Marvel vs Capcom 2/Captain Commando: Difference between revisions

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(Complete revamp of the page as part of the updating MVC2 pages, added move names, hitboxes, damage, frame data, specials, supers, and other sections.)
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{{MvC2Header}}
{{MVC2 Character Intro|char= captaincommando|full=Captain Commando|short=CapCom|content=
= Introduction =
== Story ==
[[image:MvC2captaincommando.png]]
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.


Mostly known for his amazing assist, he's still decent.
In Marvel Vs. Capcom 2, Captain Commando is a decent character on point. His ability to use projectiles is good, though not great. His blockstrings are pretty good, though 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 ==
{{2 Column Flex|flex1=6|flex2=4
|content1=
{{Content Box|content=
'''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.
{{ProConTable
|pros=
*'''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.
|cons=
*'''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.
}}
}}
|content2=
{{Content Box|content=
<center><youtube>XsEO8X_z7pg</youtube></center>
}}
}}
== Character Summary ==
{{3 Column Flex
|content1=
{{Content Box|header=Special Moves|content=
;Captain Fire (Air OK)
*{{qcf}} + {{lp}} or {{hp}}
;Captain Corridor
*{{qcb}} + {{lp}} or {{hp}}
;Captain Kick
*{{qcb}} + {{lk}} or {{hk}}
;Captain Strike - Sho
*{{qcf}} + {{lk}}
;Captain Strike - Genity
*{{qcf}} + {{hk}}
;Captain Strike - Hoover
*{{qcf}} + {{lk}}+{{hp}}
}}
|content2=
{{Content Box|header=Super Moves|content=
;Captain Sword
* {{qcf}} + {{lp}}{{hp}}
;Captain Storm
* {{qcf}} + {{lk}}{{hk}}
}}
|content3=
{{Content Box|header=Assist Moves|content=
;Type α - Ground Type
*Assist: {{hp}} Captain Fire
*Counter: {{hp}} Captain Fire
*Combination: Captain Sword
;Type β - Anti-Air Type
*Assist: {{hp}} Captain Corridor
*Counter: {{hp}} Captain Corridor
*Combination: Captain Sword
;Type γ - Expansion Type
*Assist: {{hk}} Captain Kick
*Counter: {{hk}} Captain Kick
*Combination: Captain Sword
}}
}}
}}


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


[[Image:Mvc2-captaincommando.png]]
[[Image:Mvc2-captaincommando.png]]


= Moves List =
== Moves List ==
 
=== Normal Moves ===
 
==== Standing Normals ====
 
{{MoveData
|image= MVC2_Captain_Commando_5LP_01.png
|caption= Quick punch.
|name= Light Punch
|linkname= 5LP
|input= 5LP // {{lp}}
|data=
{{AttackData-MVSC2
|Damage= 4
|Startup= 3
|Active= 4
|Recovery= 6
|Guard= HL
|Special Property=
|Cancel= Chain, Special, Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  Just a standard quick punch. Not bad for a light attack in startup, active, and recovery.
}}
}}<br>
 
{{MoveData
|image= MVC2_Captain_Commando_5MP_01.png
|caption= A hook.
|name= Medium Punch
|linkname= 5MP
|input= 5MP // {{lp}}, {{lp}}
|data=
{{AttackData-MVSC2
|Damage= 7
|Startup= 6
|Active= 2
|Recovery= 21
|Guard= HL
|Special Property=
|Cancel= Chain, Special, Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  Commando does a quick hook. Pretty long recovery, so cancelling it is a good idea.
}}
}}<br>


