Captain America (MSH)

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Introduction

In the comics, Captain America is Steve Rogers, who used to be an ordinary college student until he enlisted in the US Army and received an injection of the Super Solder Serum. The serum altered his physiology into that of a man at the peak of human conditioning. He fought against the Nazis in WWII and later joined the Avengers as its leader.

In the game, Cap is a well balanced character with high priority and high damage normals, and useful special moves.

When Captain America activates the Power Gem, his special attacks will hit multiple times. The animation for Star and Stripes during Power Gem is similar to the Hyper Stars and Stripes super move that he gains in all subsequent games.

Moves List

Angled Kick

  • while jumping, d+HK

Double Jump

  • u while jumping
 Press up again in midair after a jump to do a double jump.

Forward Throw

  • f+MP or HP when close

Kick Throw

  • f+MK or HK when close
 This throw puts the opponent into juggle state.


Normal Moves

Magic Series
Ground: Stronger
Jumping: standard zig-zag
Super Jumping: standard zig-zag

Standing

LP: standard quick jab. LK: a quick kick to the shins. helpful combo starter
MP: Cap's main launcher; MK: press the button again to kick twice
HP: w/shield: a wide swing that knocks opponents back full screen. w/o shield: hammer swing that does not knock back;
HK: staple part of almost every ground combo. Inflicts massive amounts of hitstun.

Crouching

LP: its a crouching jab, good to hit confirm some combos; LK: Cap's fastest low
MP: used in combos; MK: equivalent to a shoto c.MK, but this one can be unblockable in certain situations
HP: Cap's other launcher. Lacks range compared to s.MP and the range is even worse without the shield.
HK: A sweep. The recovery isn't great but don't forget that it can be cancelled into special moves

Jumping

LP: start air combos with this; LK: for air combos
MP: tends to miss in air combos so omit it. But it can make an okay close range jump in; MK: can cross up
HP: w/shield: powerful jump in which can also cross up.
In air combos, it can chain to HK if you time it properly. w/o shield: hammer swing that has terrible range. In air combos, this notably does not cause flying screen.
HK: very high priority kick, good jump in and combo ender

Special Moves

Shield Slash

  • Quarter Circle Forward + Punch
The button pressed determines the angle of the attack.
LP: low angle (can OTG)
MP: straight
HP: high angle (can hit opponents in the air)
If you do not retrieve the shield, the properties/animations of some moves change, notably his punch attacks and Stars and Stripes.

Stars and Stripes

  • Dragon Punch motion + Punch
The button pressed determines the height that Cap travels when he performs the move, as well as the damage. LP being the lowest and HP being the highest.
The LP version recovers quickly enough that you can dash in and use an OTG attack.
This move has a lot of invincibility frames during the rising part of the animation.
If Cap performs this move without the shield, the MP and HP versions do multiple hits and DO NOT knock down.

Charging Star

  • Half Circle Forward + Kick
This move can be used to blow through projectiles.

Cartwheel

  • Half Circle Back + Punch
Use this move to switch sides with your opponent when you are close to him. It is invincible during the middle of the animation.

Super Moves

Infinity Counter

Stars and Stripes

  • Back, Down-Back, Down + Punch
Just as invincible as the special move version.

Infinity Combo

FINAL JUSTICE

  • Quarter Circle Forward + All three Punches
During the forward dash part of this move's animation, you are invincible to projectiles. However, you can still get stuffed on startup.

The Basics

Advanced Strategy

Combos

c.LK, s.MP, j.LP, j.LK, j.MK, j. HP, j.HK - standard launcher -> air combo
LP Stars and Stripes, dash, OTG c.LK, s.MP, air combo
c.LP,c.MP,s.HK xx LP Shield Slash - replace the Shield Slash with HK Charging Star if you wish to push the opp. to the corner
c.LP,c.MP,s.HK xx FINAL JUSTICE
s.LK, s.HK xx FINAL JUSTICE - this version works on more characters
Kick Throw, FINAL JUSTICE - is very easy to time on lightweight characters, hard or impossible on heavyweights (Blackheart, Juggernaut, Hulk)
s.HP xx FINAL JUSTICE - corner only


