CAPTAIN AMERICA ======================================================================= Game: Marvel vs. Capcom 2: New Age of Heroes Captain America character FAQ Version 1.7, 9/17/00 Created by Daniel "PhatDan81" Finch Unpublished work copyright (c) 2000 by Daniel Finch ======================================================================= CONTENTS I. Background II. Legend III. Regular Moves IV. Special Moves V. Supers VI. Combos VII. General Strategy VIII. Misc. Stuff IX. Legal Stuff ======================================================================= I. BACKGROUND ======================================================================= Who is Captain America? For those who don't know yet, Captain America is Steve Rogers. During the time of World War II Steve wanted to join the military and fight for his country. He was rejected for being such a weakling. He then volunteered to be part of a government-run, top- secret super-soldier experiment. He was injected with a special type of serum, which gave him super strength and athletic ability. He is known for fighting crime and some of Marvel's best-known and most notorious villains. He is also known for having founding status for The Avengers--a group of some of Marvel's greatest super heroes that fight for the good of the world. He is also the leader of The Avengers. His first Capcom fighting game appearance was in Marvel Super Heroes and ever since Marvel Super Heroes vs. Street Fighter, he's been in every VS series game made afterwards. ======================================================================= II. LEGEND ======================================================================= U Up D Down B Backward F Forward S Standing C Crouching J Jump[ing] SJ Super Jump[ing] DJ Double Jump[ing] AC Air Combo OTG On The Ground; an attack being done while opponent is lying down P Punch K Kick A Assist LP Light Punch Jab MP Medium Punch Strong HP Heavy/Hard Punch Fierce LK Light Kick Short MK Medium Kick Forward HK Heavy/Hard Kick Roundhouse UNIVERSAL COMMANDS LP+LK Calls in second partner HP+HK Calls in third partner A1 Calls in second partner to do a specific attack A2 Calls in third partner to do a specific attack D, DF, F + A Snapback: an attack that forces the primary opponent out of the game for a certain amount of time B, DB, D + A Crossover Counter: calls in partner, who jumps in and does a specific attack (one level) A1+A2 Crossover Combination: calls in all three characters to do specific supers at the same time; two levels causes only the primary character and the second partner to do supers; one level causes only the primary character to do a super ======================================================================= III. REGULAR ATTACKS ======================================================================= -------------------------------------- PUNCHES All of Captain America's punches, except standing and jumping Jab do less damage and have less range when he doesn't have his shield. When he doesn't have his shield all of his HP's make him do a different attack. -------------------------------------- JAB 1. Standing A basic standing LP, it's used mostly for starting ground combos. 2. Crouching Captain America does a quick strike with the side of his shield. It has basically the same uses as the standing version. 3. Jumping Same as the standing version except he angles his arm downward at a 45- degree angle. While super jumping or doing an air combo, you can do this attack three times and then double jump and do a regular air combo. Use it only in air combos. -------------------------------------- STRONG 1. Standing Captain America extends his arm upward at about a 45-degree angle. This move has lost it's effectiveness as an anti-air attack since you can only get a MP by doing either a LP or LK beforehand, which really sucks, since it was a pretty good anti-air attack in the previous games. Use this as a combo filler. 