Captain America is a defensive rushdown character. With great mobility and priority, Captain America can easily interrupt and frustrate other character's strategies. Despite his lack of versatility in all fields, what the Captain is well versatile in is his small and effective moveset, making him great to pick up for new players who can make use of anything in his limited skillset compared to others. His moveset includes a mix of quick and long normal attacks and specials that allow him to defend against a wide range of attacks, making him very easy to use, and is very simplistic in his brute force.
He can zone opponents decently using his Shield Slash to keep a safe distance and use it as an advantage to get in close combat, where he can unleash fast combos. His damage output is also packs great results from having some simple standard-type advanced combos. His Charging Star is one of the few anti-projectile attacks in the game, and could block ANY projectile be it a multitude of them or even beams, including Hyper Combos. Though sadly, the move was somewhat too slow to be of any quick use. Also, the Captain's priority is more so decent only with is shield on; without his shield (via losing it from a Shield Slash missing and the Cap moving away from it), his normals are altered, but possibly easier to punish. This tends to make his Shield Slash a risky move in itself.
Unlike most characters in past vs. Capcom games, the Captain is one of the few who can double jump.
His gameplay was further expanded/refined in MvC3. Though his Shield Slash in past games was risky, now in MVC3 it can devastate in several combos. He possessed a difficult infinite with his Hard version Shield Slash in MvC3, but it was removed in the vanilla version patches and UMvC3. Also, his walking speed can hinder some at times, making him a bit difficult for speedster-type users to manage, but he packs a good dash. He also lacks grounded mixups, making it difficult for him to get in through defensive foes, though his Backflip move is a viable crossup tool in his possession, along with his jp. HP/S.
In UMVC3, Captain America gains a good amount of buffs, such as regaining his double jump, and readding his OTG Light version Shield Slash. However, his L Shield Slash can now OTG via TvC/MVC3 standards unlike in past games, making it a great move for extending combos unlike before. His double jump and Shield Slash OTG now give way for the Captain's combos to wreak more havoc on his enemies. Even his Charging Star thanks to its retweaked knockdown makes it a better combo tool than before.
Middle Kick - Kicks to the opponent's head and then their stomach. Originally a double MK command normal in pre-MVC3, but now is allocated as Cap's standing M/B.
Air Raid Kick - In pre-MVC3, Captain America does a more-upward version of his original jp. HK to strike midair foes. In MVC3 the animation is his original jp. LK instead.
Anti-Ground Kick - Cap kicks downward with his rear foot in midair. No longer finishes air combos/aerial raves but can be more easily implemented into air combos.
Captain America has received a few new tools in his arsenal: Trick Shield and Unyielding Justice.
Trick Shield is variation of Captain America's Shield Slash, which has him throwing his shield in an angle for some distance before immediately returning to him like like Shield Slash since Ultimate Marvel vs. Capcom 3:
The L version is similar to Shield Slash's original L version and being its replacement due to Shield Slash L revert to its M version like in Marvel vs. Capcom 2
The H version act as an anti-air projectile.
Unyielding Justice is his replacement Hyper Combo for Final Justice. It's a Level 3 Hyper Combo that has Captain America launching his opponent into the air before charging at them.
Gameplay Changes[]
New moves: Trick Shield (alternate variation of Shield Slash), Liberty Shock (counter parry)
Replace Final Justice with Unyielding Justice.
New command move: Leap Kick
Air MP and Crouching MP are now act as command moves for LP and HP versions respectively.
Standing MP and HP, and Crouching LP from previous games outside Ultimate Marvel vs. Capcom 3 return. but the Standing HP is now acting as a command move.
Anti-Ground Kick is now a regular Air HK, while original Air HK is now Air LK.
Changes to the health system have hurt Cap. In Infinite, he has average health, where in UMVC3 he had above average health.