CAPTAIN AMERICA

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Game: Marvel vs. Capcom 2: New Age of Heroes
Captain America character FAQ
Version 1.5, 8/10/00
Created by Daniel "PhatDan81" Finch
Unpublished work copyright (c) 2000 by Daniel Finch
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CONTENTS

I.     Background
II.    Legend
III.   Regular Moves
IV.    Special Moves
V.     Supers
VI.    Combos
VII.   General Strategy
VIII.  Misc. Stuff
IX.    Legal Stuff
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I.  BACKGROUND
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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.

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II.  LEGEND
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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

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III.  REGULAR ATTACKS
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PUNCHES

All of Captain America's punches, except S/J.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.

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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.

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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.

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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  
      rules in aerial 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, but he has other attacks which are much 
      better.

      B.  Without Shield

      Same as the standing version without the shield--this is mostly 
      used as an AC finisher.

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KICKS
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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.

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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.

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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 special move or super.

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.

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IV.  SPECIAL MOVES
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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 good 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.  Also be careful about when to do this move.  
The recovery delay sucks and you'll be left wide open for attack if it 
blocks or it misses.

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 move.

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V.  SUPERS
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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 
upwardsthey then come downward where Captain America 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 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.

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VI.  COMBOS
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MAGIC SERIES

Ground            Stronger
Jumping           Stronger
Super Jumping     Zigzag
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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

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Captain America can start attacks with a dash or jump-in.  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

CORNER COMBOS (with or without shield)

16. J.Jab, J.D.Roundhouse, C.Short, C.Fierce, SJ.(Jab, Jab, Jab), 
    DJ.(Jab, Short, Strong, Forward, Fierce, D.Roundhouse)
17. 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) 
18. 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
19. 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
20. J.Jab, J.Strong, S.Roundhouse, Hyper Charging Star, C.Short(OTG), 
    Charging Star
21. J.Jab, J.D.Roundhouse, S.Short, S.Forward, S.Roundhouse, Hyper 
    Charging Star, S.Short(OTG), Charging Star
22. 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)
23. 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. 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

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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]

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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 is the most balanced and the most versatile character 
in the game.  In the hands of a master, he is very tough to beat.  He 
also has the best mid-air priority and one of the best rushing supers 
in the game.  He plays well in any situation and at any distance from 
his opponent.

Although he has many great advantages he is not a beginner's character.  
It is going to take some practicing to master him.  Keep in mind that 
none of his special moves should ever be thrown out at random.  If this 
is done, you could get punished severely.  The only exceptions are 
throwing out a fierce Shield Slash on the ground against jumping 
opponents.  Another exception is jumping backward and tagging an 
opponent with a jab Shield Slash.

Special moves are used only for combos or certain situations.  Shield 
Slash is used for keep-away and for an unreliable anti-air attack.  
Stars & Stripes is used strictly in combos or if you're absolutely sure 
that it will connect.  It can also be used against jump-ins--if you use 
it to counter jump-ins, use the jab version.  It pushes airborne 
opponents away, which will leave you safe.  

Charging Star is used mostly in combos or for punishing mistakes.  If 
you want to use this move always be 100 percent sure that it will 
connect.  If it's blocked or jumped over you could get severely 
punished.  His Cartwheel is used only for getting through your opponent 
and going through projectiles.

Captain America's supers have good priority and they all can be comboed 
into.  They all do very good damage also.  Final Justice and Hyper 
Stars & Stripes are both not meant to be thrown out at random.  They 
don't have a very good recovery delay and you'll find yourself eating a 
combo or nasty super if they are blocked.  Use these supers only in 
combos and for punishing mistakes.

Overall, Hyper Stars & Stripes is a good super.  When used correctly, 
it's very devastating and does very good damage--it's also a good setup 
for some nasty THC's.  Some Captain America players fail to take 
advantage of this super, which is a big mistake.  Hyper Stars & Stripes 
is good for nailing an opponent after you blocked a sweep attack or a 
heavy attack.  If you just blocked a sweep attack or a heavy attack, do 
a Hyper Stars & Stripes now!  It's also good for punishing an opponent 
who has thrown out a fireball right next to you.

Hyper Charging Star is a more all-purpose super.  As I mentioned 
earlier it's one of the best rushing supers in the game.  It can be 
comboed into, does good block damage and unlike most other rushing 
supers, it has a very quick recovery.  It's also a good mistake 
punisher and if you connect this in the corner you can OTG afterwards, 
unless your opponent rolls--however you should still always try going 
for extra damage.  

The other good thing about it is that if you have the shield while he's 
doing it, it will go through beams and fireballs--it loses some speed 
and range if you meet a beam super.  As long as you don't try to start 
it up just before your opponent starts attacking, or if they don't jump 
over it, you should be OK.

