Marvel vs Capcom 2/Captain Commando/Combos: Difference between revisions

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== Introduction ==
== Introduction ==
Captain Commando's combos are not anything incredible, but they're somewhat strong and easy to confirm into. Sho and Captain Corridor are usually your best enders.
Captain Commando's combos are not anything incredible, but they're somewhat strong and easy to confirm into. Sho and Captain Corridor are usually your best enders.
== Explanation ==
">" denotes a chain.<br>
"XX" denotes a cancel.<br>
"," denotes a link.<br>
"St." denotes a standing attack.<br>
"Cr." denotes a crouching attack.<br>
"D." denotes a dash. Dash before pressing the next button.<br>
"SJ." denotes an attack while in Super Jump mode.<br>
"J." denotes an attack while in Normal Jump mode.<br>


== Bread and Butter Combos ==
== Bread and Butter Combos ==
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{{qcb}} + {{hp}} XX {{qcf}} + {{lp}}{{hp}}<br> Used for hard callouts and raw punishes.
{{qcb}} + {{hp}} XX {{qcf}} + {{lp}}{{hp}}<br> Used for hard callouts and raw punishes.
== Ground to Air Combo ==
D. St. {{lp}} > St. {{mp}} > St. {{hk}} > Super Jump, SJ. {{lp}} > SJ. {{mp}} > SJ. {{mk}} > SJ. {{hp}}
D. St. {{lp}} > St. {{mp}} > St. {{hk}} > Super Jump, SJ. {{lp}} > SJ. {{lk}} > SJ. {{mp}} > SJ. {{mk}} > {{qcf}} + {{p}}
== Corner Combos ==
Cr. {{lk}} > Cr. {{mk}} > Cr. {{hp}} XX {{qcf}} + {{lk}}
Cr. {{lk}} > St. {{mp}} > Cr. {{hp}} XX {{qcb}} + {{hp}} XX {{qcf}} + {{lp}}{{hp}}<br> The Captain Corridor may not connect on some characters.
Cr. {{lk}} > Cr. {{mk}} > Cr. {{hp}} XX {{qcf}} + {{lk}}{{hk}} (, Cr. {{lk}} > Cr. {{mp}} XX {{qcb}} + {{hp}})<br> Last part of the combo only guaranteed if the opponent doesn't mash to wake up faster.
== Guard Break ==
Snap the opponent out, and call Genity ({{qcf}} + {{hk}}) as soon as you can. The opponent will block the three hits. Wait a moment, then {{df}} + {{hp}} or {{qcb}} + {{lp}} XX {{qcf}} {{lp}}{{hp}} to break their guard.

Latest revision as of 14:47, 12 November 2021

Introduction

Captain Commando's combos are not anything incredible, but they're somewhat strong and easy to confirm into. Sho and Captain Corridor are usually your best enders.

Explanation

">" denotes a chain.
"XX" denotes a cancel.
"," denotes a link.
"St." denotes a standing attack.
"Cr." denotes a crouching attack.
"D." denotes a dash. Dash before pressing the next button.
"SJ." denotes an attack while in Super Jump mode.
"J." denotes an attack while in Normal Jump mode.

Bread and Butter Combos

Cr. Lk.png > Cr. Mk.png > Cr. Hp.png XX Qcb.png + Lk.png or Qcf.png + P.png

D. St. Lp.png > St. Mp.png > St. Hk.png XX Qcb.png + Hp.png

Cr. Lk.png > Cr. Mk.png > Cr. Hp.png XX Qcf.png + P.png XX Qcf.png + Lp.pngHp.png

D. St. Lp.png > St. Mp.png > St. Hk.png XX Qcf.png + Lp.pngHp.png

Qcb.png + Hp.png XX Qcf.png + Lp.pngHp.png
Used for hard callouts and raw punishes.

Ground to Air Combo

D. St. Lp.png > St. Mp.png > St. Hk.png > Super Jump, SJ. Lp.png > SJ. Mp.png > SJ. Mk.png > SJ. Hp.png

D. St. Lp.png > St. Mp.png > St. Hk.png > Super Jump, SJ. Lp.png > SJ. Lk.png > SJ. Mp.png > SJ. Mk.png > Qcf.png + P.png

Corner Combos

Cr. Lk.png > Cr. Mk.png > Cr. Hp.png XX Qcf.png + Lk.png

Cr. Lk.png > St. Mp.png > Cr. Hp.png XX Qcb.png + Hp.png XX Qcf.png + Lp.pngHp.png
The Captain Corridor may not connect on some characters.

Cr. Lk.png > Cr. Mk.png > Cr. Hp.png XX Qcf.png + Lk.pngHk.png (, Cr. Lk.png > Cr. Mp.png XX Qcb.png + Hp.png)
Last part of the combo only guaranteed if the opponent doesn't mash to wake up faster.

Guard Break

Snap the opponent out, and call Genity (Qcf.png + Hk.png) as soon as you can. The opponent will block the three hits. Wait a moment, then Df.png + Hp.png or Qcb.png + Lp.png XX Qcf.png Lp.pngHp.png to break their guard.