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    Captain Commando by PhatDan81

    Version: 1.5 | Updated: 09/11/00 | Search Guide | Bookmark Guide

    CAPTAIN COMMANDO
    
    ===============================================================================
    Character FAQ
    Created by PhatDan81 on 9/11/00
    Game: Marvel vs. Capcom 2: New Age of Heroes
    Character: Captain Commando
    Version 1.5
    E-mail: dan@finch.com
    Updates: 1.1 Fixed a few typos, touched up on a few things
             1.2 Added tips on how to use Jennety the Mummy, thanks to  
                 CobraX11X@aol.com, touched up a few things, added more combos
             1.3 Added more combos, Added a Combo Tree to all my FAQ's--thanks to  
                 3pwood (mayfield_john@hotmail.com) for the concept
             1.4 Added more combos thanks to shoryuken.com
             1.5 Added some Assist combos, thanks to hitmonlee1065@aol.com
    ===============================================================================
    CONTENTS
    
    I.    Background
    II.   Legend
    III.  Regular Moves
    IV.   Special Moves
    V.    Supers
    VI.   Combos
    VII.  General Strategy
    VIII. Misc. Stuff
    IX.   Legal Stuff
    ===============================================================================
    I.  BACKGROUND
    ===============================================================================
    
    Who is Captain Commando?  Captain Commando was first introduced as a mascot for 
    Capcom in a self-titled, side-scroller, beat-'em-up type game in 1991 for the 
    arcade and Super Nintendo.  Capcom later made a Captain Commando game for 
    PlayStation.  I don't know the story of how he became Captain Commando or how he 
    met his allies.  As far as I can tell, as soon as he puts the sunglasses on, he 
    becomes Captain Commando.  Anyway, he travels around with a ninja named Sho who 
    uses a sword, a mummy named Jennety who uses knives and a baby named Hoover who 
    sits inside a robot to move around and fight.  They fight those who attempt to 
    take over the world.  If anyone knows the whole story of how Captain Commando 
    turned into a superhero, e-mail me and I'll give you credit for it.
    
    ===============================================================================
    II. LEGEND
    ===============================================================================
    
    -----------------------------
    ABBREVIATIONS
    
    U     Up
    D     Down
    F     Forward
    B     Backward
    J     Jump/Jumping
    SJ    Super Jump/Jumping
    S     Standing
    C     Crouching
    P     Punch
    K     Kick
    AC    Air Combo
    HC    Hyper Combo
    THC   Team Hyper Combo (excuse the pun)
    LP    Light Punch       Jab
    MP    Medium Punch      Strong
    HP    Heavy/Hard Punch  Fierce
    LK    Light Kick        Short
    MK    Medium Kick       Forward
    HK    Heavy/Hard Kick   Roundhouse
    
    -----------------------------
    BASIC COMMANDS
    
    LP+LK       Calls in second partner
    HP+HK       Calls in third partner
    Assist 1    Calls out first or second partner (whoever isn't currently 
                fighting) who steps in and does an attack
    Assist 2    Calls out second or third partner (whoever isn't currently 
                fighting) who steps in and does an attack
    Snapback    D, DF, F + Assist; an attack that forces the opponent out if they 
                get hit (one HC level)
    
    Crossover Combination     Assist 1 + Assist 2
    
    All three characters do one specific super (Hyper Combo) then the two that are 
    not fighting step out after they do their supers (one to three levels; two 
    levels causes only two players to come out while one level has just the 
    controlled player do his super)
    
    ===============================================================================
    III.  REGULAR MOVES
    ===============================================================================
    
    -----------------------------
    PUNCHES
    -----------------------------
    JAB
    
    1.  Standing
    
    A basic jab, this is used for starting ground combos or ground-to-air combos.
    
    2.  Crouching
    
    Same as the standing version, it has pretty much the same uses as the standing 
    version.
    
    3.  Jumping
    
    Same as the standing version, this is his AC starter—use it only for that.
    
    -----------------------------
    STRONG
    
    1.  Standing
    
    Captain Commando does a downward punch.  It doesn't have much range and despite 
    its appearance, it is not an overhead attack.  Use as a combo filler. 
    
    2.  Crouching
    
    Captain Commando extends his arm upward while crouching.  It has very poor 
    horizontal range and can sometimes be difficult to combo into.   This is a 
    launcher attack and if it connects you can jump after the opponent(s) and do a 
    three-hit AC.  I prefer his S.Roundhouse.
    