2. Crouching Captain America does a downward swipe with his arm--he holds out his shield if he has it. It has better range than the standing version and is also much more useful than the standing version. 3. Jumping It's looks kinda like a C.Jab, except it has better range and does more damage. Use this as an AC filler. -------------------------------------- FIERCE 1. Standing A. With Shield Captain America does a big semi-circular swipe with his shield, causing the opponent to get knocked across the screen when it connects. It has excellent horizontal range, is easy to combo into and will combo into some moves in the corner. This move is also good for countering dash-ins. Don't abuse this attack because if it's jumped over you can be punished. B. Without Shield Captain America steps forward while forming a two-handed fist and does an uppercut. It doesn't knock the opponent across the screen but it can combo into almost any move and can also combo into all three of his supers. 2. Crouching (with shield) A. With Shield This is Captain America's launcher attack. Captain America does an upward swipe with his shield. It has great horizontal range for a launcher and combos easily off any light attacks. B. Without Shield This attack also launches, but the range is much worse and is harder to combo into. Captain America stands up and extends both arms upward. However it comes out faster than the version with the shield and is also a better anti-air attack. 3. Jumping A. With Shield Captain America does a giant vertical swipe with his shield. It has good priority in mid-air confrontations and has the best overall range of any non-projectile J.Fierce. It's also a good AC finisher. It's a decent jump-in attack and you should use this as a jump-in if you have the shield. B. Without Shield Same as the standing version without the shield--this is mostly used as an AC finisher. -------------------------------------- KICKS -------------------------------------- SHORT 1. Standing A basic kick to the shin, it comes out faster than his S.Jab, but has less range. Use it to start combos. 2. Crouching A conventional LK, it's also used for starting combos. Unlike the standing version, this hits low. 3. Jumping A basic jumping LK, use this only as an AC filler. -------------------------------------- FORWARD 1. Standing You can make Captain America do a two-hit attack with the standing version. Just press the button again after he does the first hit. A. First Hit Captain America extends his leg out and slightly upward. It has the same priority as a S.Strong, except this attack has better range and should be used a lot more. It combos easily into a Hyper Stars & Stripes. B. Second Hit Captain America extends the same leg straight out. It's basically used as a combo filler and to combo into a S.Fierce or Charging Star. 2. Crouching A conventional low MK, it has the same range and priority as the standing version and this move hits low. 3. Jumping Captain America extends his leg out and slightly downwards. It's used as an AC filler and to combo into an AC finisher. -------------------------------------- ROUNDHOUSE 1. Standing Captain America does a double-footed kick while on the ground--he supports his body with one arm then does a half-spin while extending both legs out. It has great range and will combo into any special move or super. It's sometimes a little tricky to combo into and to combo it into a Shield Slash or Hyper Charging Star. 2. Crouching This is Captain America's knockdown attack. It's easy to combo into and will combo into a Charging Star or Hyper Stars & Stripes. 3. Jumping It's much like a jumping forward, except he uses his other leg and he extends it straight out. It also has better range and does more damage. Use this as an AC finisher and as a jump-in attack. This is his best jump-in attack. 4. Up (in air) Captain America extends one leg straight out while the other leg is hanging down. It looks much like a Shotokan J.U.Roundhouse. It's good for aerial confrontations and for an AC finisher. 