CAPTAIN AMERICA
"Don't laugh at my ear
wings...or I may have to kill you"
Oh yeah, the man who loves dishing out his own justice is
leaving a mark
on the game. First he wasn't used much by anyone cuz he was
slower than
his first appearance in marvel superheroes, but now people are
starting
to see the light. I was unstoppable with Cap back then, now I
have to
use a whole new strategy with him. Without a doubt he can kick
Cyclops' ass with a twirl of the shield and snap of the fingers.
No
longer is he a U.S. assasin like on Marvel S.H. He's a defensive
chracter and one of the best team players you can get. He has the
ultimate defensive super which no one can stop and if you are
lucky,
you both will break even.
His helper powers are the best and his attack range and priority
rank as one
of the best in the game. He is America at it's finest. I wonder
if his
uncle Sam knows he's been taking this patriot stuff way too far.
In
order to use Cap you have to use your head and anticipate for he
is not
a button pusher but he can push your buttons if you are facing
him.
Let's find out why.
------SO WHAT'S UP WITH CAP AND U.S.
AGENT...REALLY?-------
Well in the comics Agent is suppose to be stronger
than Cap and Cap is
just faster. This was during the face offs with spider man and
venom so
they wanted to do that same theme with Cap. But on the game it
is switched. Cap is VERY POWERFUL. We measured 3 moves on both guys
and
found out that Cap does almost 35% more damage than Agent for
every hit. Agent is fast and can pull off all of Caps old marvel
combos,
but Cap no longer needs them. Cap swarms all over a person with
his moves
and can reduce your health down literally in seconds where it
takes agent
a real fight just to get you that low. Yet facing the speedsters
of the
game Agent has the advantage and can mix it up with the best of
them while
Cap has to think twice in getting involved offensively.
------KNOW THE BUTTONS AND KNOW THE MAN--------
JAB- Excellent with medium and large characters,
but watch out. Cap is
tall and it could miss Chunli, Wolvie and Omega if they are
ducking.
Ground is ok but I rarely use it cuz it's not fast enough. Air
jab is
excellent and can stop many foes. Has equal to lesser priority to
Omega
and wolvie's jab.
STRONG- This is his launcher but only when you are jumping at
him.
Don't try it when they are on the ground or you may miss (you
will miss
with smaller characters or ducking medium ones). Actually, you can do this move on the ground safely as long as you combo it with a S.Short beforehand! If the S.Short connects, even the shortest character will reel and Cap can catch em with his launcher! It has power and
priority
if they are leaping at you. Crouching strong is good too. It can
stop
jumping characters if timed right cuz he rotates it around his
body and
it's fast for a strong. Air strong is nice and can sometimes link
up to
an air throw.
FIERCE- The dirty damage of the bunch. This sucker is almost as
damaging as Zangief and his fierce. Superior range like Omega's
but
only for people on the ground. Do it any other time and you'll
be eating your shield. Ducking fierce...well let's just say stay
away from
using it. Lousy speed and recovery for a launcher, It hurts like
hell, but it's not worth using it. Hard to cancel to air combo
after
them. Air fierce has superior range (tie with Omega) and it
hits...
even from behind! One of the few who can hit wolvie when he does
fatal
claw behind you. And yes, this one hurts bad too and has an air
pause so
you can use shield slash.
SHORT- Great for getting those little guys when your standing jab
can't
hit and it's easy as a set up for ground combos. Crouch short is
ok but
the range is a little shorter than crouching jab. Air short is
very
good in comboing those foes above you cuz it aims upward. As I said, this is a great way to set up cap's ground combos or to setup a launcher!
FORWARD- Awesome button cuz it safely hits opponents regularly
jumping
at you that you can't launch. Plus it's a double kick so the
first hits
high then the second hits low and you can cancel easy too. So if
someone is real close and not small, use this to double hit them
and
swing your shield with fierce. Crouching forward is good and had
decent
range though it looks bulky when you use it. Air forward is
excenllent
at hitting foes under you cuz of his pointy toe and it's fast.
ROUNDHOUSE- This defies gravity but he pivots on one arm and
swings both
feet around. This is good for getting jumping foes that are to
far to
reach by anything else. Does very good damage but don't use it
for
anything else please. Crouching roundhouse is good and looks like
crouching forward, plus you can cancel into hyper stars and
stripes.
Air roundhouse is great cuz you can hit people above and next to
you in
the air or press down and his kick points almost completely
downward and
extends it out for a long range. Very easy to throw off foes. This move is great for setting up his shield slash as well! Do it while jumping in and you can pull off an air shield slash. Knock em down with the crouching version and you can do a jab shield slash to OTG them off the floor!
