Jab- Not unlike many other jabs, it is quick and should basically be used to
start ground or air combos.
Strong- This used to be Cap's all around launcher, but now it is only an air
launcher. It has okay priority and can launch most jumpkicks, but remember it
does not launch if your opponent is on the ground. This actually helps him in
some ways, because now he can make a Jab, Strong, Fierce combo! In the air,
he puts his fist out. Nothing to write home about. While crouching, Cap will
perform a punch that has pretty good priority, so use it to stop other normal
attacks.
Fierce- An excellent move! It has range! It does great damage! It takes
priority over most normal attacks! Use this!! In the air, Cap makes an arc
with the shield that covers his entire front! Excellent for air combat! If
your opponent gets too close to you in the air and you use this, Cap will
perform is air throw! Cool,eh? His crouching version is his ground launcher,
so combo it in! (For example: crouching short into crouching fierce!) Without
the shield, he will do a double fisted uppercut, still pretty good, but the
shield version is much better!
Short- Cap delivers a weak kick. It is a weak air attack, so only use in
combos.
Forward- Cap does a kick that has good range, and he can do another if you
press the button again. It is a quick crouching attack, so use it after you
block someone's roundhouse sweep.
Roundhouse- He puts his hand on the ground and does a big high kick. Good for
stoping jumpins, if the person jumping in is coming down in front of you. The
crouching version is his knockdown, and in the air there are two versions.
Normally, he will do a his "L" kick and if you press down and roundhouse, he
will do come down with one leg extended . This is his best jump-in!
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=Throws=
Cap's strong and fierce throws remain unaltered! He will grab the opponents
head, and smash their skull into the pavement! They do great damage (as far
as throw go, anyway) and you can use a jab Shield Slash after it! His air
throw is also the same, too! He will grab the opponent, punch them in the
face and they will go crashing into the ground! Looks extremely painful!
Cap's forward and roundhouse throws, on the other hand, have been weakened
noticeably! Because people can block while falling now, you can't connect
with any special moves after it! Now its only practical application is to
get someone out of your face if they go on the over offensive!
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=Special Moves=
Shield Slash- D,DF,F any punch
Cap chucks his shield at his opponent! A well timed attack can knock the
shield away, but thats rare. Cap can recover from this move before the shield
comes back to him, so you can block, but try to catch it on its return trip. If you miss, you have to walk over the shield to pick it up. He can throw the shield in 3 directions:
Shoulder Level
The one you should use least often. It can be ducked under, and it is easily
countered. On the plus side, it can destroy fireballs like Morrigan's or Ryu's.
Foot Level
One you should move most often! Try and follow up a sweep with this, because
it OTGs nicely. If they are good at rolling, though, keep your shield to
yourself, cause you need it. It can actually travel under some moves, and it
is the easiest one to hit Megaman with.
Upward
Use this to fend off slow jump ins! Also use it on people in the air who
can't see Cap!
*In the air, Cap can still throw his shield in 3 directions: Jab will make
him throw at a downward angle, strong he will throw it straight, fierce he
will throw it at an upward angle!
Stars n' Stripes- F,D,DF any punch
Cap does a dragon punch that does very good damage and goes very high! It is
invincible going up if he has his shield, but is completely blockable. If you
miss with the fierce version, prepare to die, cause the recovery is
sickening! Use the jab version on jump ins, it makes it much harder for them
to get you if they block. Only use the fierce version in combos!
Charging Star- B,DB,D,DF,F any kick
Use this on fireballers, but make sure you have the shield, cause you need it
to kill the fireballs. The button used will determine how far and how fast
he charges. Use this only if you are positive it will connect because the
recovery is terrible. It is still a great combo move, so try to use it after
you connect with a roundhouse.
Cartwheel- F,DF,D,BF,B any punch
Cap does a cartwheel. Wow. It is invunerable to normal moves, but not throws!
Cheap players and Zangief might play on this, so be careful...
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******
SUPERS
******
Final Justice- D,DF,F 3 punches
Still one of the most visually impressive supers in the game! Cap runs
forward and if he connects, delivers a beatdown on his opponent then throws
them up into the air and suplexes them! It goes through fireballs, so learn
the timing. It also has a pretty good recovery time, so don't think your
finished if it is blocked. Can be comboed off of his roundhouse again! Yah!
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Hyper Stars n' Stripes- F,D,DF 3 punches
Cap does the Shoryuu Reppa! It does less damage than his other 2 supers, and
has a bad recovery time, but is comboable. Remember to use this after you
block someone's sweep! This is also his Primary Team Super attack! An
excellent one because you can combo this into the Team Super! Groovy!
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Hyper Charging Star- D,DF,F 3 kicks
Cap charges forward with a huge amount of energy covering his shield! It can
take a Shinkuu Hadoken or other beam supers! But right after taking the beam,
the Hyper Charging Star will end, but Cap will come out unscathed! It will
also pass right through Hulk's Gamma Wave super, and hit him! The startup
time is terrible but it does marvelous block-damage, and the recovery time
is great! The super I use the most! It is also the Team Super he does if he
is off the screen! Try to pick someone who can combo right into their team
super, and while the primary character is hitting your opponent with their
Make sure to pick up the shield when you loose it! Without the shield,
Captain America's range and damage is weaked considerably. Use the cartwheel
to get to it, and if they throw, try to double jump past them! If the shield
is off the screen for about a minute, it will automatically drop from the top of the screen for easy catching.
Don't play the complete offensive! Use him as a mix of defense/offense. The
Hyper Stars and Stripes is a great counter attack, so always keep it in
consideration as a counter. As always, Cap's fierces and roundhouses have
priority on the ground and in the air! Use them and because almost no one
can stop these!
The double jump is very important! Use it often to confuse opponents, and to
escape from certain moves and\or characters! It also gives Cap the edge in
air battles.
Always use a jab Shield Slash when you opponent is on the ground! It will
hit him right off the ground.
The 2 on 1 mode makes it easier for Cap to connect with his Hyper Charging
Star or Final Justice! Lets just say Ryu is your partner. Position it so Cap
is on one side of your opponent and Ryu on the other. Use Ryu's Crouching roundhouse and if you knock them down, cancel into the Super Hurricane Kick(D,DB,B 3 Kicks) Since Cap is on the other side, the motion will be reversed and he will use his Hyper Charging Star!
Excellent damage, although its kinda cheap...
Use the helper characters! I recommend Juggernaut, Magneto, or U.S. Agent.