== Normal Moves ==
{{MoveData
{|border="1"
|image= MVC2_Captain_Commando_5HP_01.png
!width="6%"|
|image2= MVC2_Captain_Commando_5HP_02.png
! Frames
|caption2= CHESTO!
! Advantage
|name= Heavy Punch
! Cancel
|linkname= 5HP
! Block
|input= 5HP // {{hp}}
!colspan="3"| Hitbox
|data=
! Notes
  {{AttackData-MVSC2
|-
|Damage= 13
|colspan="9" align="center"| '''Standing'''
|Startup= 12
|-
|Active= 8
! [[File:Lp.png]]
|Recovery= 28
|align="center"|
|Guard= HL
|align="center"|
|Special Property=  
|align="center"| C
|Cancel= Special, Super
|align="center"| HL
|Adv. Hit=  
|colspan="3" | [[File:CapCom_s.lp.png|center]]
|Adv. Guard=  
|align="left"|
|Adv. Pushblock=  
|-
|description= Commando does a stepping backfist, knocking the opponent away. Has decently long recovery, a few characters can punish you on hit.
! [[File:Mp.png]]
}}
|align="center"|
}}<br>
|align="center"|
|align="center"|
|align="center"| HL
|colspan="3" | [[File:CapCom_s.mp.png|center]]
|align="left"| [[File:Strk.png]]
|-
! [[File:Hp.png]]
|align="center"|
|align="center"|
|align="center"| C
|align="center"| HL
|colspan="3" | [[File:CapCom_s.hp.png|center]]
|align="left"|
|-
! [[File:Lk.png]]
|align="center"|
|align="center"|
|align="center"| C
|align="center"| HL
|colspan="3" | [[File:CapCom_s.lk.png|center]]
|  
|-
! [[File:Mk.png]]
|align="center"|
|align="center"|
|align="center"| C
|align="center"| HL
|valign="bottom" style="border-right:0px;"| [[File:CapCom_s.forward(1).png|center]]
|valign="bottom" style="border-right:0px; border-left:0px;"| [[File:CapCom_s.forward(2).png|center]]
|valign="bottom" style="border-left:0px;"|
|
|-
! [[File:Hk.png]]
|align="center"|
|align="center"|
|align="center"| C
|align="center"| HL
|valign="bottom" style="border-right:0px;"| [[File:CapCom_s.hk(1).png|center]]
|valign="bottom" style="border-right:0px; border-left:0px;"| [[File:CapCom_s.hk(2).png|center]]
|valign="bottom" style="border-left:0px;"|
|
|-
|colspan="9" align="center"| '''Crouching'''
|-
! [[File:Lp.png]]
|align="center"|
|align="center"|
|align="center"| C
|align="center"| HL
|colspan="3" | [[File:CapCom_c.lp.png|center]]
|align="left"|
|-
! [[File:Mp.png]]
|align="center"|
|align="center"|
|align="center"| C
|align="center"| HL
|valign="bottom" style="border-right:0px;"| [[File:CapCom_c.mp(1).png|center]]
|valign="bottom" style="border-right:0px; border-left:0px;"| [[File:CapCom_c.mp(2).png|center]]
|valign="bottom" style="border-left:0px;"|
| [[File:Launch.png]]
|-
! [[File:Hp.png]]
|align="center"|
|align="center"|
|align="center"| -
|align="center"| HL
|colspan="3" | [[File:CapCom_c.hp.png|center]]
|
|-
! [[File:Lk.png]]
|align="center"|
|align="center"|
|align="center"| C
|align="center"| [[File:Low.png]]
|colspan="3" | [[File:CapCom_c.lk.png|center]]
| [[File:Otg.png]]
|-
! [[File:Mk.png]]
|align="center"|
|align="center"|
|align="center"| C
|align="center"| [[File:Low.png]]
|colspan="3" | [[File:CapCom_c.forward.png|center]]
| [[File:Otg.png]]
|-
! [[File:Hk.png]]
|align="center"|
|align="center"| KD
|align="center"| -
|align="center"| [[File:Low.png]]
|colspan="3" | [[File:CapCom_c.hk.png|center]]
|[[File:Otg.png]]
|-
|colspan="9" align="center"| '''Jump'''
|-
! [[File:Lp.png]]
|align="center"|
|align="center"| -/-
|align="center"| -
|align="center"| [[File:High.png]]
|colspan="3" | [[File:CapCom_j.lp.png|center]]
|
|-
! [[File:Mp.png]]
|align="center"|
|align="center"| -/-
|align="center"| -
|align="center"| [[File:High.png]]
|colspan="3" | [[File:CapCom_j.mp.png|center]]
|
|-
! [[File:Hp.png]]
|align="center"|
|align="center"| -/-
|align="center"| -
|align="center"| [[File:High.png]]
|colspan="3" | [[File:CapCom_j.hp.png|center]]
| [[File:Aircombofinisher.png]]
|-
! [[File:Lk.png]]
|align="center"|
|align="center"| -/-
|align="center"| -
|align="center"| [[File:High.png]]
|colspan="3" | [[File:CapCom_j.lk.png|center]]
|
|-
! [[File:Mk.png]]
|align="center"|
|align="center"| -/-
|align="center"| -
|align="center"| [[File:High.png]]
|valign="bottom" style="border-right:0px;"| [[File:CapCom_j.forward(1).png|center]]
|valign="bottom" style="border-right:0px; border-left:0px;"| [[File:CapCom_j.forward(2).png|center]]
|valign="bottom" style="border-left:0px;"|
|
|-
! [[File:Hk.png]]
|align="center"|
|align="center"| -/-
|align="center"| -
|align="center"| [[File:High.png]]
|colspan="3"| [[File:CapCom_j.hk.png|center]]
| [[File:Aircombofinisher.png]]
|-
|}


== Special Moves ==
{{MoveData
{{MvC3MoveListHeader}}
|image= MVC2_Captain_Commando_5LK_01.png
{{MoveListRow | Captain Fire
|caption= A fast side kick.
| {{qcf}} + {{p}}
|name= Light Kick
|  
|linkname= 5LK
| {{airok}}
|input= 5LK // {{lk}}
}}
|data=
{{MoveListRow | Captain Corridor
{{AttackData-MVSC2
| {{qcb}} + {{p}}
|Damage= 4
|  
|Startup= 4
| Can DHC this to Captain Sword pretty easily.
|Active= 2
}}
|Recovery= 12
{{MoveListRow | Captain Kick
|Guard= HL
| {{qcb}} + {{k}}
|Special Property=
|  
|Cancel= Chain, Special, Super
|  
|Adv. Hit=
}}
|Adv. Guard=
{{MoveListRow | Captain Strike: Sho
|Adv. Pushblock=
| {{qcf}} + {{lk}}
|description=  This actually has less range than his standing light punch. Not really all that useful.
|  
}}
|  
}}<br>
}}
{{MoveListRow | Captain Strike: Genity
| {{qcf}} + {{hk}}
|  
|
}}
{{MoveListRow | Captain Strike: Hoover
| {{qcf}} + {{lk}} + {{hp}}
|
| Fun, mostly useless.
}}
{{MoveListFooter}}


