Your chances of diving every character on cap.

Your chances of diving every character on cap.

Alright boys, it's been a while. To be fair, it's been a pretty interesting season for us Cap players. With Cap being a consistent ban in a lot of my matches this season, it's really made me appreciate having him in my back pocket whenever he makes it through the ban phase.

To explain the tiers:

Free Kill – Easy dives. Unless they get peeled for, they're usually dead. The one exception is Punisher. Punisher by himself usually isn't a problem unless you're already low or he catches you with his shotgun before you engage.

Bait Cooldowns – Force out their important cooldowns first, then commit easy dives

50/50 – Skill matchup. The better player will win.

Avoid – These are the characters I generally avoid engaging. Some can beat Cap, while others are simply a waste of time since neither of you is likely to get the kill. so unless you are distracting or brawling then I'd avoid these characters

Death – Characters Cap either can't realistically fight or almost always loses to in a 1v1. Peni is only here because of her nest. get rid of it and then she's kinda free. In my experience, characters like Devil Dino and Rogue almost always win if I try to take them on alone.

u/BreadfruitConscious — 3 days ago

The Captain America Crisis

I've been seeing a lot of popular streamers and tier lists place Captain America at the top of the meta recently, and I've noticed a dramatic shift in how the community views the character. More and more people are labeling him as broken, yet most discussions I've seen rarely go beyond statements like "he doesn't die" or "he's meta" without explaining why.

Normally, when a character is considered overpowered, the community can mostly agree on what makes them problematic. But Cap is the first case where I've been genuinely surprised by how quickly the narrative has changed despite relatively few changes to the character himself.

So I wanted to make this post to go over Cap's balance history, explain why certain changes were made, and provide some context that I think is missing from many discussions. It's easy to look at patch notes and raw numbers and spread them as fact, but numbers on paper don't always translate directly into gameplay. Context matters.

Captain America's Balance History:

Seasons 0-1.5: Buffs

Seasons 0 and 1.5, Cap received multiple buffs because he was widely considered a weak character. At the time, many players viewed him as D-tier and one of the worst tanks in the game.

Some of these buffs included:

  • Reduced ultimate cost.
  • Dash cooldown reduced from 12s to 10s.
  • Shield regeneration improved from 3s to 2s.
  • Health increased from 650 to 675.
  • Faster shield throw and ricochet speed. (Vibranium Energy Saw)
  • The ability to use his shield in the air, which dramatically improved his survivability.

These were substantial buffs that fundamentally improved the character. Though after these changes people started to say he was too strong and needed nerfs. Honestly i agreed with them.

Seasons 2-4: Nerfs

Beginning in Season 2, Cap started receiving nerfs.

  • Shield health reduced from 400 to 350.
  • His previous health buffs were removed.
  • Ultimate cost was increased back to 3100.
  • Shield regeneration was nerfed from 2s to 4s, making it even worse than it originally was.
  • He lost his 5% damage anchor bonus.

For several seasons, Cap was repeatedly toned down and eventually settled into what most players considered a balanced B-tier character. In high elo being A-tier

Season 5: Ultimate Charge Generation

During the Season 5 support meta, the developers added ultimate charge generation to Cap's ultimate in an attempt to help teams keep up with the overwhelming strength of support ultimates. Personally, I think this was a questionable design choice and is probably the most reasonable aspect of his kit to criticize.

Season 6: Nothing Burger

Vibranium Energy Saw got its Cooldown reduced from 8s to 6s. This change didn't really change anything imo..

Season 7: Animation Cancel Removal

Season 7 brought arguably the biggest change in Cap's history. The developers removed the animation cancel, stating that only a small percentage of players could consistently utilize it. Whether you agree with that decision or not, one thing is undeniable: The animation cancel was what made shield throws practical. Without it, the shield throws became too slow to consistently pressure targets and lost much of their value. Cap effectively lost his primary source of damage and mid-range pressure.

To compensate, the developers increased the damage of his melee from 40 to 45.

This is where most of the confusion comes from.

People see:

40 to 45 damage increase

and conclude: "Cap got buffed." But they ignore why the change happened and what it actually means..

Before:

40 + 40 + 45 + 45 + 45 + 45 = 260 damage (PRIMARY ONLY)

After:

45 + 45 + 45 + 45 + 45 + 45 = 270 damage (PRIMARY ONLY)

That's a net gain of only 10 damage. No one is using their primary attack as their only source of damage. When you play any character, you're constantly weaving together abilities and combos in order to secure kills.

