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

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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. {{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.