== Super Moves ==
{{MoveData
{{MvC3MoveListHeader}}
|image= MVC2_Captain_Commando_5MK_01.png
{{MoveListRow | Captain Sword
|image2= MVC2_Captain_Commando_5MK_02.png
| {{qcf}} + {{lp}} + {{hp}}
|caption2= Another side kick.
|  
|name= Medium Kick
| If it first hits them as it sweeps down, this often does close to no damage.
|linkname= 5MK
}}
|input= 5MK // {{lk}}, {{lk}}
{{MoveListRow | Captain Storm
|data=
| {{qcf}} + {{lk}} + {{hk}}
{{AttackData-MVSC2
|  
|Damage= 7
|  
|Startup= 7
}}
|Active= 6
{{MoveListFooter}}
|Recovery= 21
|Guard= HL
|Special Property=
|Cancel= Chain, Special, Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  Commando does a side kick. Pretty long recovery, so cancelling it is a good idea.
}}
}}<br>


== Assist Moves ==
{{MoveData
|image= MVC2_Captain_Commando_5HK_01.png
|image2= MVC2_Captain_Commando_5HK_02.png
|caption2= TOH!
|name= Heavy Kick
|linkname= 5HK
|input= 5HK // {{hk}}
|data=
{{AttackData-MVSC2
|Damage= 12
|Startup= 11
|Active= 4
|Recovery= 38
|Guard= HL
|Special Property=
|Cancel= Special, Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  Commando does a leaping upward kick, launching the opponent. Very long recovery.
}}
}}<br>


{{MvC2CharacterAssists
==== Crouching Normals ====
|[[file:hp.png]] Captain Fire
|
|Captain Sword
|[[file:hp.png]] Captain Fire
|


|[[file:hp.png]] Captain Corridor
{{MoveData
|
|image= MVC2_Captain_Commando_2LP_01.png
|Captain Sword
|caption= A quick, low punch.
|[[file:hp.png]] Captain Corridor
|name= Crouching Light Punch
|One of the top assists in the gameUse it!
|linkname= 2LP
|input= 2LP // {{d}} + {{lp}}
|data=
{{AttackData-MVSC2
|Damage= 4
|Startup= 4
|Active= 3
|Recovery= 9
|Guard= HL
|Special Property=
|Cancel= Chain, Special, Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description= A low punch. Pretty fast, and can start a full magic series on block so it's not too bad for blockstrings.
}}
}}<br>


|[[file:hk.png]] Captain Kick
{{MoveData
|
|image= MVC2_Captain_Commando_2MP_01.png
|Captain Sword
|image2= MVC2_Captain_Commando_2MP_02.png
|[[file:hk.png]] Captain Kick
|caption2= A big uppercut.
|
|name= Crouching Medium Punch
}}
|linkname= 2MP
|input= 2MP // {{d}} + {{lp}}, {{lp}}
|data=
{{AttackData-MVSC2
|Damage= 6
|Startup= 7
|Active= 4
|Recovery= 23
|Guard= HL
|Special Property=
|Cancel= Chain, Special, Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  An uppercut. Gives a sort of half-launch, can still be super jump cancelled into an air combo.
}}
}}<br>


= The Basics =
{{MoveData
|image= MVC2_Captain_Commando_2HP_01.png
|image2= MVC2_Captain_Commando_2HP_02.png
|caption2= CHESTO!
|name= Crouching Heavy Punch
|linkname= 2HP
|input= 2HP // {{d}} + {{hp}}
|data=
{{AttackData-MVSC2
|Damage= 13
|Startup= 9
|Active= 8
|Recovery= 25
|Guard= HL
|Special Property=
|Cancel= Special, Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  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.
}}
}}<br>


== Beginner Overview ==
{{MoveData
|image= MVC2_Captain_Commando_2LK_01.png
|caption= A quick, low kick.
|name= Crouching Light Kick
|linkname= 2LK
|input= 2LK // {{d}} + {{lk}}
|data=
{{AttackData-MVSC2
|Damage= 4
|Startup= 6
|Active= 2
|Recovery= 12
|Guard= L
|Special Property=
|Cancel= Chain, Special, Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  A low kick. Being a low is pretty useful, so you'll probably be hitconfirming with this a lot.
}}
}}<br>


<youtube>XsEO8X_z7pg</youtube>
{{MoveData
|image= MVC2_Captain_Commando_2MK_01.png
|caption= Another low kick.
|name= Crouching Medium Kick
|linkname= 2MK
|input= 2MK // {{d}} + {{lk}}, {{lk}}
|data=
{{AttackData-MVSC2
|Damage= 7
|Startup= 8
|Active= 6
|Recovery= 12
|Guard= L
|Special Property=
|Cancel= Chain, Special, Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  Another low kick. Recovers pretty quickly for a medium, so it may be safe on block to hitconfirm with.
}}
}}<br>


== Combos ==
{{MoveData
|image= MVC2_Captain_Commando_2HK_01.png
|caption= TOH!
|name= Crouching Heavy Kick
|linkname= 2HK
|input= 2HK // {{d}} + {{hk}}
|data=
{{AttackData-MVSC2
|Damage= 13
|Startup= 10
|Active= 4
|Recovery= 22
|Guard= L
|Special Property=
|Cancel= Special, Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  Your sweep. Knocks down. Recovers pretty quickly for a sweep.
}}
}}<br>


-Jump HK \/ d.c.LK > c.HP XX qcf + KK, d.c.LK > s.HK /\ sj.LP > sj.LK > sj.LP, f + HP
==== 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= H
|Special Property=
|Cancel= Chain, Special, Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  Just a standard quick punch. Starts an air combo.
}}
}}<br>


-Corner qcf + LK + HP, d.c.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf + LP
{{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= H
|Special Property=
|Cancel= Chain, Special, Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  A downward elbow. Mainly combo filler.
}}
}}<br>


