That's all because of the outbreak of girly men, which is really the fault of atheism." Cisco, UMVC3 tierlist discussion, pg 333.
  • KarsticlesKarsticles Greetings. Joined: Posts: 2,700
    I figured I would go around and post this on character forums so folks can check it out:

    http://shoryuken.com/forum/index.php?threads/how-to-beat-vajra-assist.174721/
    "Karst" for short.
    My YouTube Channel, Dedicated to Fighting Games:
    My YouTube Channel, Dedicated to Fighting Games:
    https://www.youtube.com/channel/UC8XyfyFtAkiWPRuW6mHB9sQ

    My Ultimate Dormammu Guide: http://tinyurl.com/6mr4lhv
    My UMvC3 Team Building Guide: http://tinyurl.com/8x865ra
  • Special KSpecial K Determined Joined: Posts: 31
    Alright fellow Caps I come in some serious need of help. I am getting completely blown up by MODOK like no tomorrow. Lost a money match 10-0 to a MODOK/Trish/Nova (still licking my wounds). Maybe its the salt in me talking but I feel that MODOK is a hard counter to Cap,can float in the air easily outside of any shield slashes I could possible throw, set up shop with a shield that block assists calls with rolls and Charging Stars and if I go for a normal CS into Stars and Stripes or Hyper Charging Star bait his grab hyper completely negates it. I have no clue how to honestly approach this match-up as it seems that MODOK can merely toy with Cap and counter all his tools *end salty complaints* please help
  • MyNameIsEMyNameIsE Just call me E Joined: Posts: 130
    The only way for Cap to get in on MODOK is to literally wait for him to come down as all characters have to come down at some point and take the opportunity. If you have some good anti air assists, you can try using them to force/annoy him to come down (like Vajra, Hidden missiles and Jam Session). If you have some alright ground assists like beams or something to ensure they stay on the ground for a while to pressure/mix them up. Assists that allow comboing off an air throw is also pretty much a must for this matchup. Learning to convert off super jump height will also help a bit (although they'll be blocking for the most of it).

    What are your assists?
  • ifbpwnstarifbpwnstar Lab Monster Joined: Posts: 1,215
    Cap actually has a very decent game vs modok if you know what you're doing and with the right assists. By chance...were you at SCR and was this Modok/RR/ammy? I play a modok player using my Cap/Doom(missile)/vergil(rapid). I try to stay full screen , call doom every time i land, then super jump and watch modok carefully, then double jump SS. Your goal is simply to get him to block it or waste his actions in air without getting hit. Once he's on the ground I call vergil as i jump and throw :qcf:+:l: to protect vergil if i see him try to punish the assist, or throw :qcf:+:m: to block his jump and move in. Use constant SS's that aim over him to trap him while abusing assists to get pressure.
    MvCi: Gamora/Marvel - Soul
    SF 5: Nash
    UMvC3: Cap (SS) | Vergil (RS) | Strider (vajra)

  • Special KSpecial K Determined Joined: Posts: 31
    The only way for Cap to get in on MODOK is to literally wait for him to come down as all characters have to come down at some point and take the opportunity. If you have some good anti air assists, you can try using them to force/annoy him to come down (like Vajra, Hidden missiles and Jam Session). If you have some alright ground assists like beams or something to ensure they stay on the ground for a while to pressure/mix them up. Assists that allow comboing off an air throw is also pretty much a must for this matchup. Learning to convert off super jump height will also help a bit (although they'll be blocking for the most of it).

    What are your assists?

    I run Taskmaster Arrows and Skrull Stone Smite for my Cap so I do really have to just wait for him to come down with those assists then.
    Cap actually has a very decent game vs modok if you know what you're doing and with the right assists. By chance...were you at SCR and was this Modok/RR/ammy? I play a modok player using my Cap/Doom(missile)/vergil(rapid). I try to stay full screen , call doom every time i land, then super jump and watch modok carefully, then double jump SS. Your goal is simply to get him to block it or waste his actions in air without getting hit. Once he's on the ground I call vergil as i jump and throw :qcf:+:l: to protect vergil if i see him try to punish the assist, or throw :qcf:+:m: to block his jump and move in. Use constant SS's that aim over him to trap him while abusing assists to get pressure.

    Naw lol, I'm from Buffalo, New York it would have been sweet though to go to SCR. The MODOK I have uses Trish Peekaboo and Nova Centurion Rush assists and man is it frustrating but I'd be willing to learn Doom and Vergil if it helps me with this match-up
  • ifbpwnstarifbpwnstar Lab Monster Joined: Posts: 1,215
    actually i have a video from a local tournament:




    I lose, but you can see what I'm doing to keep modok in check. We were both all tourny nerved out so lot of mistakes on both ends (bad x-factors, doom foot dive spam, and the modok dropping combos he never drops). Ignore my doom and vergil though, I was still getting used to them as characters.

