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    Captain Commando by Benzi

    Version: 1.4 | Updated: 05/08/98 | Search Guide | Bookmark Guide

    Date: Fri, 8 May 1998 16:45:39 +0800
    Marvel vs. Capcom: Captain Commando FAQ ver 1.4
    ("Burn, baby, burn!!")
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    	   /    Captain Commando FAQ made by Benzi Robledo    \
    	  |              (benzi@iconn.com.ph)                  |
    	 |                                                      |
    	 | Copyright 1998. All rights reserved. Distribution of |
    	 |  this file, in whole part or in part is permitted,   | 
    	 |  provided that it is not modified in any form and    |
    	 |    that proper credit is given to the author.        |
    | Contents: |
    I.   Updates                  -  tells the latest updates on this FAQ
    II.  Introduction             -  my talking (actually typing) part
    III. Who is Capt. Commando??  -  some facts on Captain Commando
    IV.  Basic Controls           -  the notation guide (usually used on combos)
     V.  Moves                    -  what else? 
           a. Normal Moves        -  the "jab to roundhouse" buttons described 
           b. Special Moves       -  and again, what else??
           c. Supers              -  Super Moves!! 
    VI.   Combos                  -  list of Captain's combos (with explanations) 
    VII.  Versus                  -  strategy on how to defeat all characters
    VIII. Strategy                -  how to use him effectively
    XI.   Tricks                  -  tricks on the game itself
    X.    Other Stuff             -  misc. stuff
    XI.   Credits                 -  for the people and everything who helped me 
    				 finish this FAQ
    I. --==< Updates >==--
    Ver 1.4  (05/08/98) - fixed the tricks section.
    Ver 1.3  (05/06/98) - finished the whole FAQ
    Ver 1.2  (05/05/98) - drew an ACII art and placed it here. Also updated the 
    		      "Contents" Section and some other stuff.
    Ver 1.00 (05/04/98) - typed some of Capt. Commando's Moves and some 
    II. --==< Introduction: >==--
    Hello again guys! Did you already download my new Wolvie FAQ?? How about my 
    updated Combo FAQ?? Oh well, I was deciding last Sunday on whom to make a FAQ  
    on (Captain Commando, Spidey, Strider). I saw some Strider FAQs already and 
    for Spidey too. But I didn't see any Capt. Commando FAQ (yet). So here I am, 
    typing...and trying to put all my witty strategy and knowledge for Captain 
    Commando (hurray!). One of my first characters to use in the game (the other's 
    Wolvie) and I finished it immediately!! He's quite hard to learn but you'll 
    get in to it. This FAQ is designed for beginners, intermediate players and 
    everyone, so read on!! Sorry for the ASCII art for making it so big...it may 
    not fit on your screen, ok? And again, I made this FAQ on MS-EDITOR and it's 
    very best seen in it. Okay guys, let's get it on and get crazy!! 
    III. "What is / Who is Captain Commando??"
    	All I know about "Captain Commando" that it is a game for Nintendo 
    that can have two players and play the game (who's "Super Joe"??). Captain 
    Commando doesn't talk much, he fights. He fights other planets (to conquer 
    the universe??). He beats up any maniac that would attempt to take over the 
    world. His current mission is to defeat Onslaught through the help of his 
    buddies. He has three friends: a Ninja (Sho the ninja), a baby that is on a 
    robot (Hoover), and a killer (Jennety) with knives. 