The standard combo has always been:

  • Four melee or four shield throws
  • Vibranium Energy Saw.
  • Liberty Rush.

If we look at the numbers:
45 + 45 + 45 + 45 + 70 + 30 = 280 damage

BUT the Vibranium Energy Saw starts at 70, with a 20% reduction for each ricochet

70 × 0.8 = 56 damage

The combo becomes:

  • 45 + 45 + 45 + 45 + 56 + 30

= 266 damage

Personally but 90% of the time i don't hit it directly on the target but i ricochet to reach my targets.

Depending on the situation, the bash can be replaced with the slam, but the idea remains the same. The only difference before Season 6 was that cap players would first acquire shield throws by landing two punches on anyone. It could be a tank, a support, or any nearby target. Once those shield throws were available, you had a five second window to dive the backline and perform the exact same combo everyone is calling "new" today.

He didn't suddenly gain new burst DMG.

Ironically, the stated goal of removing the animation cancels was to make Cap easier to approach and increase his pick rate, since he had been one of the least-played tanks from Seasons 2 through 6.

In that sense, the developers didn't accomplish that because his overall pick-rate DROPPED.

What I find difficult to understand is how a character whose gameplay and kill combos are fundamentally identical to what they were in Season 4 suddenly went from being viewed as an A or B-tier character to being considered the best tank in the game.

The purpose of this change wasn't to buff Cap. It was to compensate for the loss of the animation cancel and bring his melee damage in line with his old shield throw damage.

Many longtime Cap players would argue the overall change was actually a net nerf because he lost:

  • Mid-range pressure.
  • Reliable shield throw damage.
  • Matchups against flyers and mobile characters.
  • One of the highest skill expression mechanics in his kit.

The part I don't understand

Cap received numerous buffs in Seasons 0 and 1.5 that were for the most part reverted. Then he lost arguably the strongest mechanic in his kit. And somehow, after all of that, the narrative suddenly shifted from:

"Cap is a niche B-tier character"

to

"Cap is the best tank in the game."

That's the part I struggle to understand. I'm not arguing that Cap is weak. I'm not arguing that he's not strong. I absolutely understand that the meta has changed. The global ultimate charge reduction shifted power toward neutral play, and neutral play is one of Cap's greatest strengths. His job is to absorb dmg, bait cooldowns, create space, and survive. And he does that very well.

But accomplishing your role effectively doesn't automatically make a character broken.

Magneto spent months being considered one of the strongest tanks in the game because he excelled at controlling the frontline. People respected how effective he was without necessarily claiming he was overpowered.

I think Captain America deserves to be viewed through that same lens. After spending roughly 450 hours on Captain America, I do think there are parts of his kit that deserve criticism. Personally, I would have no issue with removing the ultimate charge boost from his ultimate entirely. Ever since the introduction of Gambit, I think it ultimately hurts the game more than it helps.

However, I strongly disagree with the idea that his base damage or survivability should be nerfed.

Damage

People often talk about Cap's damage as though he instantly deletes people, but that's simply not true. His best-case combo requires nearly his entire kit and perfect conditions. If everything goes perfectly and nobody receives healing or escapes, the combo deals roughly 280 damage. In practice, this almost never happens. Most targets have mobility. Most supports have self-sustain. Most players aren't standing still waiting to be hit. Because of this, I often opt for the safer ricochet route, which deals around 266 damage.

And that's before considering:

  • Cloak's bubble.
  • Luna's freeze and Snowflake.
  • Mantis' self-healing.
  • Rocket's dash and healing.
  • White Fox's mobility and healing.
  • Adam's self-healing.

And countless other defensive tools.

Further reducing his damage won't suddenly make him healthier. It simply lowers his kill thresholds while leaving all of these defensive options untouched. Cap is the closest he’s been to his original state. But since launch, more counters have been added, and supports have been buffed to deal with dive more effectively. If you nerf his survivability or damage now, you’re not just returning him to launch state you’re leaving him weaker, while the rest of the game has evolved around him. He’ll have almost no reason to be picked.

Not only have counters increased since launch, but supports have been significantly buffed as well, especially to handle dive characters. If Cap is pushed below his launch power, he’ll be facing stronger counters, tougher supports, and fewer reasons to pick him at all.

Survivability

Cap's real strength has never been raw lethality. His role is to disrupt, bait cooldowns, create space, and survive long enough for his team to capitalize. Ironically, most of the survivability buffs he received early in the game's life were eventually reverted. In many ways, the character today is closer to launch Cap than people realize. Which is why I find calls for survivability nerfs strange. If his health, shield, or defensive tools are reduced much further, he risks becoming weaker than he was when the game launched.