    Start at 1:54:00
    MvCi: Gamora/Marvel - Soul
    SF 5: Nash
    UMvC3: Cap (SS) | Vergil (RS) | Strider (vajra)

  • ifbpwnstarifbpwnstar Lab Monster Joined: Posts: 1,215
    Eh in the vid SS is doing fine. Everytime modok blocks it, he has to fall back down. There's a myriad of way's to combine that with an assist to help keep him down there once he's down. If you had sentinal assist you could trap him after a block for instance. Missiles is just one of the more direct approaches.
    MvCi: Gamora/Marvel - Soul
    SF 5: Nash
    UMvC3: Cap (SS) | Vergil (RS) | Strider (vajra)

  • YawDanYawDan Joined: Posts: 698
    I hope Jint won't mind- I just saw his response on how to deal with Morrigan which was really good and I'll post it here:
    Projectile Morrigan w/assist vs. Cap is a really bad matchup. I still have trouble fighting against it, and my team setup isn't intially equipped to handle such a method. It's usually a tough uphill battle to take that specific zoning style down.

    - The first problem is that you would need to wad through the sea of fireballs being chucked at you, which is difficult, but managable. Proper jumps and super jumps should clear you eventually. But mess up and you'll eat a chunk of damage equivalent to half your health (provided they know the fireball combo)
    - Second is if she's doing this with an assist, becomes a lot harder to move forward while dodging both the assist and her fireball barrage. Half the time the assist will end up forcing you into the path of a fireball, and you'll end up taking some chip before you can move again.
    - Lastly, and worst problem is if she uses her clone hyper. This becomes even harder to fight against. Since projectiles come in from the back, Charging Star is semi-useless now as you can get tagged from behind in your recover frames. You'd have to dodge twice as many fireballs, assist attacks, and be careful not to be hit by the meter draining ones. While CS does beat fireballs, one wrong CS will run straight into a blocking Morrigan, and you'll end up dead or bleeding.

    In order to defeat this play, speed and careful assist usage is critical. You're also going to need to be patient, and you'll take chip damage in the process of approaching Morrighan.

    The first thing to know is that most Morrighans will automatically cancel a ground fireball into flight mode. This is the only real opportunity you get to hit her with a raw CS, so make sure you have a combo/mix-up followup to either hurt or kill. Also be very good with your spacing so you know the optimal distance to nail her with a H CS. (Hyper CS is react able, so you can't really use this option)

    From outside of CS range, if your assists can tag Morrighan or the assist and force them back on the ground, use them. If you don't have one, use them as a meat shield to protect you from getting hit by fireballs coming in from behind (if she has the clone hyper toggled on).

    Once you're in, force Morrighan to fight/eat a lot of mixups and make sure not to let her get away, otherwise you'll have to start over and take chip damage in the process. Also be good at throwing her since several players will fly/unfly cancel to make her safe. Throws are a way to work around that. Be wary of her j.S though, since they'll also throw that out if you manage to get under her.

    If unable to directly take take out Morrigan, take out the assist first. Use X-factor/Team Hyper to do so if you need to. If Morrigan is without an assist, you can maneuver through her fireball barrage or just play evasively to force her to waste meter or make her come to you (assuming you have the life lead)

    Hope this helps.
    "This was not srk. It should not be lower than gfaqs in terms of fighting game talk, but it is. That's all because of the outbreak of girly men, which is really the fault of atheism." Cisco, UMVC3 tierlist discussion, pg 333.
  • HalophilicHalophilic Joined: Posts: 22
    Apologies if this has already been said, but apparently Hyper Charging Star is not immune to 7 Rings of Raggador. I had Dorm on point and thought I was going to win a match by baiting out a 7 rings with Chaotic Flame then DHC into Captain to finish Strange off and nope. Tested in training mode and it definitely beats HCS. :(
  • poryon2poryon2 aka ocean Joined: Posts: 512
    Apologies if this has already been said, but apparently Hyper Charging Star is not immune to 7 Rings of Raggador. I had Dorm on point and thought I was going to win a match by baiting out a 7 rings with Chaotic Flame then DHC into Captain to finish Strange off and nope. Tested in training mode and it definitely beats HCS. :(
    Just out of curiosity, does Cap get outright beat by 7 rings or does he recover before it ends making him get punished? The reason being is because if 7 rings is activated (meaning it fires the beam) Dr. Strange is COMPLETELY invincible, from the startup, active, and even all the recovery frames.
    umvc3: pw/haggar/arthur
    skullgirls: peacock/double
    persona 4 arena: teddie
    psn: poryon2 (umvc3, kof13, skullgrills, p4a)
  • HalophilicHalophilic Joined: Posts: 22
    He gets hit by it before he gets anywhere near Dr. Strange. I guess it being completely invincible was their rationale by making it beat HCS.
  • Cereal and MilkCereal and Milk Best Breakfast Combo! Joined: Posts: 153
    What do i do against Super Skrull?
    I only play charge characters =/
  • YawDanYawDan Joined: Posts: 698
    What do i do against Super Skrull?