    IV. --==< Basic Controls >==--
       ______          ____           ____             ____
      /******\        /    \         /    \           /    \
     |********|      |      |       |      |         |      |  --> Punch buttons
      \_****_/        \____/         \____/           \____/
        |~~|         J a b         S t r o n g     F i e r c e
      .-|  |-.         ____           ____             ____
     (  \__/  )       /    \         /    \           /    \
      \.____./       |      |       |      |         |      |  --> Kick buttons
    		  \____/         \____/           \____/
    		S h o r t    F o r w a r d    R o u n d h o u s e
    b  = hold back               d = hold down (not dash)   u  = hold up
    t  = hold toward             c = while crouching        j  = while jumping
    +  = add                    \/ = you've landed          -> = chain                  
    d. = while dashing
    otg  = on the ground (?)  { } = do  it quickly    /\      = super-jump
    s.j. = while super-           (tap fast but     d.c./d.s. = dash then
           jumping                not necesarrily             quickly crouch/dash
    			      needed for                  while standing
    			      the combo)
    QCF = Quarter Circle Forward
    QCB = Quarter Circle Backward
    DP  = Dragon Punch
    V. --==< Moves >==--
    A. =-=[ Normal Moves: ]=-= (some normal moves are from the left position)
    1. Standing Jab and Crouching Jab
    -> When standing, He jabs with his right hand. Easily linked with a s. short
    or an another jab again. You could also link the s. jab with a s. strong -> 
    s. fierce -> Captain Corrdor for an easy combo. When crouching, he sticks out 
    his right hand/jabs with his right hand. Both has short range  
    2. Standing Short and Crouching Short
    -> When standing, he kicks with his right foot horizontally. Usually done 
    after a succesful s. jab. Can be linked with a s. roundhouse (air launcher) -> 
    Captian Corridor. Same move when crouching except he's down crouching. Both
    has Medium range (i think).
    3. Standing Strong
    -> He punches downwards with his left hand. Usually linked after a s. jab or
    a s. short. Link with a s. fierce -> Captain Corridor for a cheap combo. This 
    move has short range. 
    4. Standing Forward
    -> He turns around and kicks with his left foot. This move is not usually 
    used in the game. Medium range.
    5. Standing Fierce
    -> Sort of like, he turns to the side and punches the enemy with his right 
    hand, slightly on fire. Great when linked with a Captain Corridor (which I 
    usually do). Medium range. 
    6. Standing Roundhouse
    -> He jumps a little and swings his right foot up to the air which launches 
    the enemy and can be linked with an air combo. You must be very, very near 
    your enemy when doing this move. Can be linked with the Captain Sowrd. Very 
    short range.
    7. Crouching Strong
    -> He punches with his left hand up to the air and lifts the enemy up which
    can lead to an air combo. This is his "other" launcher (the other one is the 
    s. roundhouse). Short range.
    8. Crouching Forward
    -> Kicks with his left foot. Can be linked with his c. fierce -> Captain Fire.
    This move has short - medium range. 
    9. Crouching Fierce
    -> Sort of Wolverine's c. fierce (except he doesn't move forward when doing 
    the move and doesn't have claws). He makes an outward slash with both hands 
    to his sides and there's this electric surge going through his hands. Can be 
    linked with different moves like the Captain Fire, Captain Storm, and the 
    Commando Strike. Medium range.
    10. Crouching Roundhouse
    -> He turns around, sweeping his opponent. Be careful of rollers when doing 
    this move. Can be linked with a Captain Corridor. Medium range.
    11. Air Jab
    -> The usual start in an air combo after launching the opponent. Same with  
    the s. jab (except on air), punches with the right hand. Can be linked with
    a j. short -> j. strong -> j. forward -> air combo finisher. Short range. 
    12. Air Short
    -> Kicks with his right foot. Can be linked with an j. strong -> j. forward
    and any air combo finisher. Move has short range.
    12. Air Strong
    -> Punches with his other hand (opposite of hand used in the jab button). 
    Can be linked with a j. forward -> air combo finisher. Short range.
    11. Air Forward
    -> Kicks with the other foot (opposite of the foot used in the short button).
    Can be linked with an air combo finisher. Move has short range. 
    12. Air Fierce
    -> He punches in the air with a surge of electricity in his hands. A usual 
    end in an air combo. Good range. 
    13. Air Roundhouse
    -> He extends/kicks with his left foot. Can be an air combo finisher. 
    Good range.
    B. =-=[ Special Moves] =-=
    1. Captain Fire (QCF + any punch)
    -> Captain Commando fires a burst of flame somewhere in his arm. Comes very
    fast and goes all the way the screen. Can be done in air or on the ground. 
    Same range when different punch used but the damage done and the delay 
    afterwards is determined by the button used. It is usually done to end an air 
    combo. A very good keep away move but be careful of jumping opponents and 
    rollers!! Can be an air combo finisher.
    2. Captain Corridor (QCB + any punch)
    -> Captain Commando hits/pounds the ground which brings a sort of blue energy
    that goes up to the top of the screen. A great anti-air attack move. Just do
    the move against jumping opponents and wham!! He's in the other side of the 
    screen!! Also great for dashing characters. But be careful when he blocked 
    your move because you're open for any attack. Try to set it up after a sweep 
    (c. roundhouse). Only done on the ground. It's also a Variable Counter Move.
