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!

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