Marvel vs Capcom/Captain Commando: Difference between revisions

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= Combos =
= Combos =
{| border="1em" cellpadding="3" cellMPacing="0"
| align="center"|'''Combo'''
| align="center"|'''Damage'''
| align="center"|'''Notes'''
|-
|c.LK, c.MK, s.HP, Captain Corridor
|
|
|-
|s.LK, s.HK, Captain Sword
|
|
|-
|j.HP, c.LP, c.MK, c.HP, s.LP, Commando Strike/Captain Fire
|
|
|-
|j.LK, j.HP, dash, s.LP, s.LK, s.HK, Captain Sword, c.LK (OTG), s.HK, sj.LP, sj.LK, sj.MP, sj.MK, AC Finisher
|
|
|-
|j.LK, j.HP, dash, c.LK, c.HP, Captain Storm, c.LK (OTG), s.HK, Captain Sword, c.LK (OTG), s.HK, Captain Sword, c.LK (OTG), s.HK, sj.LP, sj.LK, sj,MP, sj.MK, AC Finisher
|
|
|-
|j.HP, dash, c.LK, c.HP, Captain Storm, OTG, etc.
|
|
|-
|}


1) c. SK, c. FK, cancel FP Captain Corridor<br>
2) SK ,RK cancel Captain Sword<br>
3) j. FP, c. JP, c. FK, c. FP, cancel JP Commando Strike/Captain Fire<br>
4) j. SK, j. FP, dash, JP, SK, RK, cancel Captain Sword, c. SK (OTG), RK, sj.  JP, sj. SK, sj. SP, sj. FK, AC Finisher<br>
5) j. SK, j. FP, dash, c. SK, c. FP, cancel Captain Storm, c. SK (OTG), RK,cancel Captain Sword, c. SK (OTG), RK, cancel Captain Sword, c. SK (OTG), RK, sj. JP, sj. SK, sj, SP, sj. FK, AC Finisher<br>
6) j. FP, dash, c. SK, c. FP, cancel Captain Storm, OTG and keep going.<br>
[[Category:Marvel vs Capcom]]
[[Category:Marvel vs Capcom]]
[[Category:Captain Commando]]
[[Category:Captain Commando]]

Revision as of 20:17, 27 December 2020

Mvc1commando.gif

Introduction

Pros Cons
  • Excellent damaging normals both as launchers and combo finishers
  • Good zoning Special Moves with his comrade assist
  • Captain Corridor can OTG
  • Blocked Hyper Combos are very unsafe
  • Too reliant on meter for corner combos

Basic Tips

Launchers:
c. SP, RK

AC Finisher:
FP, RK, Captain Fire

Magic Series:
Ground Magic Series: Hunter Series
Jump Magic Series: Weakest to Strongest
Super Jump Magic Series: Hunter Series

Move List

Ground Normals

s.LP

s.LP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.MP

s.MP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.HP

s.HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.LK

s.LK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.MK

s.MK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.HK

s.HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground, Launcher

c.LP

c.LP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.MP

c.MP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.HP

c.HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.LK

c.LK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.MK

c.MK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.HK

c.HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Air Normals

j.LP

j.LP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.MP

j.MP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.HP

j.HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.LK

j.LK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.MK

j.MK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.HK

j.HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Special Moves

Captain Fire: QCF + P (also in air)

Captain Commando shoots out a quick flaming attack from his fist.

Captain Corridor: QCB + P

Captain Commando slams his fist to the ground as it does a large and fast lightning attack which surrounds Captain Commando also.

Captain Kick: QCB + K

Captain Commando leaps forward as he does a thrusting kick attack with his foot in flames.

Captain Strike: QCF + K

Captain Commando summons a member of his team to attack. LK version summons Ninja Commando, who does a sword slash for above in front of Captain Commando. MK version summons Mummy Commando, who does a spinning blade attack from one side to the screen to the other from above. HK version summons Baby Commado, who does a slow-moving missile attack in front of Captain Commando.


Hyper Combos

Captain Sword: QCF + Px2

Captain Commando assembles his team as they all stand together and do a laser attack starting from above which moves down as it resembles a sword.

Captain Storm: QCF + Kx2

Captain Commando rushes forward with an uppercut and if it connects, the rest of his team attacks while the opponent is in the air and Captain Commando ends it using a Captain Corridor. The team poses after that.

Combos

Combo Damage Notes
c.LK, c.MK, s.HP, Captain Corridor
s.LK, s.HK, Captain Sword
j.HP, c.LP, c.MK, c.HP, s.LP, Commando Strike/Captain Fire
j.LK, j.HP, dash, s.LP, s.LK, s.HK, Captain Sword, c.LK (OTG), s.HK, sj.LP, sj.LK, sj.MP, sj.MK, AC Finisher
j.LK, j.HP, dash, c.LK, c.HP, Captain Storm, c.LK (OTG), s.HK, Captain Sword, c.LK (OTG), s.HK, Captain Sword, c.LK (OTG), s.HK, sj.LP, sj.LK, sj,MP, sj.MK, AC Finisher
j.HP, dash, c.LK, c.HP, Captain Storm, OTG, etc.