-Jump HP \/ d.s.LP > s.LP > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK, f + HP
{{MoveData
|image= MVC2_Captain_Commando_8HP_01.png
|caption= An electric downward punch.
|name= Jumping Heavy Punch
|linkname= 8HP
|input= Jump + HP // Jump + {{hp}}
|data=
{{AttackData-MVSC2
|Damage= 13
|Startup= 9
|Active= 8
|Recovery= 18
|Guard= H
|Special Property=
|Cancel= Special, Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  A downward punch. An air combo finisher.
}}
}}<br>


-Jump HP \/ d.s.LP > s.LP > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf + LP
{{MoveData
|image= MVC2_Captain_Commando_8LK_01.png
|caption= Quick knee.
|name= Jumping Light kick.
|linkname= 8LK
|input= Jump + LK // Jump + {{lk}}
|data=
{{AttackData-MVSC2
|Damage= 4
|Startup= 3
|Active= 10
|Recovery= 4
|Guard= H
|Special Property=
|Cancel= Chain, Special, Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  A quick knee. Short range, low startup and recovery.
}}
}}<br>


-Jump HP \/ df + HP XX qcb + HP
{{MoveData
|image= MVC2_Captain_Commando_8MK_01.png
|image2= MVC2_Captain_Commando_8MK_02.png
|caption2= A flying kick.
|name= Jumping Medium Kick
|linkname= 8MK
|input= Jump + MK // Jump + {{lk}}, {{lk}}
|data=
{{AttackData-MVSC2
|Damage= 7
|Startup= 6
|Active= 9
|Recovery= 10
|Guard= H
|Special Property=
|Cancel= Chain, Special, Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  A sideways kick. Good amount of active frames.
}}
}}<br>


-Jump HP \/ d.s.LP > s.LP > s.HK XX qcb + HP
{{MoveData
|image= MVC2_Captain_Commando_8HK_01.png
|caption= A downward kick.
|name= Jumping Heavy Kick
|linkname= 8HK
|input= Jump + HK // Jump + {{hk}}
|data=
{{AttackData-MVSC2
|Damage= 13
|Startup= 9
|Active= 9
|Recovery= 10
|Guard= H
|Special Property=
|Cancel= Special, Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  A downward kick. Active for a while. Air combo finisher.
}}
}}<br>


-Jump HP \/ d.s.LP > s.LK > s.LK XX qcb + K
=== Universal Mechanics ===


-Jump HP \/ d.c.LP > c.LK > c.HP XX qcf + LK
{{MoveData
|image= MVC2_Captain_Commando_2MP_02.png
|caption= Launcher
|name= Launcher
|linkname= 3HP
|input= 3HP // {{df}} + {{hp}}
|data=
{{AttackData-MVSC2
|Damage= 15
|Startup= 7
|Active= 4
|Recovery= 23
|Guard= HL
|Special Property=
|Cancel= Special, Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  Crouching medium punch, but you can do it raw. Has over double the damage of the normal move though, and gives the same sort of half-launch.
}}
}}<br>


-Jump HP/HK \/ d.c.HP XX qcb + HP
{{MoveData
|name= Throw (Punch)
|linkname= 4/6HP
|input= 4/6HP // {{b}} or {{f}} + {{hp}}
|data=
{{AttackData-MVSC2
|Damage= 15 (Genity), 16 (Sho, Hoover)
|Startup= -
|Active= -
|Recovery= -
|Guard= N/A
|Special Property= Throw
|Cancel= None
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  Commando grabs his opponent and tosses them up in the air, as Sho, Genity, or Hoover will attack them. Genity does 1 less HP of damage, but launches them higher. The selection is random. Hold backwards to throw them backwards.
}}
}}<br>


-Jump HK \/ d.c.LK > c.HP XX qcf + HP XX qcf + PP
{{MoveData
|name= Throw (Kick)
|linkname= 4/6HK
|input= 4/6HK // {{b}} or {{f}} + {{hk}}
|data=
{{AttackData-MVSC2
|Damage= 24 (no mashing, can mash for more, opponent can countermash)
|Startup= -
|Active= -
|Recovery= -
|Guard= N/A
|Special Property= Throw
|Cancel= None
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  Commando grabs his opponent, and shocks them with his gloves. Mash for more damage. If you mash hard enough and the opponent does not mash at all, it's possible to do an absurd amount of damage with this throw (all the way up to doing 100%). Hold backwards to throw them backwards.
}}
}}<br>


-d.s.LP > s.LP > c.LK > c.HK XX qcb + HP
=== Special Moves ===


-d.s.HK XX qcf + PP
{{MoveData
|image= MVC2_Captain_Commando_QCF_P_01.png
|image2= MVC2_Captain_Commando_QCF_P_02.png
|image3= MVC2_Captain_Commando_QCF_P_03.png
|image4= MVC2_Captain_Commando_QCF_P_04.png
|image5= MVC2_Captain_Commando_QCF_P_05.png
|image6= MVC2_Captain_Commando_QCF_P_06.png
|image7= MVC2_Captain_Commando_QCF_P_07.png
|image8= MVC2_Captain_Commando_QCF_P_08.png
|caption= CAPTAN FI-YAH!
|caption2= Air version.
|caption3= Colors are not accurate, hitbox is.
|caption4= Hitbox slowly expands as the projectile advances.
|name= Captain Fire
|input= QCF+LP or HP // {{qcf}} + {{lp}} or {{hp}} (Air OK)
|data=
{{AttackData-MVSC2
|Damage= 16
|Startup= 16
|Active= -
|Recovery= 48 (Ground), 33 (Air)
|Guard= HL
|Special Property= Projectile
|Cancel= Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  Commando points his fist forward, and spews a plume of flame. Can be done in the air. Does decent damage, though more of a keepout tool (and not a great one at that, but passable).
}}
}}<br>