5. Down (in air) Captain America extends his leg downward at about a 45-degree angle, using his heel to hit his opponent. It's used mostly for jump-in attacks while the opponent is in the corner. During an air combo that is being performed in the corner, you can do this after you connect a SJ.Fierce. ======================================================================= IV. SPECIAL MOVES ======================================================================= A (*) means that the move can be done in the air. A (H) means that the move can be cancelled into a super. SHIELD SLASH (*)(H) D, DF, F + P Captain America flings his shield at his opponent--upon hitting the opponent it returns back to him. It's one if the hardest-hitting, single-hit projectile attacks in the game. The punch button used determines which direction he throws the shield. On the ground the jab version travels straight ahead, while the fierce version travels upward at about a 30-degree angle. The fierce version is used for jump-in attacks and for opponents standing next to you. In the air the fierce version travels straight ahead while the jab version travels downward at about a 30-degree angle. The air version is good for opponents that are in the air and at a distance--it's also a good AC finisher. The jab version in the air is good for tagging grounded opponents--just don't do this so much that you become predictable. If the attack is blocked, the shield will not return to him directly and you will have to chase after it to get it back. Captain America cannot do this move if he doesn't have his shield. STARS & STRIPES (H) F, D, DF + P This is Captain America's version of a dragon punch. He travels upwards at about a 60-degree angle, holding his shield out. If he doesn't have his shield, he uses his arm to hit the opponent. It hits once and is very easy to combo into. If it connects the opponent gets knocked upwards. Just like any other dragon punch you should use it wisely or you'll find yourself eating a nasty combo or super. This move does less damage when it's done without the shield. CHARGING STAR (H) D, DF, F + K This is a rushing attack where Captain America holds his shield out (or arm, if he doesn't have his shield). If it's done next to the opponent it hits twice. It causes the opponent to get knocked across the screen. If he has his shield, this attack will neutralize fireballs while still being able to hit the opponent and not taking damage from it. However the fireball will cause Captain America to slow down and will also cause him to travel a shorter distance. Without the shield, this move loses out to fireballs. The stronger the kick button used, the farther he travels across the screen and the more damage the attack will do. This move would be pretty good if the recovery wasn't so f***ing slow! Use it only in combos and for punishing mistakes. CARTWHEEL F, DF, D, DB, B + P Captain America performs a cartwheel, where he travels forward and allows him to travel through opponents and fireballs. It's good for confusing opponents and you can cancel into an attack at the end of the move. Be careful because he can be thrown or grabbed while he's doing the moveā€”be ready to tech-hit if you're doing this next to an opponent. ======================================================================= V. SUPERS ======================================================================= FINAL JUSTICE D, DF, F + 2P Captain America does a slow dash across the screen, covering about two- thirds of the screen. When it connects the opponent gets launched upwards--they then come downward and Captain America grabs them and performs an automated beat-down on the helpless opponent. He then grabs them, takes them to the sky and slams them down to the ground. It does good damage and it can combo off of a shieldless S.Fierce, S.Roundhouse