-----AIM HIGH------
Don't think Cap can't dance with other characters
in the air cuz he's
one of the best. If your victim super jumps, go after him and
size him
up. That air fierce will clean their clock if they don't block
ahead of
time. If they get the beat on you, counter with an air throw. If
they
do a normal jump, use your strong or forward to launch or knock
them
back.
----COVER YOUR ASS WITH THE GLASS------
If it is important to negate fireballs with
charging stars to keep from
being chipped, use jab only and time the charge so you expend the
pause
time. Oh, regular or super charging star will stop super
uppercuts like
akuma and ken's if they do it from a medium to long distance.
Charging
star can stop jump attacks and can even stop black hearts little
critters. The super charging star will stop EVERYTHING...even
gamma
wave if timed right (though I wouldn't even try doing this. I did
it on
accident). You can negate fireballs without slowdown and if they
use a
super projectile or beam, he will fend it off for everything it's
worth!
I will even negate double team supers. I fought one cap who did
this
right after I activated my team super with omega and evil sakura
and
shrugged off every hit without a chip. This has a start up time
so use
wisely. It also does lesser damage than final justice but it's
great
for getting the fireball bad guys.
----TRIP N SLASH-----
If you trip your opponent you can shield slash them
on the ground with
jab for more pain.
----DOUBLE THE AIR TIME-------
That double jump saves lives folks. Use it coming
down after a comboing
and be sneaky. They will never expect it and you can shield slash
when
their fist is out. I can't tell you how many times this has
worked for
me.
----TIME FOR JUSTICE CORNER WITH YOUR
HOST...------
If you are real good with cancels, try pinning them
to the wall and
using standing fierce to knock them back. Cancel out and do Final
Justice! Or you can use Hyper stars and stripes. You can also do it my way! Call in your partner while the opponent is up close, wait for them to attack your helpless partner and then, "FINAL JUSTICE!" Wahahahaha.....
----ROLLIN WITH THE HOMIES------
If you are a Cap player and don't use your
cartwheel move, you are
missing out on one of the best evasion moves since VEGA's
backflip.
Use it to get out of combos or against dashing foes. Once you
cartwheel to the other side, throw them and don't even worry
about
launching or comboing and it's totally legit. I cartwheeled out
of a
double team super with Ryu and Akuma and did my double team super
right
behind them. Remember that the bigger the punch button the
further
he'll cartwheel. Also use this to get your shield.
----DEFENDING YOUR OFFENSIVE------
Cap's ability to fight is only as good as your
switch ups. Cap has the
ability to stand ground without running away and he has to put
the heat
on his victims. Switching up your tactics and using that fierce
with
take hunks of energy from them and they don't even have to be
combos.
Cap lives off of counters with his standing fierce. If someone
tries to
sweep you, block then standing fierce. If someone tries to
fireball
you, block and then standing fierce. If someone does a super,
pushguard
and then standing fierce. Don't do this for wolvie and chunli.
They
will eat you for breakfast. Use the short kick instead since they
have
to be in close range for attacking. Chun Li's fireball is ok
though.
Almost anything using the middle or hard buttons, Cap can counter
with
the fierce and it will stop dashing characters too.
----AGENT COMBO-----
Cap used to be able to do this ground combo but now
only U.S. Agent can
do it. Dash and press short, short, forward, forward, fierce.
This one
does hurt alot.
----THROW AND STARS----
Got your victim up on the wall and you've just
thrown him, quickly go
into stars and stripes or hyper stars and stripes. You get them
before
they can recover. If you are in the middle of the screen, throw
with
the roundhouse and he'll leg throw his victim in the air. Now
quicky do
fierce stars and stripes and you will combo him. Don't do hyper
on this
one cuz it won't go high enough.
----BACKING UP YOUR PARTNER------
Cap is the best as a helper because his charging star hurts,
negates
fireballs and uppercuts (if he gets there in time) and he rarely
gets
hurt doing it so he's ready to switch out anytime. I use him for
back
up only until I need him to switch. Even if you can him late and
you
get hit, his charging star will hit your opponent and sent him
flying
away from you. Did you call on him right before someone used
their super?
Oops...well not really at all. Cap will block some of the hits
which gives
you time to block (what a friend huh!), then he'll take the rest
of the
damage and it won't really hurt him that much.
MAN, is there nothing that this patriot can't do? Well were
going to
find out cuz there are some of us who can't take out uncle
sam...but
agree that Cap will do just nicely.
----WATCH FOR THE CHARGING STAR-----
If you block it, it's an easy launch or throw. If
he does the super
charging star, you can't launch him...but you can sure as hell
walk up
to him and throw his ass. This won't work if he's a helper.
----NEVER COUNTER FINAL JUSTICE-----
Unless Cap's doing it from long range, it's just
too risky and he has a
good recovery distance from you after he's done.