    3. Captain Kick (QCB + any kick)
    -> He quickly flies to his opponent across the screen kicking several times
    with his feet on fire. The kick button wil determine the height of the attack
    (a roundhouse may go above a tall character). This move may leave Captain 
    Commando open for an attack. It is a good surprise attack, counter move and 
    an anti-air attack. Can be done only on the ground
    4. Commando Strike (QCF + any kick)
    -> Captain Commando slightly pasues, makes a signal for his teammate (not his 
    other partner) to help him out. The kick button determines on who will attack.
    If the:
    short kick - is used, Sho the Ninja, falls forward to the ground striking at
    anything in his path with his sword. can be chained into a ground combo and 
    if you're nasty, you could use this for dashinng opponents. This is the most 
    effective Commando Strike but the damage is poor.
    forward kick - is used, Jennety, the Mumie like zombie, flies above him from
    Captain Commando's behind (not his butt) to the other side with knives spinning 
    like a helicopter and returns again. He should be used mostly as an anti-air
    attack move cause he'll be too high to hit someone on the ground. Probably the 
    most useless Commando Strike. 
    roundhouse kick - is used, Cap calls Hoover, the baby in a robot, to come 
    down and fire a slow missile at his opponent (not recommended...use the 
    Captain Fire). If hit, does insane damage. If the opponent dodged the move 
    and jumped towards you, try setting up a counter attack.
    Be careful when Captain Commando makes a signal, you can be open for an attack 
    (again). Only done on ground.
    C. =-=[ Supers ]=-=
    1. Captain Sword (QCF + 2 punches)
    -> Captain Commando calls his teammates to help him fire a big beam of energy
    at his opponent. Starts off pointing at the top, sweeping the beam downward. 
    Use it against flying/jumping opponents above you. A very great anti-air move! 
    Great after a s. roundhouse!! Only done on ground. This is his Team Super.
    2. Captain Storm (QCF + 2 kicks)
    -> A very great move (but hard to connect)!! Captain Commando rushes toward 
    his opponent and does a small uppercut. When connected, his opponent flies 
    into the air and he and his teammates will each have a time to hit/smack 
    him/her. Then when they're done, the opponent comes down falling, Captain 
    Commando hits him/her with a Captain Corridor! After the move, his 3 teammates 
    appear behind the Captain Commando after he made the Captain Corridor while 
    the opponent flys again and falls to the ground. The uppercut can hit enemies
    above you. Also, he ducks on fireballs when the move is done so it's great 
    for some fireball happy guys!! But don't do this move on characters who block 
    a lot, it has a very slow recovery time. Can otg after the move when near.
    Comboable after a c. fierce. Only done on ground.
    VI. --==< Combos >==--
    1. s. jab -> s. short -> c. forward -> c. roundhouse -> Captain Corridor
    **note: a very easy combo. just dash in first for better accuracy. be careful,
    he might roll.
    2. j. fierce -> \/ -> c. jab -> c. forward -> c. fierce -> 
    (jab ) Commando Strike/Captain Fire
    **note: another easy combo, do I need to explain??
    3. c. short -> c. forward -> c. fierce -> Captain Storm
    **note: sometimes hard to connect...just do it quickly aftr his c. fierce.  
    4. s. jab -> s. short -> s. roundhouse -> /\ -> s.j. jab -> s.j. short 
    -> s.j. strong -> s.j. forward -> s.j. fierce, s.j. roundhouse or 
    Captain Fire
    **note: you can substitute c. strong for the launcher. but if you want to use 
    his roundhouse, dash in first because it has a very short range.
    5. j. short -> j. fierce -> \/ -> d.s. jab -> s. short -> s. roundhouse -> 
    Captain Sword -> c. short (otg) -> s. roundhouse -> s.j. jab -> s.j. short -> 
    s.j. strong -> s.j. forward -> s.j. fierce, s.j. roundhouse or Captain Fire
    **note: well, you must be in the corner to do this move. after you've landed,
    try to dash in or skip the d.s jab -> s. short or substitue the roundhouse 
    with a c. strong. I've done this move many times so it's not that hard.
