CAPTAIN COMMANDO

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Character FAQ
Created by PhatDan81 on 6/14/00
Game: Marvel vs. Capcom 2: New Age of Heroes
Character: Captain Commando
Version 1.2
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
===============================================================================

CONTENTS

I.    Introduction
II.   Legend
III.  Regular Moves
IV.   Special Moves
V.    Supers
VI.   Combos
VII.  General Strategy
VIII. Misc. Stuff
IX.   Legal Stuff

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I.  INTRODUCTION
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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.

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II. LEGEND
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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

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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)

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III.  REGULAR MOVES
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PUNCHES
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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.

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STRONG

Pressing Jab immediately after doing a Jab punch or Short kick does a Strong 
punch.

1.  Standing

Captain Commando does a downward swing.  It does 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.

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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.

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KICKS
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SHORT

1.  Standing

A basic standing LK, he just 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.

3.  Jumping

Captain Commando sticks his knee out while jumping.  It has poor range and 
should only be used as an AC filler.

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FORWARD

Pressing Short immediately after doing a Short kick or Strong punch does a 
Forward kick while on the ground or super jumping.  While jumping, a Forward 
kick is done by pressing short after doing a Jab punch or Short kick.

1.  Standing

Captain Commando turns around and extends his nearer leg straight out.  It has 
good range and is used as an combo filler.  It's usually difficult to combo this 
into any heavy attacks 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 an combo filler.

3.  Jumping

Same as the crouching version, it is used as an AC filler and to combo into AC 
finishers.

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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.

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.

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IV.  SPECIAL MOVES
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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 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 while sticking his leg 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.  You can use these infinitely.

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. 
        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), third 
        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.

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V.  SUPERS (HYPER COMBOS)
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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 dashes forward and does a small 
jumping uppercut at the opponent.  If the uppercut connects, the opponent gets 
launched upwards and gets a 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.

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VI.  COMBOS
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-----------------------------
Magic Series

Ground            Zigzag
Jumping           Stronger
Super Jumping     Zigzag
-----------------------------
Launchers         C.Strong/DF.Fierce, S.Roundhouse
Strike            S.Fierce
Knockdown         C.Roundhouse
AC Finishers      SJ.Fierce, SJ.Roundhouse, Captain Fire, Fierce Air Throw
Assists
  A    Captain Fire      Captain Sword
  B    Captain Corridor  Captain Sword
  C    Captain Kick      Captain Sword
-----------------------------

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.Jab, 
J.Strong it is almost always necessary to dash in afterwards to con-tinue the 
combo.  Combos 1 through 8 may begin with a jump-in attack.

1.   S.Jab, Captain Kick
2.   S.Short, Captain Kick
3.  S.Jab, S.Short, Captain Kick
5.   C.Short, C.Strong, fierce Captain Corridor
6.   C.Short, C.Strong, SJ (Jab, Strong, [AC Finisher])
7.   S.Jab, S.Short, S.Forward, Captain Kick
8.   S.Jab, S.Short, S.Forward, fierce Captain Corridor
9.   S.Jab, S.Short, S.Strong, S.Forward, C.Roundhouse
10. J.Fierce, C.Jab, C.Short, C.Forward, Captain Kick
11. Dashing Assist, Jennety, Captain Fire
12. In Corner: Dashing Assist, Jennety, fierce Captain Corridor
13. In Corner: Dashing Assist, Jennety, fierce Captain Corridor, Captain Sword
14.  J.Fierce, C.Jab, C.Short, C.Forward, fierce Captain Corridor
15.  J.Fierce, C.Jab, C.Short, C.Forward, fierce Captain Corridor, Captain Sword
16.  J.Fierce, C.Jab, C.Short, C.Fierce, Captain Fire
17.  J.Fierce, C.Jab, C.Short, C.Fierce, Captain Fire, Captain Storm
18.  J.Fierce, C.Jab, C.Short, C.Fierce, Captain Kick
19.  J.Fierce, C.Jab, C.Short, C.Fierce, Sho
20.  J.Fierce, C.Jab, C.Short, C.Fierce, fierce Captain Corridor
21.  J.Fierce, C.Jab, C.Short, C.Fierce, fierce Captain Corridor, Captain Sword
22.  J.Fierce, S.Jab, S.Strong, C.Fierce, Captain Fire
23.  J.Fierce, S.Jab, S.Strong, C.Fierce, fierce Captain Corridor
24.  J.Fierce, S.Jab, S.Strong, C.Fierce, Captain Kick
25.  J.Fierce, S.Jab, S.Strong, C.Fierce, Captain Fire, Captain Storm
26.  J.Fierce, S.Jab, S.Strong, C.Fierce, fierce Captain Corridor, Captain Sword
27.  J.Fierce, C.Jab, C.Short, C.Forward, C.Roundhouse, fierce Captain Corridor  
     (OTG)
28.  J.Fierce, C.Short, C.Fierce, C.Roundhouse, fierce Captain Corridor (OTG)
29. J.Fierce, S.Jab, S.Short, S.Roundhouse, SJ (Jab, Short, Strong, Forward, 
     [AC Finisher])
27.  J.Fierce, S.Jab, S.Short, S.Roundhouse, fierce Captain Corridor
28.  J.Fierce, S.Jab, S.Short, S.Roundhouse, Captain Sword
29.  J.Fierce, S.Jab, S.Short, S.Roundhouse, fierce Captain Corridor, Captain  
     Sword
30. J.Fierce, C.Short, C.Fierce, Captain Storm, C.Short (OTG), C.Forward, 
     fierce Captain Corridor
31.  J.Fierce, C.Short, C.Fierce, Captain Storm, C.Short (OTG), C.Forward,   
     Captain Kick
31. J.Fierce, C.Short, C.Fierce, Captain Storm, C.Short (OTG), C.Forward, 
     fierce Captain Corridor, Captain Sword
33.  J.Fierce, C.Short, C.Fierce, Captain Storm, C.Short (OTG), S.Roundhouse, SJ 
     (Jab, Short, Strong, Forward, Captain Fire)
34.  J.Fierce, C.Short, C.Fierce, Captain Storm, C.Short (OTG), S.Roundhouse,  
     fierce Captain Corridor
35.  J.Fierce, C.Short, C.Fierce, Captain Storm, C.Short (OTG), S.Roundhouse, 
     Captain Sword
36.  J.Fierce, C.Short, C.Fierce, Captain Storm, C.Short (OTG), S.Roundhouse, 
     fierce Captain Corridor, Captain Sword

-----------------------------
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)

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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.

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.

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VIII. Misc. Stuff
===============================================================================

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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

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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

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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.
