The good ol' star spangled, cornball phrase shouting hero. Aside from Hulk, Cap is the strongest Marvel Super Hero in the game. Hit someone with his standing Fierce and you'll see what I mean. He can kick Cyclops' scrawny little optic ass any day of the week. His attacks cause massive damage plus I just love the Final Justice. If you lose his shield, then go get it. Cap's offensive and defensive capabilities both suffer when he doesn't have his shield. Without his shield, he gained a multi hit effect with his special moves in MSH, but that's not the case in this game. Another problem with Cap is the fact that he is so darn slow. He's the slowest non-big guy in the game. Overall, though he's a very good character and will kick some major ass once he's mastered.
U.S. Agent
"Shut up you scum! Don't ever call me a fake!"
In the comics, U.S. Agent was supposed to become the new Captain America when Steve Rogers wanted to
retire. However, Steve decided to remain as Captain America so this guy had to find another
name. He was supposedly stronger and faster than Cap in the comics. I've been doing some experimenting and I've found that U.S. Agent is in fact, faster than
Cap. You can go totally offensive with him because all of his normal moves come out much faster and have less recovery
time. Even his foot speed and jumping speed are much faster. He plays a lot like MSH
Cap. I was trying to see if he had the old multi hitting moves or the throw to Final Justice combo but no dice on either one...oh
well. Anyways, he's great substitute for Cap and you should use him if you're a Cap
expert.
Shield Slash 

+P
Cap's projectile move. This hurts more than most of the other projectiles and it's quite
fast. It can even be used as a combo finisher, both on the ground and in air. Jab has him throwing it along the ground, Strong throws it at shoulder height and Fierce throws it diagonally
upwards. The directions are the same in the air but the Jab version goes diagonally downward instead of
straight. If it misses the opponent completely, the shield will bounce off the walls and land on the
floor.
Stars n' Stripes 

+P
Cap's Dragon Punch move. It does good damage and it can be used as air defense. It goes more diagonally than vertically so I'd throw it out while they're still slightly in front of me. One thing that I noticed is that it doesn't knock them down anymore, eliminating the possibility of OTGing them afterward. Oh well, it still combos very well after his normal moves and it comes out extremely fast. The recovery time is also remarkably quick for a Dragon Punch kind of move.
Charging Stars 



+K
Cap's anti-fireball move. He charges forward, mimicking Hulk's Gamma Charge and he can go right through projectiles and hit his opponent while they're still in their fireball animation. Don't try going through fireballs while he doesn't have his shield though cause he'll get hit. Try to anticipate when they'll throw out their projectiles cause he slows down slightly when he hits one. If you're too far away or if you do it too late, then he'll be blocked,
leaving him open because the recovery lag on this move is horrible....even if it does hit.
Cartwheel 



+P
Cap does a cartwheel. It's really useful if you wanna avoid being chipped of life
or for retrieving your shield if your opponent is trying to keep you away from it.
Though invulnerable to most moves, Cap can be grabbed while doing this, so don't do it too often.
Final Justice 

+2P(Level One)
"FINAL JUSTICE!" Muhahahahaha! I love this move! I pull it off just to hear Cap shout it
out. It's so catchy that I even find myself saying it along with him. He poses shortly while powering up and then charges at his opponent, knocking them upwards. When they fall down, Cap combos the crap out of them, throws them up, grabs them in mid-air and does an inverted suplex. It comes out very quickly and does massive damage. The ability to combo this after a throw is now gone and the only way to really get this move to connect is after a missed move
by your opponent. One method which I've gotten to work is to do a team attack. Call in your partner and leave him vulnerable. Your opponents natural reaction will be to attack,
then you can surprise em with this move.
Hyper Charging Stars 

+2K(Level One)
Cap charges across the screen with a huge blue energy field in front of him. It hits multiple times and does almost as much damage as the Final Justice if it connects.
However, it takes forever to start and usually gets blocked. It's usually only
useful for countering missed moves and for doing chipping damage. The start up delay makes it very to tough to combo, but there is absolutely no recovery time for this
move so unless they jump over Cap, there's not much to worry about.
Hyper Stars and Stripes 

+2P(Level One)
Cap does three multi hitting Stars and Stripes. This move is extremely effective
because of its speed and range. It comes out very fast and is probably the only super that he's got which is comboable. It doesn't do that much damage by itself, but it OTG's and three of them can even be chained together to really inflict some pain.
Charging Stars MP+MK
A great team move, in fact it's one of the best. It neutralizes incoming fireballs and crosses up opponents that try to jump behind you. It will help your lead character set up
for a super too.
Stars and Stripes 

HP+HK
A good move for countering up close attacks, just like other Dragon Punch counters. Don't try countering beam supers with it or risk having both your guys toasted.
Hyper Charging Stars or Hyper Stars and Stripes 