    7. s. jab -> s. short -> s. strong -> c. fierce -> Captain Fire
    **note: it's like #2
    8. s. jab -> s. short -> s. strong -> c. forward -> s. fierce ->
    Commando Strike
    **note: a very popular ground combo. you could use any of the kick buttons
    for the Commando Strike.
    9. d.s. short -> s. roundhouse -> Captain Sword
    **note: hehehe, I always do this move. skip the short kick if you want to.
    After Capt. Commando launches the opponent, do the Captain Sword which 
    starts from pointing up, where the opponent is.
    10. d.c. jab -> c. forward -> c. fierce -> Captain Fire, Captain Corridor or 
    Captain Storm
    **note: this is one of those easy combos. be careful of rollers.
    11. d.s. jab -> s. jab -> c. short -> s. roundhouse -> Captain Corridor
    **note: I think he can't roll on this one...
    12. d.c. jab -> c. short -> c. forward -> c. fierce -> (short) Commando Strike
    **note: use the short kick for the Commando Strike.
    16. d.c. short -> c. forward -> c. fierce -> Captain Storm -> c. short (otg)
    -> s. roundhouse -> Captain Sword
    **note: a very complicated move. you need 2 super meters. you must be near  
    after the Captain Storm for the c. short (otg) to hit. 
    for more combos, go to Migs' page (address down there)
    VII. =-=[ Versus ]=-=
    VS. Ryu
    Ryu mode: Again, he'll rain you with fireballs. Just keep on avoiding them or
    do the Captain Storm on fireball happy guys. If he misses a Dragon Punch, try 
    setting up a Super (Captain Sword), or a combo.
    Ken mode: Same as in Ryu mode, use the missed Dragon Punches to your 
    advantage. If he does the Super Hurricane Kick, just do a super... 
    Evil Ryu: his defense is crap so charge him with ground combos. Be careful 
    when he launches you...he can still use his super.
    VS. Captain Commando
    Never, ever jump on this guy...he may use his Captain Corridor or even his  
    Captain Sword. Do some fancy ground combos on this guy. Don't try to be launched 
    with this one because he can connect it with a Captain Sword (you can also do 
    that too). Fool him with your dash then counter. Use Juggernaut for this one.
    VS. Hulk
    Use the Captain Corridor/Captain Fire/Caaptain Sword on his jumps and attacks 
    at you but be careful, he may block the move, dash in and attack. Wait for him 
    to do a move, block it and do a super. Be very patient. Use a big helper to 
    trash this guy.
    VS. Chun Li
    Time your Captain Storm against missed moves such as the Kikosho super. She
    has a deadly new super that can be comboable in an air combo so don't be 
    launched by her. Use the Captain Corridor when she dashes.
    VS. Gambit
    This guy is so cheap that he always sweeps you and does a Super or his Cajun 
    Staff or launches you and makes a Royal Flush. Be very defensive on this guy.
    If he missed an air attack or he is making his "bounce off the wall" move,  
    aim it with a Captain Sword/Captain Corridor or wait for him to land and do 
    the Captain Storm or a combo.
    VS. Megaman
    Be careful of his fireballs because he can rain you with them with only a  
    press of a button (how cheap) and his Supers too. His c. roundhouse can  
    be linked with the Tornado Hold so play defensively (crouching). Have 
    a big helper!!
    VS. War Machine
    get away from this guy because he always grabs you and throws you to the 
    corner. Don't be launched or jump at him because he has a Deadly anti-air 
    Super. Beware of his Beam Attacks. Just wait until he screws something and
    then attack.
    VS. Strider
    Don't be too near with this guy...he has a deadly ground combo so always play 
    defensive. Have a Big Helper for this one. Just always get ahead of him with 
    ground combos. Be aware of his Ourobos and always shield (crouching except  
    when he jumps).
    VS. Spiderman
    Just ground combo him and do a Super. Be careful though, he throws you to 
    the side sometimes. Just wait for him to attack with his Super, block it and 
    then attack with your super (e.g. after he makes a Maximum Spider, wait for
    him to land and attack with a Captain Storm).
    VS Zangief
    Always do the Captain Corridor when he jumps. Get away from him and avoid his
    grabs and his deadly super. Don't do too much ground combos. When he is in the 
    Evil mode, attack him with the Captain Sword! Also rely on your big helpers. 