Skill Investment

I also think it's important to distinguish between a character being overpowered and a character being mastered. Captain America spent months as one of the lowest-picked tanks in the game. The people still playing him through Seasons 2-6 were often players who invested hundreds of hours into understanding the character. It shouldn't be surprising that a dedicated player with hundreds of hours on a character can make that character look extremely strong. The same thing has been true for countless niche characters in the game A character appearing powerful in the hands of one trick does not automatically mean the character itself is broken. But I think the current conversation has exaggerated Cap's strengths while overlooking the context behind why he performs the way he does.

Buffs That Were Eventually Reverted

  • Ultimate Cost
    • 3400 → 3100 → 2800
    • Nerfed back to 3100.
  • Health
    • Buffed from 650 → 675.
    • Later reduced to 575. (though he still has his anchor)
  • Shield Regeneration
    • Buffed from 3s → 2s.
    • Nerfed to 4s, making it worse than before.
  • 5% Damage Anchor
    • Added.
    • Later removed entirely.
  • Ultimate Charge Boost
    • Added at 30%.
    • Reduced to 20%.
  • Animation Cancel
    • Removed.
    • Compensated with only +5 damage on the first two punches.

I understand that Cap is strong in the current meta, and there are parts of his kit I'd be perfectly fine seeing changed. Personally, I'd have no issue removing the ultimate charge generation entirely. My goal with this post wasn't to argue that Cap is weak or beyond criticism. I simply wanted to explain what actually changed, why those changes happened, and provide some context that I think is missing from many discussions.

I'm open to hearing opposing viewpoints and discussing what changes, if any, people think the character should receive.

(i posted this in the main sub a few days ago. I have learn this sub exists for my rants!!

u/BreadfruitConscious — 16 days ago

I miss animation cancel. help me understand

Alright boys, I'm gonna say it. I miss the animation cancel.

Yeah, I know. It's been months. I know half the replies are gonna be "get over it" or "move on already," but honestly, I'm tired of pretending this was a good change.

I've got over 350 hours on the character before the change. Every season I've managed to stay around the top of the leaderboard, but this is the first season where I genuinely don't feel like playing him that much.

People keep telling me we got compensated with more damage. Cool. This extra damage doesn't matter if i end up missing because i lack the range to utilize it. The combos I'm doing now are the exact same combos I was already doing before. The only difference is I miss more and my accuracy is much lower. My accuracy used to sit around 70-80%. Now I'm usually in the 60s. If I have a bad game or the ping is slightly off, I'll end up in the 50s.

I'm losing fights I used to win. Missing kills I used to secure. My stats are worse. My damage is lower.

And I genuinely don't understand who benefited from this change besides people who never learned animation cancel in the first place.

The thing that annoys me most is that the current "melee-only Cap" playstyle ALWAYS existed. You could always play him this way. Nobody was stopping you. Before Season 7, I used both styles depending on the matchup.

If I was fighting shields or was in a team fight, I'd melee.

If I was trying to burst down a squishy or punish positioning mistakes, I'd animation cancel. Now that option is just gone.

Take Magik for example. Before the change, she was one of my favorite matchups. I could play around her cooldowns and burst her down. Now? I barely even bother taking that duel. My answer to everything is Air Cap, and honestly, Air Cap is nowhere near as reliable as people pretend it is.

I'm not saying Cap is weak.

Cap is GOOD.

Cap is VIABLE.

Cap is FUN. (debatable)

I still climb with him in celestial. I still win games. I still enjoy diving people and causing chaos. But he's not the character I spent hundreds of hours mastering.

And if everyone wants to tell me the removal was actually a buff, then fine. Nerf him.

Take away the extra melee damage. Give me animation cancel back.

Because if the old version was supposedly worse, then that's the version I want.

honestly, every Cap player I talk to feels the same way. Even a lot of the streamers and pro players who called it broken initially will tell you now that they prefer the old version.

I don't miss old Cap because he was stronger. I miss old Cap because he felt better to play.

Now look, I'm open to discussion here.

I know there are people who genuinely enjoy the current version of Cap, and honestly, I still have fun on him too. When I'm duo queued and diving people with a friend, Cap is still a blast.

What I really want to know is this:

For the people who prefer the current version of Cap, are you actually opposed to bringing animation cancel back?

Was animation cancel stopping you from learning the character? Did it make Cap less enjoyable for you? And if so, do you think removing it was worth sacrificing the experience of the players who spent hundreds of hours mastering it?

I'm willing to compromise.

