FIGHTER FILE 01
Captain America sits in slot 1 of 21 on the select screen, rates 5 of 5 for ease of use, and wears 3 costumes in 25 colours.
Captain America is an all-rounder with access to projectiles, lunging attacks, and anti-air tools. In addition to his traditional battle options, he can trip the opponent up with the unique shield trajectories of Trick Shield, or by sending the shield rebounding with Ricochet Volley.
Tosses shield as a projectile.
The version travels at an angle, while the version hits at high speed.
Once tossed, the shield can rebound when hit with Ricochet Volley.
version Skill Gauge cost: 25
Universal
An indirect attack using a projectile or other means.
An attack performed while leaping upwards.
It makes an excellent anti-air due to its invincibility to aerial attacks midway through the action.
The aerial version cannot be used again until after landing.
version Skill Gauge cost: 25
Grounded
A direct attack performed by the character.
Gains invincibility to aerial attacks from midway through the action.
Aerial
A direct attack performed by the character.
Gains invincibility to aerial attacks from midway through the action.
A lunging attack that charges forward.
The attack method changes depending on the button input.
The version triggers the Break effect.
The version performs an overhead attack, making it possible to mix the opponent up from mid-range.
version Skill Gauge cost: 25
version
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
version
A direct attack performed by the character.
version
A direct attack performed by the character.
An attack that cannot be blocked while crouching.
A lunging attack, traveling down to the ground from mid-air.
You can bait the opponent into whiffing an anti-air due to the delay before the attack.
version Skill Gauge cost: 25
Universal
A direct attack performed by the character.
version
An attack that triggers a Break when near the corner.
Punches the ground, generating a shockwave.
The punch hits low, making it useful as a mixup against a blocking opponent.
version Skill Gauge cost: 25
Universal (first hit)
A direct attack performed by the character.
An attack that cannot be blocked while standing.
Universal (shockwave)
An indirect attack using a projectile or other means.
Super Skill
Performs a fierce strike after a lunging attack.
Skill Gauge cost: 50
Universal
A direct attack performed by the character.
Gains invincibility to attacks from midway through the action.
Ultimate Skill
Performs an invincible strike attack, followed by a series of hits.
After this move hits, shield toss attacks receive a power-up for the rest of that round.
Skill Gauge cost: 100
Universal
A direct attack performed by the character.
Gains invincibility to attacks from the start of the action.
A move that triggers a power-up.
Tōkon Assemble
Performs a strike, and then a series of attacks with the entire team.
This move is only available when losing the current round would end the match.
Skill Gauge cost: 150
Universal
A direct attack performed by the character.
Gains invincibility to attacks from midway through the action.
Tosses the shield in a complex trajectory.
Once tossed, the shield will rebound when hit with Ricochet Volley.
Universal
An indirect attack using a projectile or other means.
Tosses the shield in a complex trajectory while mid-air.
Once tossed, the shield will rebound when hit with Ricochet Volley.
Universal
An indirect attack using a projectile or other means.
A strike attack that can rebound the shield after tossing it.
If the strike or the rebounded shield connect with the opponent, it can be canceled into a Skill.
Grounded
A direct attack performed by the character.
Aerial
A direct attack performed by the character.
An attack that cannot be blocked while crouching.
Rebounded shield
An indirect attack using a projectile or other means.
An action that can guard against attacks, provided they can be blocked standing.
After successfully guarding an attack from the opponent's leader character, automatically performs a counter-attack.
Shield toss attacks receive a power-up for a single use.
The stance can be canceled by inputting
+ or by using Trick Shield.
Universal
Automatically performs a counter-attack in response to attacks except for lows from midway through the action.
On successful parry
A move that triggers a power-up.
On successful parry (counter-attack)
A direct attack performed by the character.
Swaps the character you control.
You can select the ally to swap in with
/ / .
Member Switch is available when allies are summoned via actions such as Assemble Assist or Assemble Rush.
It cannot be activated when the leader or assist characters are hit with an attack.
Tosses shield as a projectile.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
An indirect attack using a projectile or other means.
