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    Captain America by PhatDan81

    Version: 1.7 | Updated: 09/17/00 | Printable Version | Search This Guide

    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    Unpublished work copyright (c) 2000 by Daniel Finch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 moveóbe 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.