    3.  Jumping
    
    Captain Commando positions himself parallel to the ground while in the air and 
    uses his elbow to attack.  It has good range and should be used for an AC 
    filler.
    
    -----------------------------
    FIERCE
    
    1.  Standing
    
    Captain Commando does a flaming punch.  He takes a step forward while extending 
    his arm out and if it connects it sends the opponent across the screen and it 
    sets them on fire.  It has pretty good range but a bad recovery delay.  It's a 
    good anti-air attack and is easy to combo into.  Make sure you always cancel 
    into a special move after doing this to avoid any possible punishments from your 
    opponent.
    
    2.  Crouching
    
    Captain Commando swipes his arm sideways.  It can combo into almost any special 
    move or even a Captain Storm.  It has poor range but is easy to combo into.
    
    3.  Jumping
    
    Captain Commando does a downward punch.  This is his best jump-in attack.  It's 
    also a good AC finisher.
    
    -----------------------------
    KICKS
    -----------------------------
    SHORT
    
    1.  Standing
    
    A basic standing LK, he basically sticks his leg out.  It can be used to start a 
    combo or you can do this move after doing a jab.  It has slightly better range 
    than his S/C.Jab.
    
    2.  Crouching
    
    A basic low LK, it's mainly used for starting ground combos.  The range isn't as 
    good as the standing version but it hits low.
    
    3.  Jumping
    
    Captain Commando sticks his knee out while jumping.  It has poor range and 
    should only be used as an AC filler.
    
    -----------------------------
    FORWARD
    
    1.  Standing
    
    Captain Commando turns around and extends his nearer leg straight out.  It has 
    good range and is used as a combo filler.  It's usually difficult to combo this 
    into a S.Roundhouse because of how far it pushes away most opponents.
    
    2.  Crouching
    
    A basic low MK, it has good range and can combo into some special moves.  Use it 
    as a combo filler.
    
    3.  Jumping
    
    Same as the crouching version, it is used as an AC filler and to combo into AC 
    finishers.
    
    -----------------------------
    ROUNDHOUSE
    
    1.  Standing
    
    This is his primary launcher.  Captain Commando swings his nearer leg upward, as 
    if he is punting a ball.  It doesn't have good range, start-up or recovery, but 
    is somewhat easy to combo into.  It's not a very good anti-air attack because of 
    its start-up.  If it's blocked cancel into a special move to avoid getting 
    punished.
    
    2.  Crouching
    
    This is Captain Commando's knockdown attack.  It has about the same range as 
    most other sweeping attacks.  It combos into a Captain Corridor.
    
    3.  Jumping
    
    Captain Commando extends his nearer leg straight out and slightly downward.  
    It's used mostly as an AC finisher.  It can be used as a jump-in attack, but 
    I find his J.Fierce to be a better choice for that.
    
    ===============================================================================
    IV.  SPECIAL MOVES
    ===============================================================================
    
    A (*) means that the move can be done in the air.
    A (H) means that the move can be cancelled into a super.
    
    CAPTAIN FIRE (*)(H) D, DF, F + P
    
    This is Captain Commando's primary projectile attack.  He opens one of his flame 
    shooters and shoots a flame straight across the screen.  When the flame hits the 
    opponent, the opponent gets knocked across the screen.  The punch button used 
    determines how much damage it does.  Always use the fierce version.  This is his 
    best attack for aerial confrontations.  Be careful about using this on the 
    ground, because if the opponent jumps over the flame, you could be in big 
    trouble.
    
    CAPTAIN CORRIDOR (H) D, DB, B + P
    
    Captain Commando punches the ground and a giant column of electricity erupts 
    from the ground.  It has infinite vertical range, neutralizes fireballs and 
    [non-super] beams and is probably the best anti-air move in the game.  It comes 
    out fast and does very good damage and it combos off of any medium or heavy 
    attack and it OTG's.  The punch button used determines where the column will 
    erupt.  
    
    The jab version erupts directly under Captain Commando, while the fierce version 
    erupts in front of him.  Always use the fierce version unless the opponent is 
    directly above you; then use the jab version.  Never throw this out at random 
    while the opponent is on the ground.  It has a slight recovery to it that gives 
    the opponent time to dash in and punish you.
    