-Jump HP \/ d.c.LK > c.HP XX qcf + KK, c.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf + P
{{MoveData
|image= MVC2_Captain_Commando_QCB_P_01.png
|image2= MVC2_Captain_Commando_QCB_P_02.png
|image3= MVC2_Captain_Commando_QCB_P_03.png
|image4= MVC2_Captain_Commando_QCB_P_04.png
|image5= MVC2_Captain_Commando_QCB_P_05.png
|image6= MVC2_Captain_Commando_QCB_P_06.png
|caption= First frame of startup.
|caption2= CAPTAN CORRIDOR!
|caption3= Many of these stacked on top of each other.
|caption4= Hitbox shrinks as the move stays out.
|name= Captain Corridor
|input= QCB+LP or HP // {{qcb}} + {{lp}} or {{hp}}
|data=
{{AttackData-MVSC2
|Damage= 22
|Startup= 10 (LP), 11 (HP)
|Active= 18
|Recovery= 59
|Guard= HL
|Special Property= Projectile
|Cancel= Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  Commando winds up, and slams his fist into the ground, sending up a massive column of energy. This is Captain Commando's best special move, as it's fast, invincible, and does a ton of damage. It reaches the very top of the screen instantly, so the only way to get through it is to jump through before Commando does the move. Becomes vulnerable on the 8th frame.
}}
}}<br>


-Jump HP \/ d.s.LP > s.LP > c.HP XX qcf + HP XX qcf + PP
{{MoveData
|image= MVC2_Captain_Commando_QCB_K_01.png
|image2= MVC2_Captain_Commando_QCB_K_02.png
|image3= MVC2_Captain_Commando_QCB_K_03.png
|caption= CAPTAN KICK!
|caption2= Second part of the attack.
|name= Captain Kick
|input= QCB+LK or HK // {{qcb}} + {{lk}} or {{hk}}
|data=
{{AttackData-MVSC2
|Damage= 6, 16
|Startup= 6
|Active= 5, 10
|Recovery= 23 (LK), 26 (HK)
|Guard= HL
|Special Property=
|Cancel= None
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  Commando hops with a knee, and flies forward with a kick. Not a very useful special move, as Captain Corridor will usually do more damage and put you in a more favorable position, though there are certain combos where this is the only ender.
}}
}}<br>


-Corner Jump HP \/ d.s.LP > s.LP > s.HP > s.HK XX qcb + HP XX qcf + PP
{{MoveData
|image= MVC2_Captain_Commando_QCF_LK_01.png
|image2= MVC2_Captain_Commando_QCF_LK_02.png
|caption= Sho!
|caption2= Sho's attacking hitbox and hurtbox. Colors are not accurate, hitbox is.
|name= Captain Strike - Sho
|input= QCF+LK // {{qcf}} + {{lk}}
|data=
{{AttackData-MVSC2
|Damage= 5, 5, 5
|Startup= 18
|Active= 6
|Recovery= 51
|Guard= HL
|Special Property= Projectile
|Cancel= None
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  Commando poses, as Sho appears from behind a sheet, and slices downward. Hits 3 times on hit or block, leading to some very nice blockstring pressure. Up close, with short strings, this may be your most useful combo ender. Cannot go into any super or call an assist when a helper is on screen.
}}
}}<br>


-Corner Jump HP \/ d.c.LK > c.HK XX qcb + P XX qcf + KK
{{MoveData
|image= MVC2_Captain_Commando_QCF_HK_01.png
|image2= MVC2_Captain_Commando_QCF_HK_02.png
|caption= Genity!
|caption2= Genity's attacking hitbox and hurtbox. Colors are not accurate, hitbox is.
|name= Captain Strike - Genity
|input= QCF+HK // {{qcf}} + {{hk}}
|data=
{{AttackData-MVSC2
|Damage= 6, 6, 6
|Startup= 12
|Active= -
|Recovery= 32
|Guard= HL
|Special Property= Projectile
|Cancel= None
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  Commando poses, as Genity whirls in from offscreen, and rises upward. Hits 3 times on hit or block. Can guard break using this move by calling it after snapping someone out. Genity can be attacked pretty easily if called raw, and the recovery is somewhat long. Cannot go into any super or call an assist when a helper is on screen.
}}
}}<br>


-Corner Jump HP \/ d.s.LP > s.LK > s.HK XX qcb + P XX qcf + PP
{{MoveData
|image= MVC2_Captain_Commando_QCF_LK_HP_01.png
|image2= MVC2_Captain_Commando_QCF_LK_HP_02.png
|caption= Hoover!
|caption2= Hoover's attacking hitbox and hurtbox. Colors are not accurate, hitbox is.
|name= Captain Strike - Hoover
|input= QCF+LK+HP // {{qcf}} + {{lk}} + {{hp}}
|data=
{{AttackData-MVSC2
|Damage= 22
|Startup= 29
|Active= -
|Recovery= 47
|Guard= HL
|Special Property= Projectile
|Cancel= None
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  Commando poses, as Hoover jumps in and launches himself on a rocket toward the opponent, after which he bounces back to his mech and jumps away. Hits once. Mostly useless, but fun to mess around with. Cannot go into any super or call an assist when a helper is on screen.
}}
}}<br>


-Corner Jump HP \/ d.s.LP > s.LP > c.HP XX qcf + KK, c.LK > c.HP XX qcb + HP XX qcf + PP
==== Assist Moves ====


