CAPTAIN AMERICA

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Game: Marvel vs. Capcom 2: New Age of Heroes
Captain America character FAQ
Version 1.1, 7/7/00
Created by Daniel "PhatDan81" Finch
Unpublished work copyright (c) 2000 by Daniel Finch
Updates: 1.1 Fixed up a few things
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CONTENTS

I.     Introduction
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.  INTRODUCTION
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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 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]
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 for starting air combos.

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STRONG

1.  Standing

Captain America angles 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.  Use this as a 
combo filler.

2.  Crouching

Captain America does a downward swipe with his armhe 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 much like a C.Ja, 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 horizontal swipe with his shield, 
      causing the opponent to get knocked across the screen.  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 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.

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.

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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 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 dashing 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.  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
--------------------------------------
Launcher          C.Fierce
Knockdown         C.Roundhouse
Strike            S.Fierce
Snapback          S.Roundhouse
AC Finishers      SJ.Fierce, SJ.Roundhouse, SJ.U.Roundhouse, 
                  SJ.D.Roundhouse, Shield Slash, Fierce Air Throw

Assists/Crossover Counter     Crossover Combination
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 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. 

WITH SHIELD

1.   J.Roundhouse, S.Short, S.Forward (1-Hit), S.Roundhouse, Shield 
     Slash
2.   In Corner: J.Roundhouse, S.Short, S.Forward (1-Hit), S.Fierce, 
     Shield Slash
3.   In Corner: J.Roundhouse, S.Short, S.Forward (1-Hit), S.Fierce, 
     Charging Star
4.   In Corner: J.Roundhouse, S.Short, S.Forward 
     (1-Hit), S.Fierce, Final Justice
5.   In Corner: J.Roundhouse, S.Short, S.Forward 
     (1-Hit), S.Fierce, Hyper Stars & Stripes
6.   J.Roundhouse, S.Short, S.Forward (1-Hit), S.Roundhouse, Shield 
     Slash, Final Justice
7.   J.Roundhouse, S.Short, S.Forward (1-Hit), S.Roundhouse, Shield  
     Slash, Hyper Stars & Stripes
8.	  J.Roundhouse, S.Jab, S.Roundhouse, Shield Slash, Hyper Charging 
     Star
9.	  In Corner: J.Roundhouse, S.Jab, S.Roundhouse, Shield Slash, Hyper 
     Charging Star, C.Short (OTG), C.Fierce, SJ (Jab, Jab, Jab), Double 
     Jump (Jab, Short, Strong, Forward, [AC Finisher])
10.  In Corner: Tag In, S.Fierce, Final Justice
11.  Tag In, S.Fierce
12.  In Corner: Tag In, S.Fierce, Hyper Stars & Stripes
13.  In Corner: Tag In, S.Fierce, Final Justice
14.	In Corner: Tag In, S.Fierce, Hyper Charging Star, C.Short (OTG), 
     Charging Star
15.	In Corner: Tag In, S.Fierce, Hyper Charging Star, C.Short (OTG), 
     C.Fierce, SJ (Jab, Jab, Jab), Double Jump (Jab, Short, Strong,  
     Forward, [AC Finisher])

WITHOUT SHIELD

1.   S.Short, S.Fierce, Stars & Stripes
2.   S.Jab, S.Fierce, Charging Star
3.   S.Jab, S.Fierce, Snapack
4.   S.Jab, S.Fierce, Final Justice
5.   S.Jab, S.Fierce, Hyper Stars & Stripes
6.   S.Jab, S.Fierce, Hyper Charging Star