I don't think it's fair to punish the people who stuck with Cap when he was considered one of the weakest tanks in the game just to make him more appealing for people who don't play him

Why not make it a toggle?

Spider-Man already has settings that let players customize parts of his swings. Why can't Cap have something similar?

Literally just add:

"Sprint Cancels Shield Throw: ON/OFF"

That's it.

If you don't want animation cancel, turn it off.

If you spent 30 mins learning it, turn it on.

Everybody wins.

And if that somehow makes Cap too strong? Fine. Nerf something else.

Take away the bonus melee damage.

Revert the 2 second buff to his shield throw cooldown.

Remove the ult charge buff.

Honestly, I would trade all of those things away tomorrow if it meant getting animation cancel back.

Especially the ult charge.

Maybe this is just a Celestial problem, but half the time nobody even uses my ult correctly. I'll call it out in voice chat, tell everyone to push with me, and somehow five seconds later one of my supports has already popped their own ult on top of mine.

At this point I spend more time explaining what my ultimate does than actually getting value from it.

What I miss isn't necessarily the power.

It's the freedom.

Back in Seasons 3, 4, 5, and 6, it felt like every matchup was playable if I was the better player.

Magik? Winnable.

Psylocke? Winnable.

flyers? Winnable.

Now there are matchups where it feels like I'm fighting uphill from the moment the duel starts, and the only answer I have is "hope air cap works."

u/BreadfruitConscious — 24 days ago

I'm worried about the season 8.5 patch notes... are we cooked next patch? 😭

Guys, I'm scared.

With all this talk about Captain America being best tank, I'm genuinely worried about the next patch.

We've been down this road before. Season 2 veterans know exactly what I'm talking about. I still wake up in a cold sweat thinking about those patch notes.

The thing that scares me is that Cap was arguably stronger when he got nerfed before. Right now he's basically Season 6 Cap that lost animation canceling. Somehow he lost tech and became even better. That should not be possible. I'm still mourning the animation cancel loss...

Every tier list I see has him in S tier. Every content creator has him in S tier.

The spotlight is on us brothers, and when the spotlight is on Cap players, bad things happen.

I'm worried ill see:

"Cap has been too oppressive so we've adjusted him slightly."

Max health reduced from 575 to 525

Shield health regeneration delay increased from 4s to 8s

Damage increased from 45 to 40 per strike.

Cap proceeds to become a throw pick for the next three months.

I've lived through the throw-pick era before. I survived it. Barely. I don't want to go back.

NetEase, I'm willing to bargain.

If Cap is getting nerfed, let's make a deal. You can take both of my team-ups. Honestly, I barely use them anyway. You can take the ultimate charge bonus too, since that's probably one of the biggest reasons people keep calling him broken.

In exchange, give me my animation cancel back.

Seriously. Take the team-ups. Take the ult charge. Take a legendary if you have to and give it to hulk. That's how much I miss animation canceling.

The funniest part is when people tell me removing animation cancel was actually a buff. Okay then, nerf him. Give it back. If it was such a buff, surely bringing it back would be a nerf, right?

The price of freedom is high, but it's a price I'm willing to pay.

u/BreadfruitConscious — 1 month ago

is swapping optional for supports??

Why does swapping feel like a much bigger conversation for tanks and DPS than it does for supports?

For example, if a Black Panther is struggling into Thing, most people agree the Panther should consider swapping. If an Iron Man is getting shut down by Hela, people usually understand that matchup is difficult. We generally accept that different heroes have different strengths and weaknesses.

But when it comes to supports, I often see the idea that every support can handle every situation equally well, and I'm not sure I agree with that.

Maybe this is just my perspective as someone who plays a lot of dive, but some supports are significantly harder to pressure than others. When I'm playing Captain America, Venom, or Black Panther, there are certain support combinations that make my life miserable and others that feel much easier to play into.

In my experience, what makes me consider swapping usually isn't a tank or DPS matchup. It's a backline that has adapted in a way that removes my value. Once that happens, every engage becomes harder and ill end up swapping.

That's why I'm curious how support players view this. Do you see support matchups against divers as something worth swapping for, or do you generally feel comfort picks are more important?

I also wonder if part of the disconnect comes from many support players not spending much time on dive heroes themselves. Playing a diver taught me very quickly which supports I could pressure and which supports completely changed the matchup.

I'm not saying supports should swap every game or instantly abandon their main. I'm just surprised how often I see teams adjust around a diver while the support being targeted stays on the same pick despite repeatedly being the focus.