    Snap him in first and foremost.

    Try not to be still or predictable against him, because of his command grabs. If you can go training, and see where his light, medium and hard teleports land him and work on blocking against these.

    Cap has better normals than him so try to get in on him with your assists (if your assists don't help you do so you'll need better ones).

    And try not to let him get to X factor level 3. If he does try and last as long as you can, and preserve your x factor for your last character.
    "This was not srk. It should not be lower than gfaqs in terms of fighting game talk, but it is. That's all because of the outbreak of girly men, which is really the fault of atheism." Cisco, UMVC3 tierlist discussion, pg 333.
  • Cereal and MilkCereal and Milk Best Breakfast Combo! Joined: Posts: 153
    Snap him in first and foremost.

    Try not to be still or predictable against him, because of his command grabs. If you can go training, and see where his light, medium and hard teleports land him and work on blocking against these.

    Cap has better normals than him so try to get in on him with your assists (if your assists don't help you do so you'll need better ones).

    And try not to let him get to X factor level 3. If he does try and last as long as you can, and preserve your x factor as for your last character.
    Thanks man. i'll use this against my bro
    I only play charge characters =/
  • ken123103ken123103 You're just mad because your angry Joined: Posts: 597


    So yeah. . . .the zero matchup
    UMvC3: Captain America, Spencer, Hawkeye

    www.youtube.com/ken123103 <---- Amazing Captain America Videos, Check it out!

    Your signature has been modifed, please read the rules.
  • 3DPK3DPK Lab Rat Joined: Posts: 76
    @Ken, with Vergil Rapid Slash or some other assist that will make charging star safe, it turns the tide in the Zero matchup. Charging star goes through EVERYTHING Zero wants to do and with the right assist you can just derp through. Though most the time he is in the air and you can't do much. You still have the best neutral game with Cap I've seen yet. Keep grinding it out man.
  • YawDanYawDan Joined: Posts: 698
    edited March 2014
    What do people think are Captain America's toughest match ups? Zero, MorriDoom and Firebrand seem unwinnable.
    Post edited by YawDan on
    "This was not srk. It should not be lower than gfaqs in terms of fighting game talk, but it is. That's all because of the outbreak of girly men, which is really the fault of atheism." Cisco, UMVC3 tierlist discussion, pg 333.
  • ErmacoroniErmacoroni Joined: Posts: 16
    I find that Cap's tough match ups are players who play very aggressively(If I call my assist at the wrong time, my assists ends up taking damage.) or have amazing defense(able to tech all throws etc).

    Repulsor Blast is a great assist that can destroy hidden missiles if timed correctly. Shield Slash can nullify or destroy soul fist, so you don't even need to use Charging Star.
  • YawDanYawDan Joined: Posts: 698
    For what ever reason my posts are not showing my paragraphing so I'll try and post here and see what happens

    Shield slash can deal with one soulfist; Morrigan can have four on screen, at any one time- two in front and a couple from behind. The problem with repulsor blast is that [1] you have to play Iron Man [2] unibeam is a better assist for Cap. Unless you are playing also plasma beam you are playing Cap at a huge deficit with this.

    I'm also trying to distinguish between characters and the players. You could win a (bad) match up, but lose it against a better player.
    "This was not srk. It should not be lower than gfaqs in terms of fighting game talk, but it is. That's all because of the outbreak of girly men, which is really the fault of atheism." Cisco, UMVC3 tierlist discussion, pg 333.
  • ifbpwnstarifbpwnstar Lab Monster Joined: Posts: 1,215
    The only unwinnable matchups feel like characters that can constantly run away while zoning or out poking you safely. Mag, Trish, Zero, Modok, Dorm, Morrigan, Storm are his worst matchups and I honestly have no answer for them if they play smart and choose to not engage me. After them: Task, Hawkeye, Strange, Doom, Wolverine, Hulk are tough but winnable.

    I have since left Cap as my fun team character for my current vergil point team simply because that first listing of characters has really made it hard for him to be a competitive choice. Cap/Vergil is awesome, but I'm realizing they can completely invalidate the benefits because you can never catch them to start the pressure with his poor movement and over reliance on very very long recovery movement specials. I'm still questing for the perfect Cap team, but I simply cannot find a solution for the runaway game of these characters. I've experimented with a lot of the cast and it's really hard to cover all his weaknesses and still have a threatening neutral once the advantage is handed to you. If you're gaining answers to establish control, you're often limited to what you can convert into a full combo.

