Marvel vs Capcom 3/Captain America

From Shoryuken Wiki, Marvel vs. Capcom 3 Strategy and More!

Jump to: navigation, search
Marvel vs Capcom 3
Marvel vs Capcom 3/System GuideMarvel vs Capcom 3#Game ElementsMarvel vs Capcom 3#CharactersMarvel vs Capcom 3/SystemsMarvel vs Capcom 3#Fun Stuff.21Marvel vs Capcom 3/Strategy

Contents


Captain America

Image: 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
File:Alpha.png Shield Slash
File:shot.png File:front.png
50,000 x 2
Hyper Charging Star
File:Beta.png Stars & Stripes
File:direct.png File:upward.png
108,300
Hyper Stars and Stripes
File:Gamma.png Charging Star
File:direct.png File:front.png
108,000
Can destroy some projectiles
Hyper Charging Star

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light
File:l.png
46,000
Crouching Light
File:d.png + File:l.png
30,000
File:low.png
Standing Medium
File:m.png
68,000
   Standing Medium Combo
Standing Medium, then File:m.png
60,000
Crouching Medium
File:d.png + File:m.png
48,000
Standing Heavy
File:h.png
80,000
Crouching Heavy
File:d.png + File:h.png
75,000
File:low.png File:softknockdown.png
Standing Special
File:s.png
90,000
File:launch.png
Jumping Light
air File:l.png
50,000
File:high.png
Jumping Medium
air File:m.png
65,000
File:high.png
Jumping Heavy
air File:h.png
70,000
File:high.png
Jumping High Kick
air File:u.png + File:h.png
73,000
File:high.png
Jumping Stomp
air File:d.png + File:h.png
70,000
File:high.png
Jumping Special
air File:s.png
85,000
File:high.png

Special Moves

Name
Command
Damage
Special Properties (glossary)
Shield Slash
File:qcf.png + File:atk.png
95,000 (50,000 x 2)
File:airok.png
Hits on the way back
File:l.png goes File:df.png
File:m.png goes File:f.png
File:h.png goes File:uf.png
Stars & Stripes
File:dp.png + File:atk.png
80,000 File:l.png
104,500 (55,000 x 2) File:m.png
135,400 (50,000 x 3) File:h.png
Charging Star
File:qcb.png + File:h.png
100,000 File:l.png
133,000 (70,000 x 2) File:m.png
162,500 (60,000 x 3) File:h.png
Can destroy some projectiles
Cartwheel
File:atk.png + File: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
File:dp.png + File:atk.png + File:atk.png
290,800 (70,000 x 2 + 60,000 x 3)
File:startupinv.png
Damage scales by 0.95
Hyper Charging Star
File:qcb.png + File:atk.png + File:atk.png
274,100 (30,000 x 10)
Has Projectile Destroying Properties
Damage scales by 0.98
Final Justice
File:qcf.png + File:atk.png + File: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

Personal tools