User:Speedmccool25/sandbox: Difference between revisions

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|name= Medium Punch
|name= Medium Punch
|linkname= 5MP
|linkname= 5MP
|input= 5LP, 5LP // {{lp}}, {{lp}}
|input= 5MP // {{lp}}, {{lp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
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|name= Medium Kick
|name= Medium Kick
|linkname= 5MK
|linkname= 5MK
|input= 5LK, 5LK // {{lk}}, {{lk}}
|input= 5MK // {{lk}}, {{lk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 349: Line 349:
  |Adv. Pushblock=  
  |Adv. Pushblock=  
  |description=  Your sweep. Knocks down. Recovers pretty quickly for a sweep.
  |description=  Your sweep. Knocks down. Recovers pretty quickly for a sweep.
}}
}}<br>
==== Jumping Normals ====
{{MoveData
|image= MVC2_Captain_Commando_8LP_01.png
|caption= Quick punch.
|name= Jumping Light Punch
|linkname= 8LP
|input= Jump + LP // Jump + {{lp}}
|data=
{{AttackData-MVSC2
|Damage= 4
|Startup= 3
|Active= 10
|Recovery= 12
|Guard= HL
|Special Property=
|Cancel= Chain, Special, Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  Just a standard quick punch. Starts an air combo.
}}
}}<br>
{{MoveData
|image= MVC2_Captain_Commando_8MP_01.png
|caption= A downward elbow.
|name= Jumping Medium Punch
|linkname= 8LP
|input= Jump + MP // Jump + {{lp}}, {{lp}}
|data=
{{AttackData-MVSC2
|Damage= 7
|Startup= 7
|Active= 11
|Recovery= 8
|Guard= HL
|Special Property=
|Cancel= Chain, Special, Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  A downward elbow. Mainly combo filler.
}}
}}<br>
{{MoveData
|image= MVC2_Captain_Commando_8HP_01.png
|image2= MVC2_Captain_Commando_8HP_02.png
|caption2= An electric downward punch.
|name= Jumping Heavy Punch
|linkname= 8HP
|input= Jump + HP // Jump + {{hp}}
|data=
{{AttackData-MVSC2
|Damage= 13
|Startup= 7
|Active= 11
|Recovery= 8
|Guard= HL
|Special Property=
|Cancel= Chain, Special, Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  A downward elbow. Mainly combo filler.
  }}
  }}
  }}<br>
  }}<br>

Revision as of 19:46, 9 November 2021

Story

Captain Commando is the leader of Team Commando, a team set to destroy crime on Earth and across the galaxy. He wields the Energy Gloves, allowing him to shoot bolts of fire and electricity. He uses other gadgets and tools, along with his three companions - Sho, Genity, and Hoover - throughout his game to save the world from evil.

In Marvel Vs. Capcom 2, Captain Commando is a decent character on point. His ability to use projectiles is good, though not great, and his combos can be a little lackluster. However, he holds arguably the best assist in the entire game, with his Captain Corridor anti-air assist. Many top teams pick Captain Commando purely for the power of this assist, and it's the reason why he stays relevant in the meta. A fantastic choice for beginners due to the ease of use of his assist.

Gameplay

Captain Commando is usually the dedicated anti-air assist of many top teams. On point, he's not that great, but his assist more than makes up for this.

Strengths Weaknesses
  • Captain Corridor: Captain Corridor, his anti-air assist, is argued to be the best assist in the entire game. If you pick Captain Commando, you should ALMOST ALWAYS be picking this assist. It's also not a bad move on point, as it's fast, high damage, and invincible.
  • Good blockstrings: Captain Commando's blockstrings can be pretty good, and combined with assists like Sentinel drones, they can be decent in length.
  • Good projectiles: While not amazing, Captain Fire, Sho, and Genity can be good for controlling space.
  • Moderately easy guard break: Snapping an opponent out and calling Genity as they come in can guard break them, leading to a very good punish on incoming.
  • Easy to DHC out: Captain Sword starts up pretty quickly, and it's not a bad idea to super when far away and DHC to swap out.
  • Team Hyper Combo: Captain Sword covers an area many supers don't cover, and a THC allows him to cover this area for you.
  • Poor mobility: On point, CapCom is pretty sluggish.
  • Unreliable supers: Captain Sword be iffy in certain connects, will sometimes not work properly if hit in certain places on screen, and Captain Storm can be ducked, leaving you very punishable. Considering Captain Sword is his main super, it being unreliable really hurts him.
  • Cannot hitconfirm launcher: Commando cannot do two hits into his launchers, he must do only one hit, which gives no time to confirm.

Character Summary

Special Moves

Captain Fire (Air OK)
  • Qcf.png + Lp.png or Hp.png
Captain Corridor
  • Qcb.png + Lp.png or Hp.png
Captain Kick
  • Qcb.png + Lk.png or Hk.png
Captain Strike - Sho
  • Qcf.png + Lk.png
Captain Strike - Genity
  • Qcf.png + Hk.png
Captain Strike - Hoover
  • Qcf.png + Lk.png+Hp.png
Super Moves

Captain Sword
  • Qcf.png + Lp.pngHp.png
Captain Storm
  • Qcf.png + Lk.pngHk.png
Assist Moves

Type α - Ground Type
  • Assist: Hp.png Captain Fire
  • Counter: Hp.png Captain Fire
  • Combination: Captain Sword
Type β - Anti-Air Type
  • Assist: Hp.png Captain Corridor
  • Counter: Hp.png Captain Corridor
  • Combination: Captain Sword
Type γ - Expansion Type
  • Assist: Hk.png Captain Kick
  • Counter: Hk.png Captain Kick
  • Combination: Captain Sword
MVC2 captaincommando art.png

Colors

First row: LP, HP, A1. Second row: LK, HK, A2.