-Corner Jump HP \/ d.s.LP > s.LP > c.HP XX qcf + KK, c.LK > s.HK XX qcf + PP
{{MoveData
|image= MVC2_Captain_Commando_QCF_P_01.png
|image2= MVC2_Captain_Commando_QCF_P_02.png
|image3= MVC2_Captain_Commando_QCF_P_03.png
|image4= MVC2_Captain_Commando_QCF_P_04.png
|image5= MVC2_Captain_Commando_QCF_P_05.png
|image6= MVC2_Captain_Commando_QCF_P_06.png
|image7= MVC2_Captain_Commando_QCF_P_07.png
|image8= MVC2_Captain_Commando_QCF_P_08.png
|caption= Assist α
|caption3= Colors are not accurate, hitbox is.
|caption4= Hitbox slowly expands as the projectile advances.
|name= Captain Fire
|input= A1 // A2
|data=
{{AttackData-MVSC2
|Damage= 16
|Startup= -
|Active= -
|Recovery= -
|Guard= HL
|Special Property= Projectile
|Cancel= None
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  Commando points his fist forward, and spews a plume of flame. Can be done in the air. Does decent damage, though more of a keepout and ground control toolm though not a great one.
}}
}}<br>


-Jump HP \/ d.s.LP > s.LP > c.HP XX qcf + KK, c.LK > c.HP XX qcf + P XX qcf + KK
{{MoveData
|image= MVC2_Captain_Commando_QCB_P_01.png
|image2= MVC2_Captain_Commando_QCB_P_02.png
|image3= MVC2_Captain_Commando_QCB_P_03.png
|image4= MVC2_Captain_Commando_QCB_P_04.png
|image5= MVC2_Captain_Commando_QCB_P_05.png
|image6= MVC2_Captain_Commando_QCB_P_06.png
|caption= Completely invulnerable on startup.
|caption2= Assist β
|caption3= Many of these stacked on top of each other.
|caption4= Hitbox shrinks as the move stays out.
|name= Captain Corridor
|input= A1 // A2
|data=
{{AttackData-MVSC2
|Damage= 22
|Startup= -
|Active= -
|Recovery= -
|Guard= HL
|Special Property= Projectile
|Cancel= None
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  Commando winds up, and slams his fist into the ground, sending up a massive column of energy. This is Captain Commando's best assist, and arguably one of the best assists in the entire game. It reaches the very top of the screen instantly, it's fast, and it's invincible. Can also be used in combos to add a hearty chunk of damage to any stray hit. Extremely utilized assist, and top teams pick this assist. Love it, use it! Becomes vulnerable on the 8th frame.
}}
}}<br>


== Strategies ==
{{MoveData
You can follow up Captain Sword with an OTG cLK and combo from there.
|image= MVC2_Captain_Commando_QCB_K_01.png
|image2= MVC2_Captain_Commando_QCB_K_02.png
|image3= MVC2_Captain_Commando_QCB_K_03.png
|caption= Assist γ
|caption2= Second part of the attack.
|name= Captain Kick
|input= A1 // A2
|data=
{{AttackData-MVSC2
|Damage= 6, 16
|Startup= -
|Active= -
|Recovery= -
|Guard= HL
|Special Property=
|Cancel= None
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  Commando hops with a knee, and flies forward with a kick. Not a very useful assist, because Captain Corridor exists. Not useful in combos, or ground control, or even just throwing it out, as he flies forward WITH the attack, leaving him very punishable. Don't pick this assist.
}}
}}<br>


Captain Storm causes pseudo-Flying Screen.  If they don't counter-mash (to reduce the knockdown stun), you can OTG with cLK, sLP, sFK, Captain Sword (or air combo).
==== Super Moves ====


You can guard break by calling Genity. As they fall, use d.f.HP XX lp corridor.
{{MoveData
|image= MVC2_Captain_Commando_QCF_PP_01.png
|image2= MVC2_Captain_Commando_QCF_PP_02.png
|image3= MVC2_Captain_Commando_QCF_PP_03.png
|image4= MVC2_Captain_Commando_QCF_PP_04.png
|image5= MVC2_Captain_Commando_QCF_PP_05.png
|image6= MVC2_Captain_Commando_QCF_PP_06.png
|caption= CAPTAIN! SWOOOOOOOOORDO!
|caption2= Many of these stacked on top of each other swing down across the screen.
|name= Captain Sword
|input= QCF+PP // {{qcf}} + {{lp}}{{hp}}
|data=
{{AttackData-MVSC2
|Damage= 2 (all hits before horizontal beam), 36 (horizontal beam)
|Startup= 9 (8 pre-freeze, 1 post-freeze)
|Active= 18
|Recovery= 43
|Guard= HL
|Special Property= Projectile
|Cancel= None
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  Commando gathers Sho, Genity, and Hoover, raising his arms to the sky. He summons a blade of energy, and the four of them swing it down across the entire screen. This super is a little unreliable on certain strings, as the blade can seem to phase through opponents, and it's very punishable when it drops in that way. However, it's Captain Commando's fastest super, and main super.
}}
}}<br>


= Advanced Stuff =
{{MoveData
|image= MVC2_Captain_Commando_QCF_KK_01.png
|image2= MVC2_Captain_Commando_QCF_KK_02.png
|image3= MVC2_Captain_Commando_QCF_KK_03.png
|caption= Captain Storm!
|name= Captain Storm
|input= QCF+KK // {{qcf}} + {{lk}}{{hk}}
|data=
{{AttackData-MVSC2
|Damage= 47
|Startup= 19 (19 pre-freeze, 0 post-freeze)
|Active= 12
|Recovery= 33
|Guard= HL
|Special Property=
|Cancel= None
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  Commando calls on his radio, then dashes toward the opponent, launching them with a big uppercut. Sho, Genity, and Hoover attack from across the screen. Captain Commando finishes the attack with a Captain Corridor, posing with the three. Not an incredibly useful super, however it does open up potential DHC glitches and does good damage when you can connect it in a combo, however it is usually too slow in most contexts.
}}
}}<br>


{{Navbox-MVC2}}
== Beginner Overview ==
[[Category:Marvel Vs. Capcom 2]]
<youtube>XsEO8X_z7pg</youtube>
[[Category:Captain Commando]]

Revision as of 13:55, 10 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. His blockstrings are pretty good, though 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 H
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 H
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
An electric downward punch.
Damage Startup Active Recovery Guard
13 9 8 18 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Special, Super - - -

A downward punch. An air combo finisher.