    CAPTAIN KICK D, DB, B + K
    
    Captain Commando flies across the screen with his leg extended out.  It's very 
    easy to combo into this but the recovery time is awful on it and it should not 
    be constantly thrown out at random unless you want to try to surprise your 
    opponent.  The damage on this sucks too.
    
    CAPTAIN STRIKE D, DF, F + [K or LK+HP]
    
    Each button causes a different ally of Captain Commando to come out and do an 
    attack.  They can be pretty effective if used correctly.
    
    Short:  Sho the Ninja jumps in and does a slash with his sword.  The damage is 
            pretty weak, but it can be comboed into via C.Fierce.  Use this for  
            grounded opponents.
    
    Roundhouse: Jennety the Mummy flies across the screen while spinning around and 
            holding his knives out.  It's used as an unreliable anti-air attack.  It 
            doesn't even touch grounded opponents.  Before, I said that this is 
            Captain Commando's most useless strike, but thanks to CobraX11X@aol.com 
            I changed my mind.  If you want to learn more, see Section VII (General 
            Strategy), fourth paragraph.
    
    Short + Fierce: Hoover the Baby jumps in and fires a missile that travels  
            slowly across the screen and explodes when it hits an opponent.  It 
            can't be comboed into but it acts as good decoy.  If the missile 
            connects it does a large amount of damage.  It has a long startup,  
            so be careful about when to execute the move.  Hoover can also be 
            used as a distraction for your opponent while the attack is being 
            performed.
    
    ===============================================================================
    V.  SUPERS (HYPER COMBOS)
    ===============================================================================
    
    CAPTAIN SWORD D, DF, F + 2P
    
    Captain Commando and his allies gather and fire a beam that travels from a 90-
    degree angle to the ground, knocking down any opponents in its path.  It combos 
    easily off his launchers and his Captain Corridor, which are the most effective 
    ways to get this super to connect. It does pretty good damage but does horrible 
    block damage, though.  If the opponent is close to you on the ground, they can 
    knock you out of the super while the beam is pointed upward.  It also has a 
    small recovery time, so an opponent with a quick beam super might be able to 
    punish you if it's blocked.
    
    CAPTAIN STORM D, DF, F + 2K
    
    Captain Commando calls in his allies and then rushes forward and does a small 
    jumping uppercut at the opponent.  If the uppercut connects, the opponent gets 
    launched upwards and gets an automated beat-down from Captain Commando's allies.  
    The opponent then falls down helplessly and Captain Commando hits them with a 
    jab Captain Corridor.  Captain Commando and his buddies then collaborate and 
    pose next to the downed opponent.  
    
    Almost all of the time, the opponent lands next to Captain Commando after he 
    does the Captain Corridor and you can go for an OTG combo immediately after 
    Captain Commando finishes posing.  In this game Capcom has made it easier to 
    combo this super off of a C.Fierce and the super still does a lot of damage when 
    it connects.  Use this only in combos or for punishing mistakes.  If the 
    opponent blocks the uppercut, Captain Commando is screwed.
    
    ===============================================================================
    VI.  COMBOS
    ===============================================================================
    
    -----------------------------
    Magic Series
    
    Ground            Zigzag
    Jumping           Stronger
    Super Jumping     Zigzag
    -----------------------------
    Launchers         C.Strong/DF.Fierce, S.Roundhouse
    Strike            S.Fierce
    Knockdown         C.Roundhouse
    Snapback          S.Fierce
    AC Finishers      SJ.Fierce, SJ.Roundhouse, Captain Fire, Fierce Air Throw
    
    Assists/Crossover Counters    Crossover Combination
                               _
      A    Captain Fire         \
      B    Captain Corridor     |-Captain Sword
      C    Captain Kick        _/
    -----------------------------
    
    J.Fierce may be replaced with J.Roundhouse or J.Jab, J.Strong.  When starting a 
    combo with a J.Fierce, it may be necessary to dash in afterwards and then con-
    tinue the combo accordingly.  If you start a combo with a J.Roundhouse or 
    J.Short, J.Strong it is almost always necessary to dash in afterwards to 
    continue the combo. 
    