  • BASIC COMBOS*

1. D.S.Short -> S.Forward -> S.Roundhouse XX Jab Shield Slash 2. D.S.Short -> S.Forward -> S.Roundhouse XX Roundhouse Charging Star 3. D.S.Short -> S.Forward -> S.Roundhouse XX Final Justice 4. D.S.Short -> S.Forward -> C.Roundhouse XX Jab Shield Slash (OTG) 5. J.Fierce, S.Jab -> S.Fierce 6. J.Fierce, S.Roundhouse XX Roundhouse Charging Star 7. J.Fierce -> S.Roundhouse XX Final Justice 8. D.C.Short -> C.Forward -> C.Roundhouse XX Jab Shield Slash (OTG) 9. Roundhouse Throw, Fierce Stars `n' Stripes

  • INTERMEDIATE COMBOS*

10. D.S.Short -> S.Forward -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Forward ->

   SJ.Roundhouse (FS)

11. D.S.Short -> S.Forward -> C.Roundhouse XX Forward Charging Star (OTG) 12. J.Fierce, C.Jab -> C.Strong -> C.Roundhouse XX Jab Shield Slash (OTG) 13. J.Fierce, D.S.Jab -> S.Strong XX Strong Stars `n' Stripes (or Fierce in

   the corner)

14. J.Fierce -> J.Roundhouse, C.Forward -> C.Fierce -> SJ.Short ->

   SJ.Forward -> SJ.Fierce (FS)

15. D.C.Short -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Forward -> SJ.Fierce

   (FS)

16. Forward Throw, juggle with Final Justice 17. Forward Throw, D.C.Fierce -> SJ.Jab -> SJ.Forward -> SJ.Roundhouse (FS) 18. Forward Throw, SJ.Fierce Air Throw 19. Roundhouse Throw, J.Jab -> J.Short -> J.Forward -> J.Fierce 20. (corner) Fierce Throw, D.C.Short -> C.Fierce -> SJ.Short -> SJ.Forward ->

   SJ.Fierce (FS)

21. Jab Stars `n' Stripes (as an air counter), D.C.Short (OTG) -> C.Fierce ->

   SJ.Short -> SJ.Forward -> SJ.Roundhouse (FS)

22. J.Jab -> J.Short -> J.Roundhouse, D.S.Short -> C.Forward -> C.Fierce ->

   SJ.Jab -> SJ.Short -> SJ.Fierce (FS)

23. J.Fierce, D.S.Short -> C.Strong XX Jab Stars `n' Stripes, D.C.Short (OTG)

   C.Fierce -> SJ.Jab -> SJ.Forward -> SJ.Roundhouse 

24. D.S.Jab -> C.Strong XX Jab Stars `n' Stripes, D.S.Short (OTG) ->

   C.Forward XX Jab Shield Slash

25. D.S.Jab -> C.Strong XX Jab Stars `n' Stripes, D.S.Short (OTG) ->

   S.Roundhouse XX Final Justice

26. (corner) Roundhouse Throw, Jab Stars `n' Stripes, D.C.Short -> C.Fierce

   -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce (FS)

27. (corner) J.Jab -> J.Forward -> J.D+Roundhouse, D.C.Short, S.Strong XX

   Jab Star `n' Stripes, C.Short (OTG) -> S.Strong -> SJ.Jab -> SJ.Short ->
   SJ.Strong -> SJ.Forward -> SJ.Fierce (FS) -> SJ.Roundhouse,
   SJ.Fierce -> SJ.Roundhouse

28. (corner) J.Jab -> J.Forward -> J.D+Roundhouse, D.C.Short, S.Strong XX

   Jab Star `n' Stripes, C.Short (OTG) -> S.Roundhouse XX Final Justice
  • ADVANCED COMBOS*

29. Captain America's MARVELous Combo:

Enemy must be in corner. J.Jab -> J.Short -> J.Roundhouse \/ D.S.Short -> S.Forward -> C.Fierce XX Strong Stars `n' Stripes, C.Short -> S.Strong -> SJ.Jab -> SJ.Short -> SJ.Forward -> SJ. Fierce. While enemy starts falling back down and passes you (you'll still be in same Super Jump), SJ.Fierce. When enemy starts falling back down, Jump up and meet them in the air with J.Jab -> J.Short -> J.Fierce.

Match-Ups