19 March 2026
Chicago 12, Melborne City, USA

Cap’s Combat Mechanic & Extra Balance 20260320 _Marvel Rivals

Captain America’s Combat Mechanic

Captain Americas normal attack (Sentinel Strike) chain consists of a 6-hit combo. Hits 1 and 2 remain completely unchanged in this update. However, we know the community has been actively discussing the remaining 4 hits, his ranged shield tosses. Here is a breakdown of the changes:

The Old Mechanics (Pre-Patch):
Previously, during the 3rd hit, if you entered a sprint immediately after the shield projectile spawned, it would animation-cancel the rest of the throw, allowing you to instantly trigger the 4th hit. However, if you sprint-canceled before the 3rd hit actually struck the enemy, you would lose the third hit’s damage because the shield was immediately recalled. (This same issue plagued hits 5 and 6).

The New Mechanics (Current Patch):
Hits 3, 4, 5, and 6 no longer cancel each other out with sprinting. You can now throw the shield while sprinting, ensuring both Super-Soldier mobility and consistent damage output.

From a combat feel perspective, in the new version, we acknowledge that because shield tosses and sprinting now run in parallel rather than canceling each other, there is a slight timing difference. Executing all 4 sprint-throws now takes a fraction of a second longer, a difference of less than 0.3s total. While the old version allowed for frame-perfect execution, it came with a massive caveat: pushing the combo that fast carried a high risk of recalling the shield too early and completely losing your damage output.

In the heat of battle, targets are always moving. The old system forced you to wait for the third strike to physically hit the target before you could sprint-cancel into the next throw; otherwise, the damage would drop (the same for hits 5 and 6). The further away the enemy was, the longer you had to wait, making damage drops incredibly common. Only a fraction of mechanically flawless players could hit the absolute maximum attack frequency, and only against relatively stationary targets.

With the new system, the moment the shield leaves Cap’s hand in each stage, you can immediately sprint without waiting for the impact. Whether you’re engaging at close quarters or mid-range, your shield strikes will register reliably. You no longer have to worry about accidentally recalling your shield too early and losing damage. Ultimately, this guarantees consistent offensive pressure while maximizing battlefield mobility.

We want every player to feel the true call of liberty.

 

Additional Balance Adjustments

Based on the latest combat data from the Season Preview server, we are rolling out a few extra balance tweaks.

VANGUARD

Captain America

Increase the Damage dealt by the first two hits of Sentinel Strike and melee attacks from 40 to 45.
(Dev Note: Now, when Cap brawls up close, his melee attacks will dish out the same damage as the final four hits of his shield throw combo. By weaving melee strikes with his Leading Dash ability, players can maintain that classic, fluid combo feel without sacrificing close-quarters damage. Plus, paired with our previous tweaks, the Star-Spangled Man with a Plan now boasts much more reliable damage at mid-range too!)

Emma Frost

Reduce Diamond Form cooldown from 18s to 15s.
Increase Mind’s Aegis recovery rate from 70/s to 80/s.

 

DUELIST

Black Panther

Spinning Kick New Effect: The dash movement is now omnidirectional. T’Challa is no longer bound to a flat plane!
Increase Spinning Kick Damage from 70 to 75.
Reduce Spear Toss recovery time per charge from 6s to 5s.

 

STRATEGIST

Gambit

Reduce Ragin’ Royal Flush (Ultimate Ability) effect duration from 10s to 8s.

 

These adjustments will go live in the 20260320 update.
Ignite the Battle!

 

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