Moveset
Normal Moves
Standing Normals
5A
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Mid
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?
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?
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?
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?
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?
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?
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Captain America's far jab. Chains into 5D, can link into 5B and 5C. Can link into itself with microwalks for an easy touch of stun infinite.
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cl.5A
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Mid
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?
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?
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?
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?
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?
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?
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Captain America's close jab. Chains into cl.5B, cl.5C, and cl.5D. Special cancellable. Can be used as a starter for a microwalk infinite with itself, his 5A, or his cl.5C.
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5B
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Mid
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?
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?
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?
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+17
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?
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?
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Captain America thrusts forward with his shield. Links into itself a single time at certain ranges. Fantastic poke and combo starter due to having good range and being special cancellable.
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cl.5B
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Mid
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?
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?
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?
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?
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?
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?
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Captain America does an uppercut with the shield and launches the opponent. Doesn't chain into or link into any other normal. Will whiff in chain combos under certain circumstances. Special cancellable.
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5C
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Mid
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?
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?
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?
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?
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?
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?
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Captain America performs a simple kick. At closer ranges, can link into 5A with a microwalk. Not special cancellable, better generally avoided.
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cl.5C
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Mid
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?
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?
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?
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?
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?
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?
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Captain America knees his opponent. With a microwalk, this becomes an easy infinite that will not stun in most circumstances, though will drop in the corner. Can chain into cl.5D.
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5D
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Mid
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?
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?
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?
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?
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?
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?
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Captain America kicks his opponent in the head. Whiffs on crouchers. Will not chain or cancel into any other normal, though is special cancellable.
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cl.5D
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Mid
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?
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?
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?
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?
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?
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?
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Captain America kicks his opponent in the stomach. At certain ranges, will link into 5B. Generally your go-to as a chain combo ender as it will hit more consistently than 5B, and has easier options off of special cancels.
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Crouching Normals
2A
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Low
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?
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?
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?
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?
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?
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Specials, Supers, Assists, Chains into 2B
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2B
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Low
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?
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?
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?
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?
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?
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?
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2C
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Low
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?
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?
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?
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?
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?
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?
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2D
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Low
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?
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?
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?
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?
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?
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None
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Aerial Normals
j.A
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Overhead
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?
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?
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?
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?
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?
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?
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j.B
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Overhead
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?
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?
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?
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?
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?
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?
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j.C
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Overhead
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?
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?
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?
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?
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?
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?
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j.D
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Overhead
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?
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?
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?
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?
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?
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?
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j.2B
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Overhead
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?
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?
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?
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?
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?
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?
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j.2D
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Overhead
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?
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?
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?
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?
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?
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?
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Special Moves
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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236A
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?
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Low
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?
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?
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?
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?
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?
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?
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Captain America throws his shield at a low angle. Hits low. Can be used to go under most projectiles. Cannot cause stun, so can be used in certain circumstances as a combo ender to avoid stunning the opponent.
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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236B
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?
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Mid
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?
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?
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?
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?
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?
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?
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Captain America throws his shield. Hits mid, will clash and destroy other projectiles. Similar to the A version, cannot cause stun,so can be used in certain circumstances as a combo ender to avoid stunning the opponent.
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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214A
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?
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N/A
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?
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?
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?
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?
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?
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?
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Projectile Reflect move. Captain America holds up his shield and any projectiles that come in contact with it while up are sent back in the other direction. Angled projectiles will be sent back moving straight forward. Can be cancelled into from special cancellable normals to cut down their recovery, opening up new combo routes and building a little meter.
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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214B
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?
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N/A
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?
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?
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?
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?
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?
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?
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Almost identical to A version, though he holds up the shield for longer, giving a longer period in which he can reflect projectiles, though at the cost of being more punishable. Can also be special canceled into, though due to the more active frames of it, will not open up any new combo routes, and meter gain is identical to the A version.
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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623A
|
?
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Mid
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?
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?
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?
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?
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?
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?
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Captain America launches the opponent up and throws his shield. Can be followed up with a j.D or 236K. On block or whiff, Captain America will not throw out the shield.
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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623B
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?
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Mid
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?
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?
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?
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?
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?
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?
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Almost identical to the A version, though Captain America does throw out the shield on block. Can be mixed up with the A version as a somewhat weak frametrap, as mashing after the first hit will get them launched by the shield.
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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236C
|
?
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Mid
|
?
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?
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?
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?
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?
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623C/D
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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236D
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?
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Mid
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?
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?
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?
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?
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?
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623C/D
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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623C
|
?
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Mid
|
?
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?
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?
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?
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?
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?
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Version
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Damage
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Guard
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Startup
|
Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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623D
|
?
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Mid
|
?
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?
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?
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?
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?
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?
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ULTIMATE ATTACK
236KK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Mid
|
?
|
?
|
?
|
?
|
?
|
None
|
Consumes Both Super Gauges
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Combos
Infinites
Combo Starters
BNB Combos
236K, 236K, 236K
triple tackle. Very strong.
Other Combos
Strategy
General Gameplan
Assist Strategy
Okizeme & Setups
Matchups
Captain America
Black Knight
Thunderstrike
Crystal
Dr. Minerva
Shatterax
Korath
Supremor