    I think it's pretty much required Cap needs one of these assists: Shuma, Strider (and even this is debatable with the ability for them to punish and dodge), Dante (Jam), RR (log), Doom (missiles). These are the only assists he can really use to have a shot at trapping or punishing them in the air. Your other solution is simply having a counter pick on your team or a punish DHC like Strange or Storm (dear god i wish whirlwind was useful with Cap charging star).
    MvCi: Gamora/Marvel - Soul
    SF 5: Nash
    UMvC3: Cap (SS) | Vergil (RS) | Strider (vajra)

  • SmokeMaxXSmokeMaxX T.O. of A.R.K. Joined: Posts: 7,975
    ifbpwnstar wrote: »
    The only unwinnable matchups feel like characters that can constantly run away while zoning or out poking you safely. Mag, Trish, Zero, Modok, Dorm, Morrigan, Storm are his worst matchups and I honestly have no answer for them if they play smart and choose to not engage me. After them: Task, Hawkeye, Strange, Doom, Wolverine, Hulk are tough but winnable.

    I have since left Cap as my fun team character for my current vergil point team simply because that first listing of characters has really made it hard for him to be a competitive choice. Cap/Vergil is awesome, but I'm realizing they can completely invalidate the benefits because you can never catch them to start the pressure with his poor movement and over reliance on very very long recovery movement specials. I'm still questing for the perfect Cap team, but I simply cannot find a solution for the runaway game of these characters. I've experimented with a lot of the cast and it's really hard to cover all his weaknesses and still have a threatening neutral once the advantage is handed to you. If you're gaining answers to establish control, you're often limited to what you can convert into a full combo.

    I think it's pretty much required Cap needs one of these assists: Shuma, Strider (and even this is debatable with the ability for them to punish and dodge), Dante (Jam), RR (log), Doom (missiles). These are the only assists he can really use to have a shot at trapping or punishing them in the air. Your other solution is simply having a counter pick on your team or a punish DHC like Strange or Storm (dear god i wish whirlwind was useful with Cap charging star).
    Ha. I agree. The only people I really struggle with in my state run Zero/Dorm/Task and Mags/Doom/Hawkeye (and Nova). I actually really dislike the Nova matchup even though Cap doesn't do too bad against him in theory. It's just frustrating to get stray hits that I can't convert off of while Nova gets a full combo off of almost every move that he has.

    I'm not a huge fan of Shuma with Cap. Cap/X/Shuma was my first sub team and Mystic Ray is really only an annoyance. Hitstun/Blockstun is too minimal to set up much IMO. Cap/Strider should be a good pairing but you have to keep Strider safe during calls. Jam is good for the anti-air but damage scaling means it's hard to get damage off of your combos. Log is okay, but has a lot of blind spots. Missiles is probably his best bet.

    I'm curious how a Cap/Doom (Missiles)/Strider team would work. It doesn't control the horizontal very well, but most characters are primarily vertical or horizontal, so you could always switch to beam/rocks on a case by case basis.
  • ifbpwnstarifbpwnstar Lab Monster Joined: Posts: 1,215
    If you do Cap/Doom(missiles) I would say you want a horizontal assist on the ground still. Dante (ws), Mag (em), Task (h arrow), maybe Strange (bolts) are your best bets. I like Doom/Strider, but too many gaps with the Cap team sadly.

    I'm totally fine with the Nova match, I feel they're 5-5 and it comes down to skill and reads. The assists can drastically influence things however.
    MvCi: Gamora/Marvel - Soul
    SF 5: Nash
    UMvC3: Cap (SS) | Vergil (RS) | Strider (vajra)

  • 2KTep2KTep Joined: Posts: 103
    edited May 2014
    Hmmm, I found out that against Magneto, you can actually punish the blocked disruptor if you chicken guard, but it is extremely difficult in a actual match. You can also whiff punish it with air L shield slash during recovery, sometime the 2nd hit won't connect if you are little bit too far.
    MvCi : (X/Iron Man/Space), (Cap/Iron Man/Reality)
  • 2KTep2KTep Joined: Posts: 103
    edited July 2014
    I think I found one solution for Cap. Sorry for double post

    Against Morrigan or Zero. You can put Spider Man second. If you have 2 bars, you can DHC into Ultimate Web Throw to catch Morrigan(air soul fist > fly > unfly) or Zero(Lighting > Buster) if he or she is close and low enough. Also Ultimate Web Throw is invincible from frames 1-20. It should work because even if they can block, they will get hit by the Ultimate Web Throw.
    MvCi : (X/Iron Man/Space), (Cap/Iron Man/Reality)
13»
Sign In or Register to comment.