WITH OR WITHOUT SHIELD

1.   S.Jab, Stars & Stripes
2.   S.Short, S.Forward (1-Hit), Stars & Stripes
3.   J.Roundhouse, S.Short, S.Forward, Charging Star
4.   J.Roundhouse, S.Short, S.Forward (1-Hit), Snapback
5.   J.Roundhouse, C.Short, C.Forward, Charging Star
6.   J.Roundhouse, C.Short, C.Forward, Snapback
7.   J.Roundhouse, S.Short, S.Forward (1-Hit), S.Roundhouse, Charging  
     Star
8.   J.Roundhouse, C.Short, C.Roundhouse, Charging Star (OTG)
9.   J.Roundhouse, C.Short, C.Fierce, SJ (Jab, Short, Strong,  
     Forward, [AC Finisher])
10.  J.Roundhouse, C.Short, C.Fierce, SJ (Jab, Jab, Jab), Double Jump 
     (Jab, Short, Strong, Forward, [AC Finisher])
11.  J.Roundhouse, S.Short, S.Forward (1-Hit), Hyper Stars & Stripes
12.  J.Roundhouse, C.Short, C.Forward, Hyper Stars & Stripes
13.  J.Roundhouse, C.Short, C.Forward, C.Roundhouse, Hyper Stars &  
     Stripes (OTG)
14.  J.Roundhouse, S.Short, S.Forward (1-Hit), S.Roundhouse, Final 
     Justice
15.  J.Roundhouse, S.Short, S.Forward (1-Hit), S.Roundhouse, Hyper 
     Stars & Stripes
16.  J.Roundhouse, S.Short, S.Forward (1-Hit), S.Roundhouse, Hyper  
     Charging Star
17.  In Corner: J.Roundhouse, S.Short, S.Forward, S.Roundhouse, Hyper  
     Charging Star, C.Short (OTG), Charging Star
18.  In Corner: J.Roundhouse, S.Short, S.Forward, S.Roundhouse, Hyper 
     Charging Star, C.Short (OTG), C.Fierce, SJ (Jab, Jab, Jab), 
     Double Jump (Jab, Short, Strong, Forward, [AC Finisher])
19.  In Corner: S.Short, S.Strong, S.Fierce, Hyper Charging Star, 
     C.Short (OTG), Charging Star
20.  In Corner: S.Short, S.Strong, S.Fierce, Hyper Charging Star, 
     C.Short (OTG), C.Fierce, SJ (Jab, Jab, Jab), Double Jump (Jab,  
     Short, Strong, Forward, [AC Finisher])
21.  Tag In, Snapback
22.  Tag In, Stars & Stripes
23.  Tag In, Charging Star
24.  Tag In, Hyper Charging Star
25.  Tag In, C.Fierce, SJ (Jab, Jab, Jab), Double Jump (Jab, Short, 
     Strong, Forward, [AC Finisher])

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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 Bltiz (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 best character in the game.  In the hands of a 
master he is virtually unstoppable.  He is the most balanced and the 
most versatile character in the game.  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.  However Final Justice and 
Hyper Stars & Stripes are 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.  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 
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 try going for extra damage.

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.  S.Fierce should be used to 
counter dash-ins and should also be used for punishing mistakes from 
mid-range.

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.  If you don't have the shield, use J/SJ.U.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.

When you play close mix up your high and low attacks, launcher attack 
and occasionally throw out a Shield Slash to surprise them.  If a 
S/C.Fierce 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.

Mix up your Shield Slashes at a distance.  Make sure you throw out the 
right one.  If you detect a projectile or beam super, jump back and 
throw out a jab Shield Slash.  Detected jumps should be countered with 
a fierce Shield Slash.  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 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.  Of course 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, which is very helpful.  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.

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 or dash backwards.  If you do not wish to get the 
shield back anytime soon, dash forward so it is not on the screen.  It 
is easier for Captain America to combo without his shield.  Be aware 
that his shield will eventually return to him on its own.  So if you 
want to take care of business without the shield, do it quick.

However 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.  However be aware 
that without the shield, Captain America loses some stamina, so try to 
get hit as little as possible.  He also can't fight at a distance 
without his shield so try to stay close to your opponent when you don't 
have the shield.

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 
shieldless and at a distance from your opponent.


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VIII.  MISC. STUFF
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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

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 stamina and a lot of range in his punches without the 
    shield--he also can't do a projectile attack and his punches do  
    less damage

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SPECIAL FEATURES

I already mentioned one of 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 can combo into his special moves and supers 
easier.  However he also loses stamina without the shield.  Try not to 
get hit very much while you're fighting without the shield.  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 with a S.Fierce when he doesn't have his 
shield.

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Any comments, questions or suggestions? E-mail me a dan@finch.com.

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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

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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 
coincidental.  Captain America, Spider-Man and The Avengers are 
registered trademarks of Marvel Comics.  Marvel vs. Capcom 2: New Age 
of Heroes is a registered trademark of Capcom.