An attack performed while leaping upwards.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
A direct attack performed by the character.
Gains invincibility to aerial attacks from midway through the action.
Enters a guard stance against non-low attacks, following up with a different attack depending on the distance to the opponent.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
Automatically performs a counter-attack in response to attacks except for lows from midway through the action.
Close
A direct attack performed by the character.
Far
A direct attack performed by the character.
A lunging attack, traveling down to the ground from mid-air.
A Member Switch can be performed immediately if this move hits the opponent.
You can select the ally character who appears for Assemble Assist Aerial with / / .
Universal
A direct attack performed by the character.
Follows up with a lunging attack.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
After slamming the opponent to the ground, performs Living Legend as a follow-up.
Automatically changes the leader character when performed.
You can select the ally character who appears during Super Assemble with / / .
Assemble Gauge cost: 1
Skill Gauge Cost: 50
Universal
A direct attack performed by the character.
Gains invincibility to attacks from the start of the action.
An attack that hits as an overhead.
From the startup until midway through the action, the attack will continue even if hit by the opponent. On hit, an ally appears and performs a follow-up. Additional inputs can trigger more allies to appear and extend the follow-up.
You can select the ally character who appears with / / .
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 3
Universal
A direct attack performed by the character.
An attack that cannot be blocked while crouching.
Will not be knocked back by all attacks except for throws from the start of the action.
Follow-up 1
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
If no stage movement occurs during the Break, it will knock the opponent down.
Follow-up 2
A direct attack performed by the character.
Launches the opponent high, creating an opportunity for a unique follow-up.
Follow-up 3
A direct attack performed by the character.
A lunging attack that tracks the opponent.
Although it cannot hit crouching opponents, it is invincible to Assemble Assist attacks and projectiles from the start.
On hit, an ally appears and performs a follow-up. Additional inputs can trigger more allies to appear and extend the follow-up.
You can select the ally character who appears with / / .
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 3
Universal
A direct attack performed by the character.
Gains invincibility to projectiles and attacks from non-Leader characters from the start of the action.
Follow-up 1
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
If no stage movement occurs during the Break, it will knock the opponent down.
Follow-up 2
A direct attack performed by the character.
Launches the opponent high, creating an opportunity for a unique follow-up.
Follow-up 3
A direct attack performed by the character.
Moves away while preparing for an attack from the opponent.
Upon successfully guarding against an attack at the start of the move, performs a counter-attack followed up by an ally.
You can select the ally character who appears with / / . A Member Switch can be performed if this move lands.
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 1
Universal
Automatically performs a counter-attack in response to attacks from the start of the action.
On successful parry (counter-attack)
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
A counter-attack performed by an ally, available only when blocking an attack from the opponent.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
This move can be performed when input quickly in response to the opponent's Crossover.
An ally intercepts the opponent's counter-attack.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A move that does not hit as an attack.
Performed when input right before the opponent's Crossover attack would land.
Your ally intercepts the counter-attack, then performs an attack of their own that sends the opponent flying.
If the character sent flying hits the leader character, it puts them in the Disassembled state, preventing them from using Assists for a duration.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
Performs a throw attack that has limited range but cannot be blocked.
The opponent cannot be thrown when they cannot move, such as during hitstun or blockstun.
The grounded version moves a certain distance toward the opponent when used outside of point-blank range.
This move triggers the Break effect, as well.
Throws can be escaped by performing the same throw input the instant you are thrown.
A leaping movement.
Before landing, you can either jump again or perform an aerial dash a single time.
A high leap.
The trajectory can be altered during the action with or .
Rapid forward movement.
Releasing the input performs a sudden brake.
Rapid backward movement.
Rapid forward movement while mid-air.
Rapid backward movement while mid-air.
Defends against the opponent's attacks while standing.
Cannot defend against low attacks and throws.
Defends against the opponent's attacks while crouching.
Cannot defend against overhead attacks and throws.
Defends against the opponent's attacks while mid-air.
Cannot defend against throws.
Close to Opponent
Far from Opponent