or off of a S.Fierce in the corner. Use it only in combos or for punishing mistakes. If it's blocked, Captain America will be open for attack. HYPER STARS & STRIPES F, D, DF + 2P This is a super version of his Stars & Stripes move. It's a conventional dragon punch super in which he performs two small Stars & Stripes and ends with a fierce one that knocks the opponent upward. Out of all his supers this one is the easiest to combo into. This super also does more damage than most other dragon punch supers. However this super has the worst recovery delay of all of Captain America's supers and if it's blocked or it misses, Captain America's screwed. Use it only for punishing mistakes or in combos. HYPER CHARGING STAR D, DF, F + 2K This is a super version of his Charging Star move. It's a mostly conventional rushing super that shares the same characteristics as the regular version. However Captain America does not slow down or travel shorter if a projectile hits him unless he encounters a beam super. Unlike the regular version, this one has a very quick recovery and you can OTG afterwards if it connects in the corner. This super also does very good block damage. ======================================================================= VI. COMBOS ======================================================================= -------------------------------------- MAGIC SERIES Ground Stronger Jumping Stronger Super Jumping Zigzag -------------------------------------- Launcher C.Fierce Knockdown C.Roundhouse Strike S.Fierce (w/shield only) Snapback S.Roundhouse AC Finishers SJ.Fierce, SJ.Roundhouse, SJ.U.Roundhouse, SJ.D.Roundhouse, Shield Slash, Fierce Air Throw Assists/Crossover Counters Crossover Combinations A Shield Slash Hyper Charging Star B Stars & Stripes Hyper Stars & Stripes C Charging Star Hyper Charging Star -------------------------------------- Captain America can start attacks with a dash-in, jump-in or Cartwheel. When starting an attack with a jump-in, it may be necessary to dash in immediately afterwards then continue the combo accordingly. J.Roundhouse may be replaced with J.Fierce, J.D.Roundhouse or J.Jab, J.Strong. S.Short may be replaced with S.Jab--they both may be replaced with C.Short. As some of you may have noticed, I've revised the list of combos--I basically added more combos are organized them a little better. When using a S.Forward in a combo, use only the first hit. If it says "(2-Hit)," you can use both hits. A. WITH OR WITHOUT SHIELD 1. S.Jab, Stars & Stripes 2. S.Jab, S.Strong, Stars & Stripes 3. J.Roundhouse, S.Short, S.Forward, Stars & Stripes 4. S.Short, S.Forward(2-Hit), Charging Star 5. S.Short, S.Forward, S.Roundhouse, Charging Star 6. J.Roundhouse, C.Short, C.Roundhouse, Charging Star(OTG) 7. J.Roundhouse, C.Short, C.Fierce, SJ.(Jab, Short, Strong, Forward, [AC Finisher]) 8. C.Short, C.Fierce, SJ.(Jab, Jab, Jab), DJ.(Jab, Short, Strong, Forward, [AC Finisher]) 9. J.Roundhouse, S.Short, S.Forward, Hyper Stars & Stripes 10. C.Short, C.Forward, Hyper Stars & Stripes 11. C.Short, C.Roundhouse, Hyper Stars & Stripes(OTG) 12. J.Roundhouse, S.Short, S.Forward, S.Roundhouse, Final Justice 13. S.Short, S.Forward, S.Roundhouse, Hyper Stars & Stripes 14. S.Short, S.Forward, S.Roundhouse, Hyper Charging Star 15. S.Short, S.Forward, S.Roundhouse, Crossover Combination 16. J.Jab, J.Strong, S.Roundhouse, Hyper Stars & Stripes 17. J.Jab, J.Strong, S.Roundhouse, Hyper Charging Star 18. J.Jab, J.Strong, S.Roundhouse, Crossover Combination CORNER COMBOS (with or without shield) 19. J.Jab, J.D.Roundhouse, C.Short, C.Forward, short Charging Star, Stars & Stripes 20. J.Jab, J.D.Roundhouse, S.Short, S.Forward, S.Roundhouse, short Charging Star, Stars & Stripes 21. J.Jab, J.D.Roundhouse, C.Short, C.Fierce, SJ.(Jab, Jab, Jab), DJ.(Jab, Short, Strong, Forward, Fierce, D.Roundhouse) 22. Big Character: J.Jab, J.Strong, J.D.Roundhouse, C.Short, C.Fierce, SJ.(Jab, Jab, Jab), DJ.