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Captain America moves and strategies: Marvel vs. Capcom 2

Guide last updated on
August 9, 2009 at 1:43 a.m. PDT


Captain America moves and strategies: Marvel vs. Capcom 2

Special Moves

Joystick Joystick Joystick Joystick Joystick (Can also be done in the air)
Shield Slash
Throws your shield as a projectile, which must fly back to you or be picked up before you can toss it out again.

When you're on the ground, Light Punch throws it straight across the screen, Hard Punch arcs slightly upwards while flying forward.

While jumping Hard Punch travels straight across, while Light Punch arcs diagonally down-towards.

This is the only non-normal move you can do in the air.

Joystick Joystick Joystick Joystick Joystick
Charging Star
Captain America slides forward leading with his shield, with the strength of button controlling the distance and damage of the attack. Light Kick has less range and doesn't do as much damage.

Joystick Joystick Joystick Joystick Joystick
Stars & Stripes
Your Dragon Punch-type move, Hard Punch has more range and takes off more life.

Joystick Joystick Joystick Joystick Joystick Joystick Joystick
Backflip
Even though this says Backflip, Captain America actually hops forward. This travels through most projectiles and Hyper moves, which is pretty nice.

Works something like Ken's roll move in Street Fighter Alpha 2. You can use this to 'cross' up the other fighter, i.e. switch sides to quickly attack them from a direction they may not expect, among other things.

Joystick (In the air)
Double Jump
You can do an extra jump with Captain America by pressing up or the diagonal up positions after jumping.

Hyper (Super) Moves

Joystick Joystick Joystick Joystick Joystick
Final Justice
Captain America charges forward with his shoulder, and if he hits he'll do a series of melee attacks. Your Final Justice has a solid amount of start up time which makes it difficult to combo into unless the move you hit them with prior to this stuns them for awhile.

Joystick Joystick Joystick Joystick Joystick
Hyper Charging Star
Like your Final Justice, this also has a good amount of start up time, meaning you really have to set it up to combo with it.

From point-blank or very close range you'll get an extra hit out of this, but even then your Final Justice Hyper move does slightly more damage.

Your Hyper Charging Star offers a little more chip damage when blocked though.

Joystick Joystick Joystick Joystick Joystick
Hyper Stars & Stripes
Unlike your other two Hyper moves, this has a very fast start up time making it easy to combo into — as long as you're in close range. Damage on this is pretty good as well.

You can hit the other player when they're on the ground with your Hyper Stars & Stripes, but some of the hits usually whiff, leaving you wide open to be punished as you fall down.

Command Normals

Joystick Joystick Joystick (In the air)
Aerial Kick

Joystick Joystick Joystick (In the air)
Heel Kick

Assists


     Type Partner Assist Variable Counter Variable Combination
A Projectile Type (L) Shield Slash (L) Shield Slash Hyper Charging Star
B Anti-air Type (H) Stars & Stripes (H) Stars & Stripes Hyper Stars & Stripes
Y Dash Type (H) Charging Star (H) Charging Star Hyper Charging Star
Move strengths for assists:
• (L) next to the move stands for Light.
• (H) next to the move stands for Hard.


Comments

SamJay123 said on August 2, 2010 at 4:21 p.m.

Final Justice FTW

#1
Shareware said on November 6, 2010 at 3:18 a.m.

Cap is one of my favorites. My current main team is:

Captain America/Captain Commando/Spider-Man

Not a pro but this team works for me thanks to CapAm's Charging Star Assist blocking projectiles and providing decent block string extensions, CapCom's Captain Corridor Assist being a solid anti-air/offensive pressure move, and Spidey's Web Ball Assist being really good for traps.

Glad he's in his classic getup in MVC3, but it would be interesting to see Bucky's CapAm costume as an alt.

#2


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