    1.  S.Jab, Captain Kick
    2.  S.Short, Captain Kick
    3.  S.Jab, S.Short, Captain Kick
    5.  J.Fierce, C.Short, C.Strong, fierce Captain Corridor
    6.  C.Short, C.Strong, SJ.(Jab, Strong, [AC Finisher])
    7.  J.Fierce, S.Jab, S.Short, S.Forward, Captain Kick
    8.  S.Jab, S.Short, S.Strong, Captain Fire
    9.  S.Jab, S.Short, S.Forward, fierce Captain Corridor
    10. S.Jab, S.Short, S.Strong, S.Forward, C.Roundhouse
    11. J.Fierce, C.Jab, C.Short, C.Forward, Captain Kick
    12. C.Jab, C.Short, C.Forward, fierce Captain Corridor
    13. C.Jab, C.Short, C.Forward, fierce Captain Corridor, Captain Sword
    14. C.Jab, C.Short, C.Fierce, Captain Fire
    15. C.Jab, C.Short, C.Fierce, Captain Kick
    16. C.Jab, C.Short, C.Fierce, Sho
    17. C.Jab, C.Short, C.Fierce, fierce Captain Corridor
    18. C.Jab, C.Short, C.Fierce, fierce Captain Corridor, Captain Sword
    19. J.Fierce, S.Jab, S.Strong, C.Fierce, Captain Fire
    20. S.Jab, S.Strong, C.Fierce, fierce Captain Corridor
    21. S.Jab, S.Strong, C.Fierce, Captain Kick
    22. S.Jab, S.Strong, C.Fierce, Captain Fire, Captain Storm
    23. S.Jab, S.Strong, C.Fierce, fierce Captain Corridor, Captain Sword
    24. J.Fierce, C.Jab, C.Short, C.Forward, C.Roundhouse, fierce Captain 
        Corridor(OTG)
    25. J.Fierce, C.Short, C.Fierce, C.Roundhouse, fierce Captain Corridor (OTG)
    26. In Corner: J.Fierce S.Jab, S.Strong, S.Fierce, fierce Captain Corridor 
    27. J.Fierce, S.Jab, S.Short, S.Roundhouse, SJ.(Jab, Short, Strong, Forward, 
        [AC Finisher])
    28. In Corner: S.Jab, S.Short, S.Fierce, S.Roundhouse, SJ.(Jab, Short, Strong, 
        Forward, [AC Finisher])
    29. S.Jab, S.Short, S.Roundhouse, fierce Captain Corridor
    30. S.Jab, S.Short, S.Roundhouse, Captain Sword
    31. S.Jab, S.Short, S.Roundhouse, fierce Captain Corridor, Captain Sword
    32. In Corner: S.Jab, S.Short, S.Fierce, S.Roundhouse, Captain Sword
    33. In Corner: S.Jab, S.Short, S.Fierce, S.Roundhouse, fierce Captain Corridor, 
        Captain Sword
    34. In Corner: S.Jab, S.Short, S.Roundhouse, Captain Sword, C.Short(OTG), 
        S.Roundhouse, SJ.(Jab, Short, Strong, Forward, [AC Finisher])
    35. In Corner: S.Jab, S.Short, S.Roundhouse, fierce Captain Corridor, 
        Captain Sword, C.Short(OTG), S.Roundhouse, SJ.(Jab, Short, Strong, Forward, 
        [AC Finisher]) 
    36. S.Jab, S.Short, S.Fierce, fierce Captain Corridor, Captain Sword, 
        C.Short(OTG), S.Roundhouse, SJ.(Jab, Short, Strong, Forward, [AC Finisher])
    37. J.Fierce, C.Short, C.Fierce, Captain Storm, C.Short(OTG), C.Forward, fierce 
        Captain Corridor
    38. C.Short, C.Fierce, Captain Storm, C.Short(OTG), C.Forward, Captain Kick
    39. C.Short, C.Fierce, Captain Storm, C.Short(OTG), C.Forward, fierce Captain 
        Corridor, Captain Sword
    40. C.Short, C.Fierce, Captain Storm, C.Short(OTG), S.Roundhouse, SJ.(Jab, 
        Short, Strong, Forward, Captain Fire)
    41. C.Short, C.Fierce, Captain Storm, C.Short(OTG), S.Roundhouse, fierce Captain 
        Corridor
    42. C.Short, C.Fierce, Captain Storm, C.Short(OTG), S.Roundhouse, Captain Sword
    43. C.Short, C.Fierce, Captain Storm, C.Short(OTG), S.Roundhouse, fierce Captain 
        Corridor, Captain Sword
    44. C.Short, C.Forward, C.Roundhouse, fierce Captain Corridor(OTG), Captain 
        Storm, C.Short(OTG), S.Roundhouse, SJ.(Jab, Short, Strong, Forward, Captain 
        Fire)
    45. C.Short, C.Forward, C.Roundhouse, fierce Captain Corridor(OTG), Captain 
        Storm, C.Short(OTG), S.Roundhouse, Captain Sword
    
