Avengers in Galactic Storm/Captain America

From Mizuumi Wiki
Jump to navigation Jump to search

Story

Originally a frail man rejected from the military due to health issues, Steve Rogers volunteered for Project Rebirth, taking on the mantle of Captain America. He would later go on to become one of the founding members of the Avengers. Left behind on the Kree homeworld early on during the events of Operation: Galactic Storm, Captain America seeks to end the Shi'ar/Kree war that threatens to destabilize Earth's sun.

Gameplay

One of the four normally playable Avengers characters in Avengers in Galactic Storm, Cap is probably the most familiar face, or perhaps only familiar face, among the cast to newcomers. Fittingly given his typical leadership role among the Avengers, Cap is a rather balanced all-rounder, able to take on most challenges that come his way, and like all of the cast, has his own bag of nasty tricks to help him in this regard. While not without weakpoints of his own, Cap can be an excellent choice for those looking to start playing Galactic Storm, as well as for more experienced players to stick with.


Strengths Weaknesses
  • Extremely versatile character who works well with any assist.
  • Strong zoning game with a mid and low hitting projectile.
  • Extremely easy and powerful ToD combos using Shield Tackle and Liberty Kick.
  • One of the only characters who can combo off of their Ultimate Attack.
  • Incredible punish capability, able to deal immense damage for blocking unsafe moves.
  • Has an amazing instant overhead/crossup with j.2D, allowing for powerful okizeme.
  • Only character with dashing normals, and while having an extra tool sounds nice, they are all minus on hit, and out of extremely specific kill/stun combos are completely worthless and using them accidentally can get you killed.
  • His best standing normals are generally the far versions, and due to the way the game handles proximity while the opponent is airborne, Cap lacks a reliable anti-air outside of assists.
  • Slow startup on Shield Tackle means he has trouble whiff punishing at longer ranges, and if Shield Tackle is blocked, he can be blown up for it.
Captain America

Moveset

Normal Moves

Standing Normals

5A
AiGS Cap 5A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Mid ? ? ? ? ? ?

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.

cl.5A
AiGS Cap cl.5A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Mid ? ? ? ? ? ?

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.

5B
AiGS Cap 5B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Mid ? ? ? +17 ? ?

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.

cl.5B
AiGS Cap cl.5B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Mid ? ? ? ? ? ?

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.

5C
AiGS Cap 5C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Mid ? ? ? ? ? ?

Captain America performs a simple kick. At closer ranges, can link into 5A with a microwalk. Not special cancellable, better generally avoided.

cl.5C
AiGS Cap cl.5C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Mid ? ? ? ? ? ?

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.

5D
AiGS Cap 5D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Mid ? ? ? ? ? ?

Captain America kicks his opponent in the head. Whiffs on crouchers. Will not chain or cancel into any other normal, though is special cancellable.

cl.5D
AiGS Cap cl.5D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Mid ? ? ? ? ? ?

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.

Crouching Normals

2A
AiGS Cap 2A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Low ? ? ? ? ? Specials, Supers, Assists, Chains into 2B

Description goes here.

2B
AiGS Cap 2B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Low (Becomes a Mid on late hit) ? ? ? ? ? ?

Description goes here.

2C
AiGS Cap 2C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Low ? ? ? ? ? ?

Description goes here.

2D
AiGS Cap 2D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Low ? ? ? ? ? None

Description goes here.

Dashing Normals

66A
AiGS Cap 5B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Mid ? ? ? ? ? ?

Shares animation with his 5B, though slides forward. Extremely minus on hit.

66B
AiGS Cap cl.5B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Mid ? ? ? ? ? ?

Shares animation with his cl.5B, though slides forward. Extremely minus on hit.

66C
AiGS Cap cl.5C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Mid ? ? ? ? ? ?

Shares animation with his cl.5C, though slides forward. Extremely minus on hit.

66D
AiGS Cap cl.5D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Mid ? ? ? ? ? ?

Shares animation with his cl.5D, though slides forward. Extremely minus on hit.


Aerial Normals

j.A
AiGS Cap j.5A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Overhead ? ? ? ? ? ?

Description Goes Here

j.B
AiGS Cap j.5B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Overhead ? ? ? ? ? ?

Description Goes Here

j.C
AiGS Cap j.5C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Overhead ? ? ? ? ? ?

Description Goes Here

j.D
AiGS Cap j.5D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Overhead ? ? ? ? ? ?

Description Goes Here

j.2B
AiGS Cap j.2B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Overhead ? ? ? ? ? ?

Description Goes Here

j.2D
AiGS Cap j.2D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Overhead ? ? ? ? ? ?

Description Goes Here

Special Moves

Shield Throw
236P
AiGS Cap 236P.png
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
236A ? Low ? ? ? ? ? ?

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.

Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
236B ? Mid ? ? ? ? ? ?

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.

Defensive Shield
214P
AiGS Cap 214P.png
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
214A ? N/A ? ? ? ? ? ?

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.

Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
214B ? N/A ? ? ? ? ? ?

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.

Flag’s Pride
623P
AiGS Cap 623P.png
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
623A ? Mid ? ? ? ? ? ?

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.

Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
623B ? Mid ? ? ? ? ? ?

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.

Shield Tackle
236K
AiGS Cap 236K.png
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
236C ? Mid ? ? ? ? ? 623C/D

Potentially terrifying move to get hit by for the opponent. Comes out fast, and can potentially go into some very high damage for Cap, if not an outright ToD.

Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
236D ? Mid ? ? ? ? ? 623C/D

Description Goes Here

Liberty Kick
623K
Cap623K.png
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
623C ? Mid ? ? ? ? ? ?

Description Goes Here

Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
623D ? Mid ? ? ? ? ? ?

Description Goes Here

ULTIMATE ATTACK

236KK
AiGS Cap 236K.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Mid ? ? ? ? ? None

Consumes Both Super Gauges.

Final hit whiffs in the corner on Minverva and Shatterax. Barring this, can follow up with cl.5D after hitting it anywhere on screen, and with Liberty Kick in the corner.

Combos

Infinites

Combo Starters

BNB Combos

236K, 236K, 236K

triple tackle. Very strong.

Other Combos

Strategy

General Gameplan

Okizeme & Setups

General
Controls
HUD
System
Assist Strategy
FAQ
Characters
Captain America
Black Knight
Thunderstrike
Crystal
Dr. Minerva
Shatterax
Korath
Supremor
Galen Kor