Captain Commando FAQ for Marvel Vs Capcom 2 V1.0
FAQ Written by Z-Force (z-force@execpc.com

Table of contents

I.	Introduction, thanks, and disclaimer
II. Version History
III. Places to Get this FAQ
IV. Character Introduction
V. Legend
VI. Colors
VII. Assist Types
VIII. Basic Moves
IX. Special Attacks
X. Super Combos
XI. Strategies

Introduction

This FAQ is copyrighted by me, Z-Force.  I don't mind if you want to take this 
FAQ and put it on your website, as long as you e-mail me first, mainly so I can 
list you under my list of places to get the FAQ.  Do not try selling it or 
otherwise using it to make a profit.  Also, I want to thank all of the people 
who e-mail me with info and stuff, for this and my other FAQs as well.

Version History

V1.0  The Very first version

Places to get this FAQ

www.gamefaqs.com
www.geocities.com/~z-force (my homepage)

Character Introduction

Captain Commando is one of the premier mascots of Capcom.  His first game, aptly 
named "Captain Commando" was a mediocre side scrolling beat em up for the 
arcade, and also Super NES.  He later appeared in Marvel vs Capcom, and now 
MvC2.  He was my fave in the original MvC, and he maintains most of his power 
here.

Legend (all moves assume character is facing right)  Throughout this FAQ, I'm 
going to assume that you are at least somewhat familiar with this game and that 
you now the basics.  If not, I recommend Kmegura's FAQ at gamefaqs.com, as it 
will tell you everything that you would want to know.

f = Forward
b = Back
u = up
d = down
df = Down forward
db = Down Back
uf = Up forward
ub = Up Back
P = Punch
LP = Light Punch
HP = Hard Punch
K = Kick
LK = Light Kick
HK = Heavy Kick
PP = 2 Punches
KK = 2 Kicks
A1 = Assist 1
A2 = Assist 2

Colors 

LP = Blue Outift
HP = Light Green Outfit
A1 = Black Outfit
LK = Red Outfit
HK = Orange Outfit
A2 =  Pink Outfit

Assist Types  For all 3 versions, he uses the Captain Sword as his super assist  
It is a useful team super, and can catch the enemy in midair and push them down 
into another super move on the ground.

Alpha:  His Assist and Variable counter is the Captain Fire.  This is a pretty 
good all purpose move to have

Beta:  His Assist and Variable counter is the Captain Corridor.  A good anti air 
move, although the assist version is hard to hit with

Gamma:  His Assist and Variable counter is the Captain Kick.  Though this move 
can cover a lot of ground,
It also puts the good captain at risk.

I'd recommend using the Alpha assist type.

Basic Moves  Coming Soon!

LP Standing
LP Ducking
LP Jumping
HP Standing
HP Ducking
HP Jumping
LK Standing
LK Ducking
LK Jumping
HK Standing
HK Ducking
HK Jumping

Special Attacks

Captain Fire:  d,  df, f, P
A Flame thrower style attack.  It doesn't quite cover full screen, but it's 
close, and does good damage.  You can also end a combo with it.  A reasonably 
useful attack.  Also, due to it's width, it's not as easy to jump over as a 
normal projectile.

Captain Corridor:  d, db, b, P
Cap hits the ground and a blast of electricity rises up.  This is a very good 
anti air move and combo ender.  It's useful as a combo ender because Cap doesn't 
leap into the air, as with the Shoryuken and similar attacks.  This makes it 
safer to use as you don't put yourself at risk if you miss with it,

Captain Kick  d, db, b, K
Cap leaps at the opponent with a series of roundhouse kicks.  The problem with 
this move is that it puts you at risk if the opponent sees it coming.  Best to 
use this move as a combo ender.

Captain Strike:  d,  df, f, ???
There are three different buttons you can press to finish this move.  Each one 
will summon a different one of Captain Commando's allies

LK = Sho (Ginsu in the US)  He drops down in front of you and does a slash.  I 
can't think of a reason to use this, except maybe as a distraction

HK = Genity (Mack the Knife in the US)  He flies across the screen, twirling his 
knife.  Somewhat useful for hitting air opponents who aren't quite in range for 
the Captain Corridor.

LK + HP = Hoover (Baby Head in the US)  He drops down and shoots a missile.  I 
don't know why you'd use this as opposed to the Captain Fire myself.

Super Combos

Captain Sword:  d, df, f, PP
Cap and his buddies converge to shoot a huge beam of energy that starts from 
directly above you and drops down to forward.  This is Cap's best super, as you 
can hit people out of the sky, and do a lot of damage as well.  Also useful as a 
team super.

Captain Storm:  d, df, f, KK
Cap rushes his foe and uppercuts them.  If you connect, you jack the guy up in 
the air for an auto combo where Cap and all of his allies pummel the opponent in 
midair.  Finally, they drop down and Cap blasts his foes with the Captain 
Corridor.  Cap and his buddies then converge and strike a pose.  This super does 
a lot of damage, and is fun to watch, but if you miss, you leave yourself open.  
Use this move sparingly as a surprise attack.

Strategies