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Unpublished work copyright (c) 2000 by Daniel Finch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 move—be 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 ([email protected]) 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 [email protected].
--------------------------------------
ACKNOWLEDGEMENTS

KMegura for some info on Captain America
3pwood ([email protected]) 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.