HP+HK(Level Two)
Cap really is a team player. He has two team supers. Which one he does depends on
whether he's the lead or supporting character. Both work just great because the Hyper Stars and Stripes comes out very fast and is comboable while the Hyper Charging Stars does good damage even if blocked.
Another problem with Cap is his lack of effective launchers. Though Cap's air combos hurt a lot, his inability to launch makes them kind of hard to do. The S.Strong is hard to combo and will totally miss if the opponent is crouching or is one of the smaller guys. The C.Fierce is easily seen a mile away and just as easily blocked, and it is way too slow to be used as air defense. He also gets crossed up by his opponents very easily cause he can't turn around fast enough if they get behind him in the air. If they jump over you, just block. Don't try to tag em with the C.Fierce cause it won't work. The best way to do his air combos is just to meet em in the air if they jump. Cap has incredible air priority. Especially with his J.Fierce. It has extreme range and hit power as well as good priority. This move will beat out just about any other move in the air as long as Cap is not under his opponent. Use it often when you are in the air to keep Cap relatively safe.
Do not...I repeat, do not lose your shield. Cap becomes a total pushover against keep away characters once he loses it. This is cause he can't plow through their projectiles and he can't throw any of his own either. However, you should repeatedly throw out the Jab Shield Slash after all of your ground combos cause it will always OTG if they're knocked down and even if it's blocked, it does chipping damage. After they learn your pattern, switch to the Fierce version to catch em while they're jumping in.
Wolvie and Spidey give him a big problem cause of their ability to cross up opponents so you should block a lot against them. Keep the fight in the air cause his J.Fierce has enormous range and priority and it is a very powerful move. Don't let them pin you down in a corner.
All in all, just play defensively, stay in the air and throw your shield at em when they least expect it. He can hold his own against the Shotokaners and he will kick Zangief, Hulk, Blackheart and Cyclops' asses all over the screen.
Combos!
Ground Magic: Zigzag
Air Magic: Stronger
Super Jump Magic: Zigzag
Air Launchers: S.Strong, C.Fierce
AC Finishers: Fierce, Roundhouse, Shield Slash
2) D.S.Short, S.Forward, S.Roundhouse --> Jab-Shield Slash
3) J.Fierce \/ C.Short, C.Roundhouse --> Jab-Shield Slash(OTG)
This is one of Cap's most effective combos! The Jab Shield Slash will always combo off of the knockdown as long as your opponent does not roll!
4) J.Roundhouse --> Jab-Air Shield Slash
Simple combo, just throw the Shield as soon as the kick connects!
5) In corner: S.Fierce --> Jab-Shield Slash
This is not a sure hit combo for Cap but it leaves him relatively safe even if it's blocked and it does chipping damage as well!
6) C.Roundhouse --> Charging Star(OTG)
7) Team Attack, Final Justice!
This ain't really a combo but more of a mind tactic! Use Cap to call in his partner and make sure that they are vulnerable! If you opponent takes a shot at them, hit em with the Final Justice! Sure, your partner will get hit but your opponent will be hurt even
worse.
Harder Combos
1) D.S.Short, S.Strong /\ SJ.Jab, SJ.Short, SJ.Forward --> AC Finisher
This is Cap's first set up for an air combo! Dash in with the Short and immediately hit the Strong! Cyclops users will be familiar with this set up! This might miss shorter opponents though!
2) J.Fierce \/ D.C.Jab, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher
Here's Cap's other air combo setup. It involves his C.Fierce launcher which will hit even short opponents, but it is extremely
slow. This does more damage than the first air combo set up though.
3) D.C.Short, S.Strong /\ SJ.Roundhouse --> Shield Slash
4) J.Fierce \/ D.S.Jab, C.Short, S.Forward, S.Forward, S.Fierce --> Jab-Shield Slash
5) J.Short, J. Forward, J.Roundhouse \/ D.S.Jab, C.Short, C.Forward --> Hyper Stars n' Stripes
Cap's Hyper Stars N' Stripes comes out extremely fast and will easily combo after the C.Forward! Just be very accurate with the joystick motion or a Final Justice will come
out.
6) J.Short, J. Forward, J.Roundhouse \/ D.S.Jab, C.Short, C.Forward --> Team Super
This is exactly the same as Cap's Intermediate combo number five except it does more
damage. Cap's Team Super will be the Hyper Stars n' Stripes if he is the lead character, so there should be no difference in the success of this combo wether or not you use the HSS or the Team timing of this
combo. Just make sure you have a level two meter.
7) J.Fierce \/ D.S.Short, S.Forward, S.Forward, S.Roundhouse --> Jab-Shield Slash
8) J.Short, J. Forward, J.Roundhouse \/ D.S.Jab, C.Short, C.Forward --> Hyper Stars n' Stripes, S.Fierce --> Hyper Stars n' Stripes, S.Fierce --> Hyper Stars n' Stripes, S.Fierce --> Jab-Shield Slash
This is a pretty simple expert combo but the timing is a bit
tricky. After the Hyper Stars n' Stripes, hit S.Fierce as the opponent is coming
down. Cancel it immediately into the second Hyper Stars n' Stripes. Repeat this one more time and when your super meter runs out, hit em with another Fierce and throw your shield at em for some chip damage if they're not already
dead.
Theoretical Combos � 1998 Migs Rustia: [email protected]
1) J.Fierce \/ D.S.Short, S.Forward, S.Roundhouse --> Final Justice
This combo is unverified because I'm not sure if the Final Justice will combo after anything. Care to prove or disprove this combo guys?
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