YawDan, post: 7890698, member: 65019 wrote:
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.
ken123103, post: 7890732, member: 19441 wrote:
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.
Extrumentals, post: 7897943, member: 50259 wrote:
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.
Extrumentals, post: 7898035, member: 50259 wrote:
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.
ifbpwnstar, post: 7898069, member: 58878 wrote:
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 +, 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.
MyNameIsE, post: 7917958, member: 67247 wrote:
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?
ifbpwnstar, post: 7917985, member: 58878 wrote:
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 + to protect vergil if i see him try to punish the assist, or throw + to block his jump and move in. Use constant SS's that aim over him to trap him while abusing assists to get pressure.
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.
Halophilic, post: 7940308, member: 82655 wrote:
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. :(
Cereal and Milk, post: 7943689, member: 40137 wrote:
What do i do against Super Skrull?
YawDan, post: 7945805, member: 65019 wrote:
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.
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).