Captain America
A TierBalanced · Beginner · notes verified Aug 9, 2026
Steady damage, shield defense and easy inputs make Cap the classic starter character.
Strengths
- + Balanced stats across the board
- + Shield tools beat anti-airs
- + Forgiving for new players
Weaknesses
- − No single broken tool
- − Matchups rely on fundamentals
Best Team Partners
Community suggestions for team synergy. Star-Lord and Iron Man pair well with Captain America in the recorded launch notes.
Start a team with Captain America →Where They Fit on Your Team
Captain America is the glue character: no weakness big enough to build a team around, and no gimmick that needs protecting. He pairs with zoners like Star-Lord because his shield gives them something to play around. For a first team, he is the safest captain.
Pick or Skip
Pick Captain America if you want a character that works in any matchup while you learn the game. Skip him if you want a specialized identity — he is deliberately balanced.
How to Play
Captain America is the 'do the basics well' character. Use his shield to make approaches safer, punish blocked super moves, and play honest footsies. There is no shortcut — but there is also no character who punishes your fundamentals less.
The move list below is source-checked and dated. Verify anything tournament-critical in training mode.
Captain America Move List
Character-specific commands checked Sep 5, 2026 against TŌKONDB's transcription of the in-game command list and cross-checked against Tokon Fighting Souls Guide. Numpad notation: 236 = quarter-circle forward, 214 = quarter-circle back, 623 = forward/down/down-forward, and 632146 = half-circle back then forward. Verify tournament-critical timing and properties in training mode; frame data is not claimed here.
Source pages: TŌKONDB command list · Tokon Fighting Souls Guide
| Move | Type | Input | Quick Skill | Gauge | Notes |
|---|---|---|---|---|---|
| Shield Strike | Skill | 236 + L / M / H | QS | — | The EX / Quick Skill version uses 25 gauge; the traditional motion is listed here separately. |
| Soaring Justice | Skill | 623 + L / M / H | 6 + QS | — | The EX / Quick Skill version uses 25 gauge; the traditional motion is listed here separately. |
| Freedom Charge | Skill | 214 + L / M / H | 4 + QS | — | The EX / Quick Skill version uses 25 gauge; the traditional motion is listed here separately. |
| Freedom Charge (Aerial) | Skill | 214 + L / M / H (mid-air) | 4 + QS (mid-air) | — | The EX / Quick Skill version uses 25 gauge; the traditional motion is listed here separately. |
| Shield Shock | Skill | 22 + L / M / H | 2 + QS | — | The EX / Quick Skill version uses 25 gauge; the traditional motion is listed here separately. |
| Living Legend | Super | 236 + M + H | U + QS | 50 | — |
| Sentinel of Liberty | Ultimate | 632146 + M + H | 6 + U + QS | 100 | — |
| Trick Shield | Unique | U / 6 + U / 2 + U | — | — | — |
| Trick Shield (Aerial) | Unique | U / 2 + U (mid-air) | — | — | — |
| Ricochet Volley | Unique | U | — | — | — |
| Shield Guard | Unique | 4 + U | — | — | — |
L = Light (Square), M = Medium (Triangle), H = Heavy (Circle), U = Unique (R1), QS = Quick Skill (R2). In numpad notation, 236 is quarter-circle forward, 214 is quarter-circle back, 623 is a dragon-punch motion and 632146 is half-circle back then forward. ↓↘→ is quarter-circle forward, ↓↙← is quarter-circle back, ↓↓ is double down. Air OK means the move works mid-air. The controls page covers the full button and gauge breakdown.
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