    ASSIST COMBOS
    
    Normally, I don't list or promote assist combos.  These were all sent to me by 
    CobraX11X@aol.com and hitmonlee1065@aol.com and are probably quite effective—a 
    few of them may take some practice and timing.
    
    1.  Dashing assist, Jennety, Captain Fire
    2.  In Corner: Dashing Assist, Jennety, fierce Captain Corridor
    3.  In Corner: Dashing Assist, Jennety, fierce Captain Corridor, Captain Sword
    4.  Sabretooth Gamma Assist, C.Short, C.Fierce, C.Roundhouse, fierce Captain 
        Corridor(OTG), Sho or Jennety
    5.  Sabretooth Gamma Assist, C.Short, C.Fierce, C.Roundhouse, fierce Captain 
        Corridor(OTG), Captain Storm
    6.  J.Fierce, C.Short, C.Fierce, C.Roundhouse, Dashing Assist(OTG), fierce 
        Captain Corridor, Captain Sword
    
    -----------------------------
    COMBO TREE
    
        START
    
                                       J.Fierce, J.Roundhouse
                                                 |          
                                                 |          
                                    -----------------------
                                   |                       |
                                   |                       |
                               S/C.Short<----           S/C.Jab
                                   |         |             |
                                   |          -------------|
                   -------------------------------------------------            
                  |                   |                             | 
                  |                   |                             | 
                  |                   |                         S.Strong
                  |                   |                             | 
                  |                   |                             | 
                  |         ---------------------               C.Fierce                       
                  |        |                     |                  |
                  |        |                     |                  |
                  |  S.Roundhouse          S/C.Forward              |_____
                  |        |                     |                        |
                  |        |                     |                        |
                  |        |           ---------------------              |
                  |        |          |                     |             |
                  |        |          |                     |          Captain
                  |        |       Captain            C.Roundhouse      Fire,
                  |        |        Kick,                   |          Captain
                  |        |       Fierce                   |           Kick,
                  |        |       Captain               Fierce         Fierce
                  |        |       Corridor-----------   Captain       Captain
                  |        |                          |  Corridor     _Corridor
                  |        |                          |              |
                  |        |                          |______________|   
                  |        |__________________                   |
                  |                           |                  |
                  |                           |                  |
                  |            --------------------------------  |
                  |           |               |                | |
                  |           |               |                | V
                  |        SJ.Jab          Fierce      ---->Captain
                  |       SJ.Short         Captain    |      Sword
                  |      SJ.Strong        Corridor----|
                  |      SJ.Forward                   |
                  |     [AC Finisher]                 |
                  |                                    -
                  |_______________                      | 
                                  |                     |
                                  |                     |
                              C.Fierce                  |
                                  |                     |
                                  |                     |
                      ---------------------------       |
                     |                           |      |
                     |                           |      |
               Captain Fire,                   Fierce   |    
               Captain Kick,                  Captain   |
                   Short                      Corridor--
              Captain Strike,
               Captain Storm---------------------
                                                 |
                                                 |
                                              C.Short            
                                                 |
                                                 |
                                    ---------------------------
                                   |                           |
                                   |                           |
                               C.Forward                  S.Roundhouse
                                   |                           |
                                   |                           |
                             Captain Fire,         --------------------------
                             Captain Kick,        |            |             |
                                Fierce            |            |             |
                                Captain        Captain      Fierce        SJ.Jab
                                Corridor------->Sword<------Captain      SJ.Short
                                                            Corridor     SJ.Strong
                                                                        SJ.Forward
                                                                        Captain Fire
    
    -----------------------------
    TEAM HYPER COMBOS
    
    Both of Captain Commando's supers are useful in THC's.  Captain Sword can be 
    used as a THC starter, filler or ender.  Captain Storm is used as a THC ender.  
    If you find any possibilities as far as THC's go, that are not listed here, e-
    mail me and I'll post it and give you credit for it as well.
    
