Captain America returns to MVC2 largely intact. However there are a few annoying changes that have been made to him in this incarnation.
Shield Slash 

+P
[air]
Cap throws his shield at his opponent. Under normal circumstances, it should connect and then return to him, like a boomerang. Watch out
if it misses though, cause it won't automatically come back to him and he'll
have to go play fetch. So make sure it connects. The Weak punch version throws
it at shoulder height and the strong version has Cap throwing it diagonally
upward. Yup, that's right, he's lost his low version. He used to be able to OTG
with this move after a knockdown, but not anymore. It's quite fast and it does very good damage. He can throw his shield from the air to use as a keep away
maneuver or as an AC finisher. In the air, the weak version goes diagonally
downward and the strong version goes straight foward.
Stars & Stripes 

+P
Cap rises into the air while using his shield to knock his opponent upward. This
attack is incredibly fast and will combo after many of his ground attacks as well.
The best way to use it as a ground combo finisher. It works alright as an anti
air attack, but his launcher accomplishes the same thing and sets up an air
combo afterwards. Watch out if he misses though cause he'll be left extremely vulnerable while coming down.
Charging Stars 

+K
Cap rushes forward while holding his shield in front of him. This move is really
only useful as a counter attack or at the end of a ground combo. It does have
the ability to neutralize fireballs, allowing Cap to hit his opponent while still in their fireball stun.
However, this is only useful up close and against single hit fireballs. It will
not protect him against beam attacks. This move should be used minimally because
the recovery delay leaves Cap extremely vulnerable. When blocked, the opponent has the longest time to counter
attack this move.
Cartwheel 



+P
Cap does a cartwheel that moves him about a third of a screen forward. It's a useful move to use when Cap has to go fetch his Shield. The Cartwheel is extremely quick and can be used to get on the other side of your opponent and confuse them. He's invincible while in the middle of the move but he can be thrown.
Final Justice 

+2P(Level One)
"FINAL JUSTICE"! The super that gets the whole crowd into the game. Cap charges toward his opponent and knocks them into the air. It's followed by a combo
beat down and an exploding suplex. This move is extremely powerful and even
comboable. You can combo into this move after a S.Roundhouse or a S.Fierce
without the shield. It also makes a great Delayed Hyper Combo finisher.
Hyper Charging Stars 

+2K(Level One)
A super version of his Charging Stars. He has a huge energy shield in front of him while rushing toward his opponent. It does a lot of damage but it is very slow coming out. Anyone with half a brain can block this if it's not set up ahead of time. It
does pretty good chipping damage making it useful in a desperate cheese fight. The great thing
about this move is the fact that Cap is completely invincible from attack during this super. Pull it off whenever your opponent tries a slow starting attack.
Hyper Stars and Stripes 

+2P(Level One)
Cap's version of the Shoryu Reppa. It comes out instantly, so if your opponent isn't blocking before Cap pulls this off, they'll get hit. It chains beautifully off of his ground combos, it does a lot of damage and it's cool as hell. Watch out if it's blocked because Cap will be left wide open to counter attack as he's coming down.
It's a great way of starting a DHC.
Assist Type Attacks
| Assist Type | Assist Attack | Variable Counter | Team Super |
| Alpha Type | Shield Slash | Shield Slash | Hyper Charging Star |
| Beta Type | Stars N Stripes | Stars N Stripes | Hyper Stars N Stripes |
| Gamma Type | Charging Stars | Charging Stars | Hyper Charging Star |
� 2000 Migs Rustia: [email protected]
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