(Jab, Short, Strong, Forward, Fierce, D.Roundhouse) 23. C.Short, C.Fierce, SJ.(Jab, Jab, Jab), DJ.(SLOW DIAL: Jab, Short, Strong, Forward, Fierce, D.Roundhouse), S.Short(OTG), S.Forward, S.Roundhouse 24. C.Short, C.Fierce, SJ.(Jab, Jab, Jab), DJ.(SLOW DIAL: Jab, Short, Strong, Forward, Fierce, D.Roundhouse), S.Short(OTG), S.Fierce, Charging Star 25. J.Jab, J.Strong, S.Roundhouse, Hyper Charging Star, C.Short(OTG), Charging Star 26. J.Jab, J.D.Roundhouse, S.Short, S.Forward, S.Roundhouse, Hyper Charging Star, S.Short(OTG), Charging Star 27. S.Short, S.Forward, S.Roundhouse, Hyper Charging Star, C.Short(OTG), C.Fierce, SJ.(Jab, Jab, Jab), DJ.(Jab, Short, Strong, Fierce, D.Roundhouse) 28. S.Short, S.Forward, S.Roundhouse, Hyper Charging Star, Stars & Stripes(OTG), Hyper Stars & Stripes B. WITH SHIELD 1. J.Roundhouse, jab air Shield Slash 2. J.Fierce, S.Short, S.Forward(2-Hit), S.Fierce 3. S.Short, S.Forward, S.Roundhouse, Shield Slash 4. J.Fierce, C.Short, C.Strong, C.Fierce, SJ.(Jab, Jab, Jab), DJ.(Jab, Short, Strong, Forward, [AC Finisher]) 5. J.Jab, J.Strong, S.Roundhouse, Shield Slash 6. J.Jab, J.Strong, S.Roundhouse, Shield Slash, Final Justice 7. J.Jab, J.Strong, S.Roundhouse, Shield Slash, Hyper Stars & Stripes 8. J.Jab, J.Strong, S.Roundhouse, Shield Slash, Hyper Charging Star 9. J.Jab, J.Strong, S.Roundhouse, Crossover Combination CORNER COMBOS (with shield) 10. J.Jab, J.D.Roundhouse, S.Short, S.Forward, S.Fierce, Shield Slash 11. S.Short, S.Forward, S.Fierce, Charging Star 12. S.Short, S.Forward(2-Hit), short Charging Star, fierce Shield Slash 13. S.Short, S.Forward, S.Fierce, short Charging Star, fierce Shield Slash 12. J.Jab, J.D.Roundhouse, C.Short, C.Strong, C.Fierce, SJ.(Jab, Jab, Jab), DJ.(Jab, Short, Strong, Forward, Fierce, D.Roundhouse) 13. C.Short, C.Strong, C.Fierce, SJ.(Jab, Jab, Jab), DJ.(SLOW DIAL: Jab, Short, Strong, Forward, Fierce, D.Roundhouse), S.Short(OTG), S.Forward, S.Roundhouse 14. C.Short, C.Strong, C.Fierce, SJ.(Jab, Jab, Jab), DJ.(SLOW DIAL: Jab, Short, Strong, Forward, Fierce, D.Roundhouse), S.Short(OTG), S.Fierce, Shield Slash 15. J.Jab, J.D.Roundhouse, S.Short, S.Forward, S.Fierce, Final Justice 16. S.Short, S.Forward, S.Fierce, Hyper Stars & Stripes 17. S.Short, S.Forward, S.Fierce, Hyper Charging Star, S.Short(OTG), S.Fierce, Shield Slash 18. S.Short, S.Forward, S.Fierce, Crossover Combination 19. S.Short, S.Forward, S.Fierce, Hyper Charging Star, S.Short(OTG), S.Fierce, Final Justice 20. S.Short, S.Forward, S.Fierce, Hyper Charging Star, S.Short(OTG), S.Fierce, Hyper Stars & Stripes 21. S.Short, S.Forward, S.Fierce, Hyper Charging Star, S.Short(OTG), S.Fierce, Hyper Charging Star, S.Short (OTG), S.Fierce 22. S.Short, S.Forward, S.Fierce, Hyper Charging Star, S.Short(OTG), S.Fierce, Crossover Combination C. WITHOUT SHIELD 1. J.Roundhouse, S.Short, S.Fierce, Charging Star 2. S.Short, S.Fierce, Final Justice 3. S.Short, S.Fierce, Hyper Stars & Stripes 4. S.Short, S.Fierce, Hyper Charging Star 5. S.Short, S.Fierce, Crossover Combination 6. In Corner: J.Jab, J.D.Roundhouse, S.Short, S.Fierce, Hyper Charging Star, S.Short(OTG), Charging Star 7. In Corner: S.Short, S.Fierce, Hyper Charging Star, C.Short(OTG), C.Fierce, SJ.(Jab, Jab, Jab), Double Jump (Jab, Short, Strong, Fierce, D.Roundhouse) 8. In Corner: S.Short, S.Fierce, Hyper Charging Star, C.Short(OTG), C.Fierce, SJ.(Jab, Jab, Jab), Double Jump (SLOW DIAL: Jab, Short, Strong, Fierce, D.Roundhouse), S.Short(OTG), S.Forward, S.Roundhouse -------------------------------------- COMBO TREE Thanks to 3pwood (mayfield_john@hotmail.com) for this concept. This is basically a tree of what attacks combo into other attacks. This does not list every possibility but is basically to give you an idea of what attacks to do according to the attacks you start with. START J.Roundhouse, J.D.Roundhouse, J.Fierce | | --------------------------------- | | | | | | S.Jab S.Short C.Short | | | | | _____|____________ ---------------------- | | | | | | | | |__ | | | S.Fierce | S.Forward ------------ | (w/o shield) | | | | | | | | | | | | |<------| C.Forward C.Roundhouse | Charging Star, | | | | | Hyper Stars & | | |<----------- | Stripes, | Charging Star Charging | Final Justice | Hyper Stars & Star | Hyper | Stripes Hyper Stars & | Charging Star | Stripes | --------------------- | | | | | | __________| S.Roundhouse S.Fierce | |__________ (in corner, | | | with shield) ----->C.Fierce Shield Slash--->| | | | | | | | Final Justice,<--| | SJ.Jab Hyper Stars & | | SJ.Jab Stripes,<-----| | SJ.Jab Hyper Charging | | | -----Star | | Double Jump | Shield | | | Slash | SJ.Jab C.Short | SJ.Short |_________________________| SJ.Strong | SJ.Forward Charging Star [AC Finisher] -------------------------------------- TEAM HYPER COMBOS All three of Captain America's supers can be used in THC's. They can all be used either as starters, fillers or enders. If you find any possibilities as far as THC's go and it's not listed here, e-mail me and I'll put it up and give you credit for it as well. Keep in mind that these do not list all possibilities and are mainly just for giving you ideas of how to perform THC's with Captain America. 1: 1st partner's super 2: 2nd partner's super 3: 3rd partner's super A. 1. (Captain America) Final Justice 2. Any beam super, any rushing super, any dragon punch super, any vertical super, Venom Web, Fatal Claw, Cajun Explosion, Omega Destroyer, Blodia Vulcan, Blodia Punch, Kikou-Shou, Shinkuu-Tatsumaki Senpuu Kyaku, Darkness Illusion, Captain Sword or Gamma Wave 3. Third partner's super B. 1. (Captain America) Hyper Stars & Stripes 2. Any beam super, any rushing super, any dragon punch super, any vertical super (in corner), Venom Web, Death Bite, Captain Sword, Captain Storm, Weapon X, Fatal Claw, Blodia Vulcan, Blodia Punch, Cajun Explosion, Darkness Illusion, Rush Drill, Final Atomic Buster, Omega Destroyer, Kikou-Shou or Shinkuu-Tatsumaki Senpuu Kyaku (in corner) 3. Third partner's super C. 1. (Captain America) Hyper Charging Star 2. Any beam super, any rushing super, any dragon punch super, any vertical super (in corner), Venom Web, Death Bite, Captain Storm, Weapon X, Fatal Claw, Blodia Vulcan, Blodia Punch, Cajun Explosion, Darkness Illusion, Omega Destroyer, Kikou-Shou or Shinkuu-Tatsumaki Senpuu Kyaku 3. Third partner's super D. 1. Any rushing super, any dragon punch super, Venom Web, Fatal Claw, Weapon X, Kikou-Shou, Shinkuu-Tatsumaki Senpuu Kyaku, Gamma Crush, Final Atomic Buster or Crossfire Blitz (Charlie's version); if close or in corner: any beam super, Blodia Punch, Blodia Vulcan or Captain Sword, Death Bite, Gamma Wave or Omega Destroyer 2. (Captain America) Final Justice 3. Any beam super, any rushing super, any dragon punch super, any vertical super, Venom Web, Fatal Claw, Cajun Explosion, Omega Destroyer, Blodia Vulcan, Blodia Punch, Kikou-Shou, Shinkuu-Tatsumaki Senpuu Kyaku, Darkness Illusion, Captain Sword or Gamma Wave E. 1. Any rushing super, any dragon punch super, Venom Web, Fatal Claw, Weapon X, Kikou-Shou, Shinkuu-Tatsumaki Senpuu Kyaku, Gamma Crush, Final Atomic Buster or Crossfire Blitz (Charlie's version); if close or in corner: any beam super, Blodia Punch, Blodia Vulcan, Death Bite, Gamma Wave or Omega Destroyer 2. (Captain America) Hyper Stars & Stripes 3. Any beam super, any rushing super, any dragon punch super, any vertical super (in corner), Venom Web, Death Bite, Captain Sword, Captain Storm, Weapon X, Fatal Claw, Blodia Vulcan, Blodia Punch, Cajun Explosion, Darkness Illusion, Rush Drill, Final Atomic Buster, Omega Destroyer, Kikou-Shou or Shinkuu-Tatsumaki Senpuu Kyaku (in corner) F. 1. Any rushing super, any dragon punch super, Venom Web, Fatal Claw, Weapon X, Kikou-Shou, Shinkuu-Tatsumaki Senpuu Kyaku, Gamma Crush, Final Atomic Buster or Crossfire Blitz (Charlie's version); if close or in corner: any beam super, Blodia Punch, Blodia Vulcan or Captain Sword, Death