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