Although his anti-air attacks aren't that great you can still use them 
effectively against jump-ins.  Fierce Shield Slash and S.Fierce should 
be used against distant jump-ins.  Jab Stars & Stripes and C.Fierce 
should be used against close jump-ins.  You can also jump up or jump 
backward and use his J.Fierce, which is the most effective way to deter 
jump-ins.  Without the shield, C.Fierce is a great anti-air attack and 
will beat out or at least trade hits with jump-in attacks.  You can 
also jump up or jump backward and use J.Roundhouse.

S.Fierce should be used to counter dash-ins and should also be used for 
punishing mistakes from mid-range.  The only time you should use his 
S.Fierce up close is in combos or if you're absolutely sure that it 
will connect.  If it's blocked, cancel into a Shield Slash--if you're 
up close, cancel into a Cartwheel, then proceed with a C.Short, 
followed by a C.Fierce, followed by a nasty air combo.

Captain America dominates in mid-air.  He will kick Spider-Man's ass 
any day in mid-air--or any other character's ass for that matter!  His 
J/SJ.Fierce is ideal for aerial confrontations.  It does very good 
damage and has very good range.  It covers about one-third of the 
screen.  It'll nail an opponent, whether they're in front of you, below 
you or above you.  

The best way to nail your opponent is by jumping straight up then using 
your shield to send them back to the ground--this way they can't get 
close to you, so you can avoid any possible throws that they might do.  
If you don't have the shield or if you were the last to jump, use 
J/SJ.Roundhouse.  It also has very good horizontal range and it also 
good for opponents that are above you.  For opponents that are directly 
below you, use J/SJ.D.Roundhouse.

While fighting in mid-air, it may be necessary to take advantage of his 
double jump.  If you meet an opponent in the air and they throw out a 
projectile or they are above you, use your double jump to get above 
them and then use your J.Fierce or J.D.Roundhouse.  This also helps you 
avoid throws and Spinning Pile Drivers.

When you play close mix up your high and low attacks, launcher attack 
and occasionally throw out a Shield Slash to surprise them.  If any 
heavy attack gets blocked, cancel into a Shield Slash to avoid 
punishment.  If a Charging Star gets blocked and you don't want to get 
punished and can afford to whiff a super, cancel into a Hyper Charging 
Star.  

If you're being cornered, there are a few ways to get out of any 
pressure that your opponent may put on you.  One thing you can do is 
when they jump in do a Cartwheel just before they attack, and follow up 
with an attack--if you don't have the shield, use C.Fierce.  Another 
thing you can do is after they land, push block.  Wait a split second 
to see if they jump or if they dash.  

If they jump, then do a Cartwheel.  If they dash, use your S.Fierce.  
Another thing you can do is wait until you block a sweep attack, heavy 
attack or a projectile attack.  When you do, quickly do a C.Fierce or 
Hyper Stars & Stripes--you must do it quickly to minimize the risk of 
any possible blocking, which could lead into severe punishment.

Try to combo into a S.Roundhouse as much as possible.  It sets Captain 
America up for any special move, super or a Crossover Combination.  If 
you want to combo a Hyper Charging Star off of a S.Roundhouse, you need 
to be very close to your opponent it will get blocked otherwise.  Of 
course, if you don't have the shield, use S.Fierce instead, since it 
comes out faster and is much easier to combo into--you still need to be 
very close to land a Hyper Charging Star, though.

Mix up your Shield Slashes at a distance.  Make sure you throw out the 
right one.  If you detect a projectile or beam super being started up, 
jump back and throw out a jab Shield Slash.  Detected jumps should be 
countered with a fierce Shield Slash--it may be necessary to dash 
backwards, then throw it out to avoid any risks of it possibly missing.  
You can also jump up and thwart them with a J.Fierce or J.Roundhouse to 
send them back to the ground and make their face hurt.

At mid-range, mix up your S.Fierce and fierce Shield Slash.  If the 
opponent jumps over a S.Fierce, cancel into a jab Stars & Stripes or 
Cartwheel to avoid being punished.  If you're at mid-range and your 
opponent leaves himself or herself open, punish with a S.Fierce or 
Charging Star.  If your super meter is charged up, go for a super 
instead.

Use his air combos as much as possible.  Remember that he can use his 
double jump to prolong air combos, which is very effective.  Just do 
three jabs then double jump and do a standard air combo.  When doing 
the three jabs, you must time it so that they all hit, but also so you 
don't do a strong punch instead.  In the corner, you can link all six 
attacks together.  Just do the three jabs, then double jump and do a 
regular air combo, then after doing a forward kick, do a fierce punch, 
followed by a D.Roundhouse.