Bite, Gamma Wave or Omega Destroyer 2. (Captain America) Hyper Charging Star 3. Any beam super, any rushing super, any dragon punch super, any vertical super (in corner), Venom Web, Death Bite, Captain Storm, Weapon X, Fatal Claw, Blodia Vulcan, Blodia Punch, Cajun Explosion, Darkness Illusion, Omega Destroyer, Kikou-Shou or Shinkuu-Tatsumaki Senpuu Kyaku 3. Third partner's super G. 1. First partner's super 2. Any rushing super, any dragon punch super, Venom Web, Fatal Claw, Weapon X, Kikou-Shou, Shinkuu- Tatsumaki Senpuu Kyaku, Gamma Crush, Final Atomic Buster or Crossfire Blitz (Charlie's version); if close or in corner: any beam super, Blodia Punch, Blodia Vulcan or Captain Sword, Death Bite, Gamma Wave or Omega Destroyer 3. (Captain America) Hyper Charging Star (OTG afterwards if in corner) ======================================================================= VII. GENERAL STRATEGY ======================================================================= Captain America has good versatility. Although his speed isn't that great, he has good agility to make up for this minor flaw. The thing that you really shouldn't do with Captain America is throw attacks out at random or else you could get punished severely. When playing offensively, mix up your low attacks, launcher attack and Cartwheel. Be ready to tech hit if you use the Cartwheel next to your opponent, since you can be thrown in the midst of it. However don't use it at all against Zangief, Shuma-Gorath or Morrigan. If your launcher gets blocked, cancel into a Shield Slash. Try to set up for a S.Roundhouse since it has good priority and will combo into any super or special move (except Stars & Stripes). Captain America can also play well defensively. S.Fierce should be used to tag dashing opponents. In mid-air battles, use J.Fierce if you have the shield and J.U.Roundhouse if you don't have the shield. It may be necessary to double jump to get above your opponent. Defending jump-ins is a slight problem for him. Your best bet is jumping up or jumping backward and use J.Fierce or J.U.Roundhouse. If you don't have the shield, simply use C.Fierce. You can also use his Cartwheel to try to get your opponent to block the wrong way. Shield Slash can be used in a few ways. It combos off of a S.Roundhouse or S.Fierce in the corner. It's also a good AC finisher. Another thing you can do is jump back and then throw out a jab Shield Slash. Just be careful about it, because opponents with effective projectile attacks can jump up and nail you while you throw the shield towards the ground. Its other use is in mid-air if your opponent is at a distance. Stars & Stripes and Charging Star really shouldn't be used outside of combos. They have horrible recovery delays and you'll be in serious trouble if they're blocked. If they do connect, they do a lot of damage though. Your style of play should help you decide whether you want to play with or without the shield. Who you're fighting should also help you make this decision. Without the shield, Captain America loses a projectile attack and his punches also do less damage--his punches also lose a good amount of range. Charging Star and Hyper Charging Star lose out to projectiles when he doesn't have the shield. The good things about not being equipped with the shield are his increased speed and combo abilities. Without the shield, his S.Fierce acts like Ryu's S.Fierce and sets him up for a Charging Star or the super of choice. When you don't have the shield, try to stay close to your opponent. To lose the shield, jump up and throw out a fierce Shield Slash and then super jump or dash away from it. Keep in mind that if the shield is not on the screen, it will eventually return back to him, so try to take care of business quickly as soon as you lose the shield. If you want to keep the shield, try to limit the use of your Shield Slashes and make sure that they don't miss. Assists B and C are Captain America's