    Pick strong partners who has a front projectile super.
    VS. Jin
    Like the Hulk, he will nail up to the corner...just wait for his slide then
    Super him. Don't go above this guy because he has a deadly super which can 
    take almost half of your life. Attack with big helpers. 
    VS. Wolverine
    He will always attack with a ground combo so just block it. When he makes a 
    Drill Claw, then attack. Start off a ground combo with a Big helper and when
    hit, make a Captain Storm.  
    VS. Morrigan
    Don't use the Captain Storm at her. Be careful of her sweeps and air combos. 
    Don't be launched with her because she has a deadly super (again).
    Vs. Venom
    He's like Sabretooth. Be aware of his combos because it can take up serious
    damage. Always attack with an air combo. He has a deadly fierce punch that 
    almost covers half of the screen. 
    VS. Roll
    Roll is a very weak character so don't be afraid of her!! Some of your
    combos don't work with her so just do whatever you want. But don't be over 
    courageous though, I've seen Roll players who can kick butt. Rely on your
    ground combos.
    VS. Orange Hulk
    He's more easier than the original Hulk. But use the same technique with
    Hulk with this guy.
    VS. Lilith
    Same on Morrigan. She is more easier (I think) than Morrigan. Make way for 
    ground combos.
    VS. Gold War Machine
    Be careful with this guy because he's like Evil Zangief. Attack with the 
    Captain Sword and some of your big helpers!
    VS. Red Venom 
    His fast and very powerful. Be careful with this guy. Always get ahead of him
    with combos and be aggressive when playing against him. Don't worry, he takes 
    so much damage.
    Vs. Onslaught
    First Form - I think this is this is the cheapest strategy on defeating 
    Onslaught. Wait till he attacks then counter with a s. fierce -> Captain 
    Fire or Captain Collider (be careful when doing this move, leaves you open 
    for an attack). It does massive damage!! Just repeat the whole process and 
    you should have full power for the second form. You could also do combos like
    c. jab -> c. fierce (don't use a c. strong, you'll get hit for sure). Get a 
    big helper like the Sentinel or Colossus. Don't waste supers and use it 
    against his second form. And remember to block!!
    Second Form - Always block his attacks!! Always use the Captain Collider  
    because it's a better choice than the Captain Sword (Collider's stronger) it
    doesn't take a super meter, a vertical range and good damage. A j. fierce is 
    effective and could take him out quickly. 
    VIII. --==< Strategy >==--
    - Captain Commando is simply one fo the best in the game. He lacks range in 
    some of his normal moves, still he has power, speed and massive supers. 
    Pratice your ground combos so you could be unstoppable.
    -  His Captain Fire and Captain Corridor are the best keep away move of this 
    game. Dumb opponents will almost never get an attack. Beware of smart 
    opponents though (me??).
    - Use the Commando Strike for defense. use the ninja for dashing, the mummie
    for air attacks and the baby for...for...well, dumb opponents?? hehehe.
    - Be careful when performing some of Captain Commando's moves which leave you
    open for an attack. When fighting against a skilled player, don't rely on this
    moves like the Captain Corridor except when you need it badly (like he jumps 
    at you). Just set it up perfectly.
    - Use both Captain Fire and Collider for dashing opponents. The Collider again 
    for jumping characters. Time your moves. 
    - Captain Commando's supers are great for countering against missed attacks  
    and supers. Use the Captain Storm because it's faster and stronger (e.g. 
    Spiderman's Maximum Spider...after he lands, Captain Storm!!). But if you 
    think they could block the attack, use the Captain Sword instead.
    - Practice how to otg (it's easy!) after a Captain Storm. Look in the combos
    section for some OTGs leading to an another super. It will do massive damage!
    - Don't trade hits with an opponent. Captain Commando takes more damage than
    average. Just block and be careful.
    - Rely on your ground combos. It's best to set up a ground combo by jumping 
    first and then attacking in the air (j. fierce is good...hard to counter). 
    His air combos are also good but the ground does more damage. If you hit them 
    with a launcher, follow it up with a Captain Sword instead of an air combo 
    because it does more damage (isn't it obvious?).
