Captain America
"I fight loudly for those with no voice."

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

Move Commands

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.

Supermove Commands

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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