    1: first partner's super, 2: second partner's super, 3: third partner's super
    
    A. 1. (Captain Commando) Captain Sword 2. Any Beam Super, Head Crush, Blodia 
       Vulcan, Cajun Explosion, Venom Web or Weapon X; in corner: any rushing super,  
       any dragon punch super, Final Justice, Ultimate Web Throw, Blodia Punch, 
       Saotome Cyclone, Death Bite, Kikou-Shou, Shinkuu-Tatsumaki Senpuu Kyaku, 
       Gamma Quake, etc. 3. Third partner's super
    
    B. 1. Any vertical super, Darkness Illusion (while opponent's in air), Ragnarok 
       (while opponent's in air), Blodia Vulcan or any super that knocks opponent 
       upward 2. (Captain Commando) Captain Sword 3. Any Beam Super, Head Crush, 
       Blodia Vulcan, Cajun Explosion, Venom Web or Weapon X; in corner: any rushing 
       super, any dragon punch super, Final Justice, Ultimate Web Throw, Blodia 
       Punch, Kikou-Shou, Shinkuu-Tatsumaki Senpuu Kyaku, Fatal Claw, Death Bite or
       Gamma Quake
    
    C. 1. First partner's super 2. Any vertical super, Darkness Illusion (while 
       opponent's in air), Ragnarok (while opponent's in air), Blodia Vulcan or any 
       super that knocks opponent upward 3. (Captain Commando) Captain Sword
    
    D. 1. First partner's super 2. Any beam super, any rushing super, any dragon 
       punch super, Venom Web, Shinkuu-Tatsumaki Senpuu Kyaku, Final Atomic Buster, 
       Weapon X, Fatal Claw, Legion, Venom Web, Sonic Hurricane, Blodia Punch or 
       Blodia Vulcan 3. (Captain Commando) Captain Storm (OTG afterwards)
    
    Here's a THC setup that is very painful.  Thanks to Residentrage@aol.com for 
    this.
    
    1.	Start off with Wolverine's Berserker Barrage X--make sure the opponent is on 
    the ground when comboing into it.  You can replace that with another super 
    that also leaves the opponent on the ground (Crawler Assault, Gamma Crush, 
    dragon punch supers, etc.)
    2.	Right before the first super finishes, do Jill's Tyrant Slash (Code: T002) 
    super
    3.	Right as the third slash connects, cancel into a Captain Sword.
    
    When Jill is doing her super, instead of canceling right into Captain Sword, you 
    can launch them upward with Jill after the Tyrant super, then air combo into her 
    Hyper Charging Star knockoff super.  You can then cancel that into a Captain 
    Sword.
    
    
    
    ===============================================================================
    VII.  GENERAL STRATEGY
    ===============================================================================
    
    Captain Commando is ground/keep away character.  He is made for playing keep 
    away and for performing high-priority ground combos.  Although his air combos do 
    decent damage, you won't need to use them if you have your super meter charged 
    up.  His ground combos are much better and do more damage.  Captain 
    Sword also does much more damage than his air combos do.
    
    When playing on the ground, mix up your high and low attacks, Captain Strikes, 
    Captain Fire and S.Fierce and occasionally use his Captain Corridor to surprise 
    opponents and to keep the opponent from jumping over you.  Use S.Fierce or 
    Captain Corridor to counter dash-in attacks.  
    
    If an opponent tries to jump in, use his S.Fierce cancelled into either Captain 
    Fire or Captain Strike to push them away safely.  If you try to hit an opponent 
    with a S.Roundhouse and it's blocked or it misses, cancel immediately into a 
    Captain Fire or Captain Strike to avoid getting hurt.
    
    As I mentioned earlier thanks to CobraX11X@aol.com for these tips on how to use 
    Jennety the Mummy.  Right after you KO one of your opponents, call out Jennety 
    to hit the next opponent right as they're jumping in.  Another use for Jennety 
    is to call in a partner with a dashing or projectile assist, preferably a 
    dashing assist (except Cammy's Cannon Drill) and then call out Jennety.
    