best assist attacks. Assist B is a mostly defensive assist. Use it to counter jump-ins and to help your primary character out of corner pressure. If it's blocked or it misses and your opponent tries to attack Captain America, punish them. Assist C is good for helping your primary character out of corner pressure and is also good for punishing mistakes and countering dash- ins. It's also a good decoy. Throw it out and if your opponent tries to foolishly attack Captain America, dash up to your opponent and punish them. When using Captain America, make sure you have at least one partner with an effective projectile assist, just in case you're shield-less and at a distance from your opponent. ======================================================================= VIII. MISC. STUFF ======================================================================= -------------------------------------- ADVANTAGES AND DISADVANTAGES ADVANTAGES 1. Decent combo character 2. Good confuser 3. High-damaging special moves and supers, which can be comboed into 4. Good versatility 5. Well-balanced character 6. Good variety 7. Excellent mid-air priority 8. High-priority ground and air combos 9. Plays well offensively and defensively 10. Increased speed without shield 11. Good agility to make up for his average speed DISADVANTAGES 1. Not for beginners 2. Not one of the fastest characters 3. Recovery delays on some of his heavy attacks, all of his special moves and two of his supers 4. Loses a lot of range in his punches without the shield--he also can't do a projectile attack and his punches do less damage -------------------------------------- SPECIAL FEATURES I already mentioned them earlier, but I'll put it here anyway. First of all, Captain America can do a double jump. Use it to screw up your opponent's timing, avoid beam supers and always use it in air combos. Captain America's speed and combinability increase when he loses his shield. He combos into his special moves and supers more easily. Finally his punches have less range and do less damage without the shield--he also has no projectile attack. Try staying close to your opponent when you're not using the shield. He can combo into any special move or super anywhere on the screen off of a S.Fierce when he doesn't have his shield. -------------------------------------- UPDATES 1.1, 1.11 Fixed up a few things 1.2 Added more combos, thanks to shoryuken.com for some of the combos, revised the combos section, added more info in Section VII, fixed up a few things 1.3 Fixed up some things in Sections VII and VIII 1.4 Added more info in Sections VII and VIII 1.5 Added more combos, added more info in Section VII, removed some things from Section VIII, touched up a few things 1.6 Added more combos 1.7 Revised Section VII -------------------------------------- Any comments, questions or suggestions? E-mail me a dan@finch.com. -------------------------------------- ACKNOWLEDGEMENTS KMegura for some info on Captain America 3pwood (mayfield_john@hotmail.com) for the Combo Tree concept Capcom for making such a cool game shoryuken.com for some combos ======================================================================= IX. LEGAL STUFF ======================================================================= This FAQ is Copyright (c) 2000 by Daniel Finch. No part of this FAQ may be reproduced, or re-posted on the Internet in its original, unedited and unaltered format or redistributed under a different name in any way whatsoever. Any Internet, commercial or public use is prohibited without written permission from the author. Profit from this FAQ in any form is also prohibited. Any similarities between this FAQ and another FAQ or another web page are unintended and coinci- dental. Captain America, Spider-Man, The Avengers, Omega Red and Cable are registered trademarks of Marvel Comics. Zangief and Marvel vs. Capcom 2: New Age of Heroes is a registered trademark of Capcom.