Interested to hear the support perspective on this because I feel like dive players and support players often view these matchups very differently.

u/BreadfruitConscious — 1 month ago
▲ 278 r/rivals

SUPPORT PLAYERS: LEARN TO SWAP

Can somebody explain to me why some support players in rivals act like swapping characters is a concept that only applies to DPS and tanks? I'm in Celestial. These are not new players. These are people with 300+ hours on support. Yet somehow every game turns into:

"Guys, Black Panther is farming our backline."

Support response: "Interesting. I will continue playing Jeff."

Brother. WHY? I swapped to Thing specifically to help deal with Black Panther. I did my job. I identified the problem. I swapped characters. I changed my playstyle. I used my brain. So why are you still playing a character that is essentially a free kill for him?

Black Panther into Thing? Swap.

Iron Man into Hela? Swap.

Brawl comp into triple poke? Swap.

Everybody understands this until the conversation reaches supports, and suddenly we're pretending every support is interchangeable. They're not.

STOP PLAYING JEFF INTO BLACK PANTHER.

STOP PLAYING INVISIBLE WOMAN INTO CAPTAIN AMERICA. (sometimes)

Different supports counter different divers. That's literally how the game is designed. I'm watching a Luna get diffed by Venom for 10 straight minutes and somehow the conclusion is never, "Maybe I should switch."

At least give me something. Play Gambit. Play Invisible Woman. Play Ultron. I don't care.

And can we stop acting like Ultron is some forbidden character? The way people talk about him you'd think picking Ultron immediately disconnects your router.

If you're getting dove and people aren't peeling, instead of spending half the match looking at the respawn screen, I would much rather have an Ultron who's alive than the "meta" support who's currently 2-11.

A support that is alive and healing > a support that is dead.

Every game I feel like I'm begging people to recognize the giant angry Venom, Black Panther, Magik, or Captain America repeatedly entering our backline.

They're not there for sightseeing.

They're there because they know you're not swapping.

My theory is that a lot of support players simply don't play dive characters. They're always on the receiving end of dive, but they've never actually learned how those characters work.

If you're a support player, spend some time in Quick Play learning a diver. You don't need to master them. Just learn their combos, cooldowns, and what actually shuts them down.

Go ask any experienced Cap, Bp, Venom, etc, player what makes them swap.

It usually isn't a DPS and It usually isn't a tank. It's a backline they can't kill.

As someone who plays a lot of Captain America, I almost never swap because of a tank or DPS matchup. What makes me swap is when the enemy support adapts and suddenly every dive becomes difficult, risky, and low value.

That's why a lot of dive players NEVER swap. Most of them have hundreds of hours on one character. They know exactly which supports they can farm and which supports turn the game into a nightmare.

The frustrating part is watching an entire team adapt except the support getting targeted. The tank swaps. The DPS swap. Everyone tries to solve the problem. Meanwhile the same support keeps running into the same losing matchup over and over.

Please, help me help you help us.

photo is a thumbnail from NyleStylez

u/BreadfruitConscious — 1 month ago
▲ 179 r/captainamericamains+3 crossposts

It’s just too inconsistent. It feels like a really half-baked system that wasn’t fully thought through or tested. Some CC abilities trigger it while others don’t, so it’s hard to even understand when it’s supposed to matter.

And realistically, there’s only one character that consistently activates it: Thing. Outside of that, it almost never comes into play, and it definitely doesn’t feel like it’s benefiting me as a Cap player in any meaningful way.

Don’t get me wrong, I like the idea, but in actual matches it just feels like Thing got hit with a huge nerf. If that’s supposed to be a “buff” for Cap, then the whole approach behind introducing this system feels flawed.

If anything, it feels like it rewards bad plays more than good ones. A Thing can catch me off guard, use ult, and instead of being punished, tenacity kicks in and he just wasted his ult while I get a free window to do whatever I want.

I don’t even play Thing, but it’s honestly kind of rough seeing how little impact he has in higher ranks because of this. If you’re not actively thinking about tenacity on Thing, it feels like you’re throwing.

With Rogue, it’s a bit different since her kit has more flexibility, so she can play around it. But with Thing, the way his abilities interact with tenacity just doesn’t feel well designed.

It seems like these changes were meant to help tanks, especially dive tanks, but honestly I just don’t feel it. The only time I even think about tenacity is when the enemy picks Thing, because then I already know his ult isn’t hitting me all game.

idk I’m having fun on Cap this season (even tho they removed my ani cancel 🥲), but watching my Thing brothers miss ults because of a game feature just feels wrong.

u/BreadfruitConscious — 18 days ago