When Captain America doesn't have his shield his speed increases.  To 
lose the shield, throw out a Shield Slash and if it's blocked or it 
misses, super jump over it or dash away from it.  If you do not wish to 
get the shield back anytime soon, dash forward so it is not on the 
screen, to avoid accidentally picking it up.  It is easier for Captain 
America to combo without his shield.  Remember that his shield 
eventually will return to him on its own when it's not on the screen.  
So if you want to take care of business without the shield, do it 
quick.

His punches, especially heavy punches, lose a good amount of range.  
His punches will also do less damage, except S/J.Jab.  Without the 
shield, his S.Fierce has the same priority as his S.Roundhouse.  Lose 
the shield if you want to go on the offensive.  He can't fight at a 
distance without his shield so try to stay close to your opponent when 
you don't have the shield.

Although he has many features that help him dominate, there are some 
characters that can give Captain America some problems.  Let's start 
with Omega Red.  Omega Red players love to pressure their opponents 
with Omega Strikes and air Carbonadium Coils.  What do you do?  Play 
with caution.  If they throw out a horizontal Omega Strike and they 
don't know how to retreat, make them suffer severely.

If they do know how to retreat it, then there's really nothing that he 
can do to counter.  What you do is wait until he throws out a diagonal 
version--they always do.  As soon as he does, there are two ways to 
counter.  If you're feeling lucky and you're quick enough, you can use 
his Stars & Stripes.  The other thing that you can do is jump backward 
and use your J.Fierce to put him back on the ground.  When they throw 
out an Omega Destroyer to chip your life away, super jump over the 
whole thing.  Do a double jump and then land right next to him as he's 
recovering and then punish accordingly. 

Another character that can give Captain America (or almost every other 
character for that matter) problems is Cable.  He plays a very nasty 
keep-away game.  A lot of Cable players like to stand at the other side 
of the screen, jump around and throw out Viper Beams and Hyper Viper 
Beams all day, hoping to cheese you to death.  What do you do?  You're 
going to have to use your double jump quite a bit.

As soon as you anticipate an air VB, double jump forward and make use 
of your J.D.Roundhouse.  If you're going against an air HVB, super jump 
forward, then come down with a SJ.D.Roundhouse to his face.  If you're 
being cornered and they throw out an air VB or HVB right next to you, 
make use of your C.Fierce.  When they play close, just use the close-
playing defensive strategies that I had mentioned earlier.  If he's 
right next to you and you just blocked a VB or Crackdown, make use of 
your S.Fierce if they're at a slight distance, C.Fierce if you don't 
have a super charged up or Hyper Stars & Stripes.

Zangief can give Captain America a lot of trouble.  If you don't play 
with extreme caution, you will find yourself getting, SPD'd, FAB'd or 
maybe even UFAB'd.  Against Zangief, don't throw out any Cartwheels 
whatsoever.  You could find yourself losing a good portion of your life 
with one of his grabs.  

When you meet him in the air, double jump above him and make use of 
your J.Fierce or J.D.Roundhouse.  Blocked heavy attacks and Spinning 
Clotheslines should be punished with a S.Fierce, C.Fierce or Hyper 
Stars & Stripes.  Failed SPD and FAB attempts should be punished with 
you combo or super of choice.  When he jumps your way, jump, up or jump 
back (stay at a slight distance to avoid getting SPD'd) and make good 
use of your J.Fierce or J.Roundhouse.

You must be even more careful against Mega Zangief.  Against Mega 
Zangief, you will need to make much use of your Shield Slash, S.Fierce, 
S.Roundhouse, J.Fierce and sometimes J.D.Roundhouse.  Forbid the use of 
jump-ins, Stars & Stripes, Charging Star or any supers, as these are 
bait for SPD's and FAB's.  The same tactic should be done when meeting 
him in mid-air--just double jump above him and use your J.Fierce or 
J.D.Roundhouse.  The same thing goes for jump-ins.  

On the ground, try to stand at mid-range and use your S.Fierce or 
S.Roundhouse if you don't have the shield.  Try to keep the shield as 
much as possible.  When you see a Siberian Blast coming, double jump 
over the whole thing and pull off an effective three-hit ground combo 
before he has a chance to recover.  When you anticipate a Spinning 
Clothesline, jump back and use your jab Shield Slash.  Try focusing 
upon hit-and-run tactics against Mega Zangief.

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
4.  High-damaging supers
5.  Most versatile character in the game
6.  Most balanced character in the game
7.  Good variety
8.  Best mid-air priority in the game
9.  High-priority ground and air combos
10. Plays well from any range
11. Plays well offensively and defensively
12. Increased speed and combinabilty without shield
13. 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

--------------------------------------
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.