Jumping Light kick.
Jump + LK // Jump + Lk.png
MVC2 Captain Commando 8LK 01.png
Quick knee.
Damage Startup Active Recovery Guard
4 3 10 4 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -

A quick knee. Short range, low startup and recovery.


Jumping Medium Kick
Jump + MK // Jump + Lk.png, Lk.png
MVC2 Captain Commando 8MK 01.png
MVC2 Captain Commando 8MK 02.png
A flying kick.
Damage Startup Active Recovery Guard
7 6 9 10 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -

A sideways kick. Good amount of active frames.


Jumping Heavy Kick
Jump + HK // Jump + Hk.png
MVC2 Captain Commando 8HK 01.png
A downward kick.
Damage Startup Active Recovery Guard
13 9 9 10 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Special, Super - - -

A downward kick. Active for a while. Air combo finisher.


Universal Mechanics

Launcher
3HP // Df.png + Hp.png
MVC2 Captain Commando 2MP 02.png
Launcher
Damage Startup Active Recovery Guard
15 7 4 23 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Special, Super - - -

Crouching medium punch, but you can do it raw. Has over double the damage of the normal move though, and gives the same sort of half-launch.


Throw (Punch)
4/6HP // B.png or F.png + Hp.png
Damage Startup Active Recovery Guard
15 (Genity), 16 (Sho, Hoover) - - - N/A
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Throw None - - -

Commando grabs his opponent and tosses them up in the air, as Sho, Genity, or Hoover will attack them. Genity does 1 less HP of damage, but launches them higher. The selection is random. Hold backwards to throw them backwards.


Throw (Kick)
4/6HK // B.png or F.png + Hk.png
Damage Startup Active Recovery Guard
24 (no mashing, can mash for more, opponent can countermash) - - - N/A
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Throw None - - -

Commando grabs his opponent, and shocks them with his gloves. Mash for more damage. If you mash hard enough and the opponent does not mash at all, it's possible to do an absurd amount of damage with this throw (all the way up to doing 100%). Hold backwards to throw them backwards.


Special Moves

Captain Fire
QCF+LP or HP // Qcf.png + Lp.png or Hp.png (Air OK)
MVC2 Captain Commando QCF P 01.png
CAPTAN FI-YAH!
MVC2 Captain Commando QCF P 02.png
Air version.
MVC2 Captain Commando QCF P 03.png
Colors are not accurate, hitbox is.
MVC2 Captain Commando QCF P 04.png
Hitbox slowly expands as the projectile advances.
MVC2 Captain Commando QCF P 05.png
MVC2 Captain Commando QCF P 06.png
MVC2 Captain Commando QCF P 07.png
MVC2 Captain Commando QCF P 08.png
Damage Startup Active Recovery Guard
16 16 - 48 (Ground), 33 (Air) HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Projectile Super - - -

Commando points his fist forward, and spews a plume of flame. Can be done in the air. Does decent damage, though more of a keepout tool (and not a great one at that, but passable).


Captain Corridor
QCB+LP or HP // Qcb.png + Lp.png or Hp.png
MVC2 Captain Commando QCB P 01.png
First frame of startup.
MVC2 Captain Commando QCB P 02.png
CAPTAN CORRIDOR!
MVC2 Captain Commando QCB P 03.png
Many of these stacked on top of each other.
MVC2 Captain Commando QCB P 04.png
Hitbox shrinks as the move stays out.
MVC2 Captain Commando QCB P 05.png
MVC2 Captain Commando QCB P 06.png
Damage Startup Active Recovery Guard
22 10 (LP), 11 (HP) 18 59 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Projectile Super - - -

Commando winds up, and slams his fist into the ground, sending up a massive column of energy. This is Captain Commando's best special move, as it's fast, invincible, and does a ton of damage. It reaches the very top of the screen instantly, so the only way to get through it is to jump through before Commando does the move. Becomes vulnerable on the 8th frame.


Captain Kick
QCB+LK or HK // Qcb.png + Lk.png or Hk.png
MVC2 Captain Commando QCB K 01.png
CAPTAN KICK!
MVC2 Captain Commando QCB K 02.png
Second part of the attack.
MVC2 Captain Commando QCB K 03.png
Damage Startup Active Recovery Guard
6, 16 6 5, 10 23 (LK), 26 (HK) HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -

Commando hops with a knee, and flies forward with a kick. Not a very useful special move, as Captain Corridor will usually do more damage and put you in a more favorable position, though there are certain combos where this is the only ender.


Captain Strike - Sho
QCF+LK // Qcf.png + Lk.png
MVC2 Captain Commando QCF LK 01.png
Sho!
MVC2 Captain Commando QCF LK 02.png
Sho's attacking hitbox and hurtbox. Colors are not accurate, hitbox is.
Damage Startup Active Recovery Guard
5, 5, 5 18 6 51 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Projectile None - - -

Commando poses, as Sho appears from behind a sheet, and slices downward. Hits 3 times on hit or block, leading to some very nice blockstring pressure. Up close, with short strings, this may be your most useful combo ender. Cannot go into any super or call an assist when a helper is on screen.


