Marvel vs Capcom 3/Captain America

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Captain America

Captamericaface.jpg

In a nutshell

Captain America is a pretty straightforward character. His Shield Slash is strong for keeping away characters without strong projectiles of their own, or sometimes pressuring opponents from mid range. Captain can also use his Charging Star to zip through some projectiles and inflict damage. His Cartwheel can tumble through opponents, causing crossups with the right assists, but is completely vulnerable to all attacks, shots, and throws. He doesn't have a lot of moves or flashy combos. This makes him pretty easy to pick up and play, but limits his versatility. If a simple, brute force character with a few ranged options sounds like it is for you, give the Captain a try.


Video Walkthrough

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Shield Slash
Shot.png Front.png
50,000 x 2
Hyper Charging Star
Beta.png Stars & Stripes
Direct.png Upward.png
108,300
Hyper Stars and Stripes
Gamma.png Charging Star
Direct.png Front.png
108,000
Can destroy some projectiles
Hyper Charging Star

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light
L.png
46,000
Crouching Light
D.png + L.png
30,000
Low.png
Standing Medium
M.png
68,000
   Standing Medium Combo
Standing Medium, then M.png
60,000
Crouching Medium
D.png + M.png
48,000
Standing Heavy
H.png
80,000
Crouching Heavy
D.png + H.png
75,000
Low.png Softknockdown.png
Standing Special
S.png
90,000
Launch.png
Jumping Light
air L.png
50,000
High.png
Jumping Medium
air M.png
65,000
High.png
Jumping Heavy
air H.png
70,000
High.png
Jumping High Kick
air U.png + H.png
73,000
High.png
Jumping Stomp
air D.png + H.png
70,000
High.png
Jumping Special
air S.png
85,000
High.png

Special Moves

Name
Command
Damage
Special Properties (glossary)
Shield Slash
Qcf.png + Atk.png
95,000 (50,000 x 2)
Airok.png
Hits on the way back
L.png goes Df.png
M.png goes F.png
H.png goes Uf.png
Stars & Stripes
Dp.png + Atk.png
80,000 L.png
104,500 (55,000 x 2) M.png
135,400 (50,000 x 3) H.png
Charging Star
Qcb.png + H.png
100,000 L.png
133,000 (70,000 x 2) M.png
162,500 (60,000 x 3) H.png
Can destroy some projectiles
Cartwheel
Atk.png + S.png
Can pass through players
but is vulnerable to
all attacks
Can be cancelled into Super moves

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Hyper Stars & Stripes
Dp.png + Atk.png + Atk.png
290,800 (70,000 x 2 + 60,000 x 3)
Startupinv.png
Damage scales by 0.95
Hyper Charging Star
Qcb.png + Atk.png + Atk.png
274,100 (30,000 x 10)
Has Projectile Destroying Properties
Damage scales by 0.98
Final Justice
Qcf.png + Atk.png + Atk.png
440,000

Apprentice Combos

Strategy

Tips and Tricks

  • Team Hyper Combos with Captain America's Hyper Charging Star in the assist position of the team (not on point) hit on the same frame that the THC activates on (close range only). This means that they cannot be blocked if the opponent is not already blocking when the Team Hyper Combo is executed. This is very powerful.
  • Team Hyper Combos with Captain America's Hyper Charging Star in the point position often leave him free to move long before his teammates are finished performing their super attacks. Cartwheel behind someone and mess with their head.

Basic Strategy

The basic goal of Captain America is to get within range of your opponent to cross up with Backflip, while still having access to your primary crossover assist. Backflips are the only reliable method Captain America has to damage an opponent as he has no overhead and he isn't really a great zoner. To get into range for this tactic use Charging Star L at long range to safely pass through projectiles without over committing, and H at mid range to punish them. You can also apply advancing pressure by jumping forward and using Shield Slash L in the air. While playing him keep in mind that some of Captain America's combos actually work best from mid-screen due to how Shield Slash behaves in a corner.

Advanced Strategy