    - When playing, don't get predictable. Don't let the enemy learn you pattern
    of fighting, you'll be in trouble. Let the enemy guess and guess...
    - His supers do serious damage. The best thing about it is easy to combo and 
    set up (sort of). He can defat an enemy with 2 supers (the OTGs in the combo 
    - Use a big helper!! Look for the best helpers in the "Best Helpers Section".
    - Combo is the key!!
    XI. --==< TRICKS >==--
    =-=[ Choosing your Helper:]=-=
    -> after selecting 2 of your characters, quickly press the desired buttons
    of your favorite helper with the Start button
    | Unknown Soldier                 Jab | Devilot              Strong+Fierce |       
    | Jubilee         Short+Strong+Fierce | Storm             Jab+Short+Fierce |      
    | Saki                         Fierce | Juggernaut             Jab+Forward |      
    | Psylocke                    Forward | Pure and Fur                 Short |      
    | Magneto                Short+Fierce | Michelle Heart           Jab+Short |      
    | Thor                   Short+Strong | Iceman              Strong+Forward |     
    | Cyclops            Jab+Short+Strong | Lou                         Strong |      
    | U.S. Agent            Strong+Fierce | King Arthur             Jab+Strong |     
    | Anita             Jab+Strong+Fierce | Rogue      Jab+Strong+Fierce+Short | 
    | Ton-Pooh                 Jab+Fierce | Colossus        Jab+Strong+Forward |      
    | Sentinel      Strong+Forward+Fierce | Shadow           Jab+Forward+Fierce |
    =-=[ Change character Line-up: ]=-=
    -> hold 3 punch buttons until the round starts
    =-=[ Secret Matches ]=-=
    1. Orange Hulk/Wolverine
    -> at least 5 team supers before reaching Onslaught
    2. Gold War Machine/Captain America
    -> finish opponent by switching (fierce and r.house) 2 times without
    losing a character before round 6
    3. Red Venom/?
    -> change leader at beginning of each stage, get first Attack on all
    stages, win with a switch on round 6.
    4. Lilith/Chun-Li
    -> use helper once in each stage, 2 team supers and one helper finish
    5. Roll/MegaMan
    -> use helper once in each stage, 2 with finishes and one helper finish
    6. Shadow Chun-Li/?
    -> use helper in every stage, get a switch finish, helper finish 
    without losing a character
    =-= Change Colour =-=
    -> change Capt. Commando's color by pressing punch (blue and white) or kick
    (pink and white)
    X. --=< Other Stuff >==--
    These are only my favorites...but it's best when you team Wolvie with
    them (hehehehe)
    =-=[ Best Partners ]=-=
    1. Woverine
    -> the orginal ultimate combo machine!
    2. Strider
    -> the "other" ultimate combo machine. 
    but they take up more damage than average
    4. SpiderMan
    -> Captain Commando on the ground, Spidey in the air!! 
    =-=[ Best Helper ]=-=
    1. Juggernaut
    -> he's big and strong...covers almost the entire screen.
    2. Sentinel
    -> like Juggernaut, he covers the entire screen and much taller.
    3. Colossus
    -> comes from the middle...get ready to dash!!
    4. Psylocke
    -> same here.
    XI. --==< Credits >==--
    WHAT?@#$%&!! Another finished FAQ??!! Yep, here are the people I wanna thank:
    1. Migs Rustia  (squatter@iconn.com.ph)
    -> for the informative page and some strategy
    his Marvelous and outstanding page (MVC: the site) : 
    2. Edward T. Ma (Edmaedmaedma@juno.com) 
    -> his marvelous FAQ. 
    Again, I wanna thank Eduardo Perez for teaching me how to do my very first 
    combo (man, where are you??)...Shirley (finally found you again), to Capcom 
    (nice job) for making such a great character, to Marvel for the best comic 
    characters I ever saw in my life, to God up there, to Greenhills Virra Mall 
    and to Carnival, Video Wread for their arcade units, to all other FAQs out 
    there and to you!! Thank you for reading my FAQ!! Just write for any 
    comments, questions or something wrong about this FAQ, k?? And I need some
    history for Captain Commando!! Thank you for reading, bye guys!! 
    ---===<  by benzi (benzi@iconn.com.ph) _>===---
    ---===<   Remember: "Combo is the key"     >===---

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