Mvc2-captaincommando.png

Moves List

Normal Moves

Standing Normals

Light Punch
5LP // Lp.png
MVC2 Captain Commando 5LP 01.png
Quick punch.
Damage Startup Active Recovery Guard
4 3 4 6 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -

Just a standard quick punch. Not bad for a light attack in startup, active, and recovery.


Medium Punch
5MP // Lp.png, Lp.png
MVC2 Captain Commando 5MP 01.png
A hook.
Damage Startup Active Recovery Guard
7 6 2 21 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -

Commando does a quick hook. Pretty long recovery, so cancelling it is a good idea.


Heavy Punch
5HP // Hp.png
MVC2 Captain Commando 5HP 01.png
MVC2 Captain Commando 5HP 02.png
CHESTO!
Damage Startup Active Recovery Guard
13 12 8 28 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Special, Super - - -

Commando does a stepping backfist, knocking the opponent away. Has decently long recovery, a few characters can punish you on hit.


Light Kick
5LK // Lk.png
MVC2 Captain Commando 5LK 01.png
A fast side kick.
Damage Startup Active Recovery Guard
4 4 2 12 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -

This actually has less range than his standing light punch. Not really all that useful.


Medium Kick
5MK // Lk.png, Lk.png
MVC2 Captain Commando 5MK 01.png
MVC2 Captain Commando 5MK 02.png
Another side kick.
Damage Startup Active Recovery Guard
7 7 6 21 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -

Commando does a side kick. Pretty long recovery, so cancelling it is a good idea.


Heavy Kick
5HK // Hk.png
MVC2 Captain Commando 5HK 01.png
MVC2 Captain Commando 5HK 02.png
TOH!
Damage Startup Active Recovery Guard
12 11 4 38 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Special, Super - - -

Commando does a leaping upward kick, launching the opponent. Very long recovery.


Crouching Normals

Crouching Light Punch
2LP // D.png + Lp.png
MVC2 Captain Commando 2LP 01.png
A quick, low punch.
Damage Startup Active Recovery Guard
4 4 3 9 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -

A low punch. Pretty fast, and can start a full magic series on block so it's not too bad for blockstrings.


Crouching Medium Punch
2MP // D.png + Lp.png, Lp.png
MVC2 Captain Commando 2MP 01.png
MVC2 Captain Commando 2MP 02.png
A big uppercut.
Damage Startup Active Recovery Guard
6 7 4 23 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -

An uppercut. Gives a sort of half-launch, can still be super jump cancelled into an air combo.


Crouching Heavy Punch
2HP // D.png + Hp.png
MVC2 Captain Commando 2HP 01.png
MVC2 Captain Commando 2HP 02.png
CHESTO!
Damage Startup Active Recovery Guard
13 9 8 25 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Special, Super - - -

An electric swipe across the floor. Not a low. Great normal to cancel from, as it has good range and a fair amount of hitstun.


Crouching Light Kick
2LK // D.png + Lk.png
MVC2 Captain Commando 2LK 01.png
A quick, low kick.
Damage Startup Active Recovery Guard
4 6 2 12 L
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -

A low kick. Being a low is pretty useful, so you'll probably be hitconfirming with this a lot.


Crouching Medium Kick
2MK // D.png + Lk.png, Lk.png
MVC2 Captain Commando 2MK 01.png
Another low kick.
Damage Startup Active Recovery Guard
7 8 6 12 L
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -

Another low kick. Recovers pretty quickly for a medium, so it may be safe on block to hitconfirm with.


Crouching Heavy Kick
2HK // D.png + Hk.png
MVC2 Captain Commando 2HK 01.png
TOH!
Damage Startup Active Recovery Guard
13 10 4 22 L
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Special, Super - - -

Your sweep. Knocks down. Recovers pretty quickly for a sweep.


Jumping Normals

Jumping Light Punch
Jump + LP // Jump + Lp.png
MVC2 Captain Commando 8LP 01.png
Quick punch.
Damage Startup Active Recovery Guard
4 3 10 12 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -

Just a standard quick punch. Starts an air combo.


Jumping Medium Punch
Jump + MP // Jump + Lp.png, Lp.png
MVC2 Captain Commando 8MP 01.png
A downward elbow.
Damage Startup Active Recovery Guard
7 7 11 8 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -

A downward elbow. Mainly combo filler.


Jumping Heavy Punch
Jump + HP // Jump + Hp.png
MVC2 Captain Commando 8HP 01.png
MVC2 Captain Commando 8HP 02.png
An electric downward punch.
Damage Startup Active Recovery Guard
13 7 11 8 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -

A downward elbow. Mainly combo filler.