Captain Strike - Genity
QCF+HK // Qcf.png + Hk.png
MVC2 Captain Commando QCF HK 01.png
Genity!
MVC2 Captain Commando QCF HK 02.png
Genity's attacking hitbox and hurtbox. Colors are not accurate, hitbox is.
Damage Startup Active Recovery Guard
6, 6, 6 12 - 32 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Projectile None - - -

Commando poses, as Genity whirls in from offscreen, and rises upward. Hits 3 times on hit or block. Can guard break using this move by calling it after snapping someone out. Genity can be attacked pretty easily if called raw, and the recovery is somewhat long. Cannot go into any super or call an assist when a helper is on screen.


Captain Strike - Hoover
QCF+LK+HP // Qcf.png + Lk.png + Hp.png
MVC2 Captain Commando QCF LK HP 01.png
Hoover!
MVC2 Captain Commando QCF LK HP 02.png
Hoover's attacking hitbox and hurtbox. Colors are not accurate, hitbox is.
Damage Startup Active Recovery Guard
22 29 - 47 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Projectile None - - -

Commando poses, as Hoover jumps in and launches himself on a rocket toward the opponent, after which he bounces back to his mech and jumps away. Hits once. Mostly useless, but fun to mess around with. Cannot go into any super or call an assist when a helper is on screen.


Assist Moves

Captain Fire
A1 // A2
MVC2 Captain Commando QCF P 01.png
Assist α
MVC2 Captain Commando QCF P 02.png
MVC2 Captain Commando QCF P 03.png
Colors are not accurate, hitbox is.
MVC2 Captain Commando QCF P 04.png
Hitbox slowly expands as the projectile advances.
MVC2 Captain Commando QCF P 05.png
MVC2 Captain Commando QCF P 06.png
MVC2 Captain Commando QCF P 07.png
MVC2 Captain Commando QCF P 08.png
Damage Startup Active Recovery Guard
16 - - - HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Projectile None - - -

Commando points his fist forward, and spews a plume of flame. Can be done in the air. Does decent damage, though more of a keepout and ground control toolm though not a great one.


Captain Corridor
A1 // A2
MVC2 Captain Commando QCB P 01.png
Completely invulnerable on startup.
MVC2 Captain Commando QCB P 02.png
Assist β
MVC2 Captain Commando QCB P 03.png
Many of these stacked on top of each other.
MVC2 Captain Commando QCB P 04.png
Hitbox shrinks as the move stays out.
MVC2 Captain Commando QCB P 05.png
MVC2 Captain Commando QCB P 06.png
Damage Startup Active Recovery Guard
22 - - - HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Projectile None - - -

Commando winds up, and slams his fist into the ground, sending up a massive column of energy. This is Captain Commando's best assist, and arguably one of the best assists in the entire game. It reaches the very top of the screen instantly, it's fast, and it's invincible. Can also be used in combos to add a hearty chunk of damage to any stray hit. Extremely utilized assist, and top teams pick this assist. Love it, use it! Becomes vulnerable on the 8th frame.


Captain Kick
A1 // A2
MVC2 Captain Commando QCB K 01.png
Assist γ
MVC2 Captain Commando QCB K 02.png
Second part of the attack.
MVC2 Captain Commando QCB K 03.png
Damage Startup Active Recovery Guard
6, 16 - - - HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -

Commando hops with a knee, and flies forward with a kick. Not a very useful assist, because Captain Corridor exists. Not useful in combos, or ground control, or even just throwing it out, as he flies forward WITH the attack, leaving him very punishable. Don't pick this assist.


Super Moves

Captain Sword
QCF+PP // Qcf.png + Lp.pngHp.png
MVC2 Captain Commando QCF PP 01.png
CAPTAIN! SWOOOOOOOOORDO!
MVC2 Captain Commando QCF PP 02.png
Many of these stacked on top of each other swing down across the screen.
MVC2 Captain Commando QCF PP 03.png
MVC2 Captain Commando QCF PP 04.png
MVC2 Captain Commando QCF PP 05.png
MVC2 Captain Commando QCF PP 06.png
Damage Startup Active Recovery Guard
2 (all hits before horizontal beam), 36 (horizontal beam) 9 (8 pre-freeze, 1 post-freeze) 18 43 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Projectile None - - -

Commando gathers Sho, Genity, and Hoover, raising his arms to the sky. He summons a blade of energy, and the four of them swing it down across the entire screen. This super is a little unreliable on certain strings, as the blade can seem to phase through opponents, and it's very punishable when it drops in that way. However, it's Captain Commando's fastest super, and main super.


Captain Storm
QCF+KK // Qcf.png + Lk.pngHk.png
MVC2 Captain Commando QCF KK 01.png
Captain Storm!
MVC2 Captain Commando QCF KK 02.png
MVC2 Captain Commando QCF KK 03.png
Damage Startup Active Recovery Guard
47 19 (19 pre-freeze, 0 post-freeze) 12 33 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -

Commando calls on his radio, then dashes toward the opponent, launching them with a big uppercut. Sho, Genity, and Hoover attack from across the screen. Captain Commando finishes the attack with a Captain Corridor, posing with the three. Not an incredibly useful super, however it does open up potential DHC glitches and does good damage when you can connect it in a combo, however it is usually too slow in most contexts.


Beginner Overview