----CARTWHEEL THIS!------
If you see Cap cartwheeling, throw him. You can't
touch him while he's
doing that so the only way to catch him is throw.
----YOU'LL GET YOUR SHEILD OVER MY DEAD
BODY-------
If he loses his sheild and has to get it. Keep him
from getting it. If
he tries to cartwheel by you, throw him back to where he came
from.
Sooner or later it will come back to him but I would rather it be
later.
----ATTACK THEM FEET-----
But be very carefull cap's fierce doesn't get a
piece of you.
----AIR BAIT----
Do not play air tag with cap (well omega and Chunli
can). His fierce
and double jump will put you in your place. wait for him to come
down
then go after him.
----SKILL NOT AGRESSION-----
Agression is fine for some but not against cap. You
have to out play
him with wit cuz Cap is just waiting for you to come at him with
full
force. Go in short bursts and change up your pattern. Try to get
in
the air before him and stay away if you see him double jump.
----FIGHT BACK IN THE CORNER----
If cap throws you in any way while you are in the
corner, kick back.
He's tall enough to hit and he won't be able to launch you in
time. But
be carefull of hyper stars and stripes. Read above for more on
that.
-----CHARACTERS FACING AGAINST CAPTAIN
AMERICA--------
THE SHOKOTAN FAMILY- Fireball only at medium and
long range or Cap
will counter. Careful with those hurricane kicks Ryu, Don't get
sloppy
with the uppers ken and akuma needs to watch out for cap's fierce
stars
and stripes. The shield will negate your fireballs and Super
fireball
barrage. All of you avoid falling for double jumps and the
fierce.
ZANGIEF- You'll have a hard time but stay away from jumping
unless you
can SPD up there. No fierce or roundhouse unless he is in the
air.
Spinning air lariat or ground one will counter his attacks.
BISON- Don't teleport too much. Cap's shield will catch you. use
controled attacks and do your best to launch him. Scissor kick
nightmare works great when cap is doing charging star. Don't
slide.
DAHALSIM- Jab Yoga flame when at close range to shrug his blocks
off and
away from you. Start using them long range attacks. Do your
best in chipping his health cuz that's what he'll do to you.
hehehehe
SAKURA- You'll have to work hard for this too. Running uppercut
with
jab only and use that air fireball and fireball super when he
jumps.
Throw in a hurricane kick every now and then but look for times
to lauch
him. You can jump with him and size him up. You have a good
chance of
connecting.
CHUN LI- Run fast to get in your attacks and use plenty of trips.
Attack from the air and start using the heel stomp by pressing
down and
the forward kick button. Your blazing super lightning kick is
handy only
for charging star. Energy ball is you best bet and start using
those
flip kick splits.
DAN- Launch whenever possible and use the gale kicks to pin him
to the
wall...he won't be able to counter. Forward kick to see if you
can like
it up with a fireball. If kick doesn't connect, it's your choice
on if
you want to use your fireball. Better to use gale kick again.
Uppercut
that shield.
CYCLOPS- Do not depend on your optic blast. That's how everyone
loses
against Cap. You'll have to go in hand to hand combat to beat
him.
Double jump alot and only optic blast from a distance one time.
Do it
again and you may see Cap jumping on you with a shield as your
hood
ornament.
SPIDERMAN- Use spider sting and the strong punch to shrug him
off.
Double hit when you jump into him and then start your launch with
the crouching forward kick and then standing roundhouse. Web
globs
are useless in holdin back Cap but you can still chip away. Don't
web
swing either. Trip and cancel to Crawler assault.
WOLVERINE- Go low and stay there until you can launch him. Double
hit
him when you jump into him and use your beserker barrage with
only
strong and jab. Drill claw will open you up for a roundhouse down
your
throat so avoid it. Standing fierce will push him away often.
Try to jump before him or you will lose the air battle.
HULK- Hand to hand in the air but keep that standing fierce in
handy.
use strong punch ground wave so you can recover quickly.
BLACKHEART- Sick your little pretties in the air on him to keep
him from
getting comfortable. Inferno only in the middle of screen. He'll
have
to run and take the block to use a counter against you and his
shield won't
penetrate. Dark thunder with various punch buttons.
OMEGA RED- Attack with air fierce on your way down but use your
roundhouse if he is up there with you cuz he'll be ready for
swing that
shield. Launch when you can and Use your super often, it hard for
Cap
to counter it if he blocks it. Omega strike works great as
chipping
damage and coil grab from a distance only, best to grab straight
forward
while slowly coming down.
Suggestions, questions or feedback? Mail Migs and Silver Sage here!
Migs here! Check out the main Cap page here to learn the move commands and combos!