    If they get hit by the dashing attack, the opponent will get knocked upwards, 
    then get hit by Jennety who will juggle them.  Also if they jump over the assist 
    attack, they will get hit by Jennety.  After Jennety hits them, do a Captain 
    Fire as the opponent is landing.  If you're in the corner, you may use Captain 
    Corridor instead of Captain Fire.  The only way the opponent can avoid this 
    assault is by super jumping, but use your Captain Corridor to send them back to 
    the ground if they do this.
    
    Don't try fighting opponents in the air with Captain Commando.  The air is not 
    his place for close combat.  Most of his moves perform very poorly in aerial 
    confrontations.  If you do, for some reason find yourself in such a situation, 
    use Captain Fire to send the opponent back to the ground.
    
    Both of Captain Commando's supers are very effective and do very good damage.  
    They both can be comboed into also.  Captain Sword covers a good portion of the 
    screen.  It combos beautifully off of his launchers.  It also cancels off of a 
    Captain Corridor.  IT doesn't do very good block damage, so don't always rely on 
    it to cheese your opponent to death.  It has a small recovery delay—an opponent 
    with a quick super may be able to punish you, so be careful about using it.
    
    Captain Storm does more damage and it comes out pretty fast.  It combos off of a 
    C.Fierce.  It will also cancel off of a Captain Fire in the corner--it also 
    cancels off of a Captain Corridor that was comboed into off of a C.Roundhouse.  
    Use this super in combos and for punishing mistakes.
    
    Don't ever throw this out at random.  If it's blocked, your opponent will have 
    quite a few opportunities for what they can do to Captain Commando.    Also, 
    remember that most of the time the opponent will land next to you and you'll be 
    able to OTG them after the super is done.  Try to combo into a Captain Sword 
    afterwards.
    
    Assists A and B are the best choices for Captain Commando.  Assist A is used 
    either as a surprise attack, keep away attack or for a character that doesn't 
    play well from a distance.  Captain Commando is usually safe while he's doing 
    this assist.  Assist B is a more defensive assist.  It's also a good surprise 
    attack and can also be a good decoy move too.  
    
    Use this to help a character out of corner pressure or against an opponent that 
    is trying to jump-in on you.  You could also throw it out occasionally at random 
    to surprise your opponent.  If it gets blocked or it misses and your opponent 
    tries to attack Captain Commando, dash up to your opponent and start attacking 
    him or her as they leave themselves open for attack.
    
    ===============================================================================
    VIII. MISC. STUFF
    ===============================================================================
    -----------------------------
    ADVANTAGES AND DISADVANTAGES
    
    ADVANTAGES
    
    1. Good keep-away character
    2. Good anti-confuser character
    3. Plays good both offensively and defensively
    4. Easy to learn
    5. Well-damaging, combinable supers
    6. Has access of up to five assist attacks
    7. Excellent ground combo character
    8. Excellent assist attacks
    9. Excellent special moves
    
    DISADVANTAGES
    
    1. Poor mid-air priority
    2. Low-priority air combos
    3. Slow start-up on some of his key attacks
    4. Recovery delays on most of his moves
    5. Takes hits poorly
    
    -----------------------------
    Special Features: None (no multiple jumps, no air dash)
    -----------------------------
    Any comments, questions or suggestions?  E-mail me at dan@finch.com.
    -----------------------------
    ACKNOWLEDGEMENTS
    
    Capcom for making such a cool game
    KMegura for the information on some of Captain Commando's special moves
    CobraX11X@aol.com for the tips on how to use Jennety the Mummy
    hitmonlee1065@aol.com for some assist combos
    shoryuken.com for some combos
    
    ===============================================================================
    IX.  LEGAL STUFF
    ===============================================================================
    
    This FAQ is Copyright (c) 2000 by Daniel Finch.  No part of this FAQ may be re-
    produced or re-posted on the Internet in its original, unedited and unaltered 
    format or redistributed under a different name in any way whatsoever.  Any 
    Internet, commercial or public use is prohibited without written permission from 
    the author.  Profit from this FAQ in any form is also prohibited.  Any 
    similarities in this FAQ to another FAQ or another web page are unintended and 
    coincidental. Spider-Man and Captain America are registered trademarks of Marvel 
    Comics.  Captain Commando, Sho the Ninja, Jennety the Mummy, Hoover the Baby and 
    Marvel vs. Capcom 2: New Age of Heroes are all registered trademarks of Capcom.
    

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