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D. St. {{lp}} > St. {{mp}} > St. {{hk}} > Super Jump, SJ. {{lp}} > SJ. {{lk}} > SJ. {{mp}} > SJ. {{mk}} > {{qcf}} + {{p}} | 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 {{qcb}} + {{hp}} XX {{qcf}} + {{lp}}{{hp}}<br> The super may be inconsistent 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. |
Revision as of 13:30, 11 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. > Cr.
> Cr.
XX
+
or
+
D. St. > St.
> St.
XX
+
Cr. > Cr.
> Cr.
XX
+
XX
+
D. St. > St.
> St.
XX
+
+
XX
+
Used for hard callouts and raw punishes.
Ground to Air Combo
D. St. > St.
> St.
> Super Jump, SJ.
> SJ.
> SJ.
> SJ.
D. St. > St.
> St.
> Super Jump, SJ.
> SJ.
> SJ.
> SJ.
>
+
Corner Combos
Cr. > Cr.
> Cr.
XX
+
XX
+
The super may be inconsistent on some characters.
Cr. > Cr.
> Cr.
XX
+
(, Cr.
> Cr.
XX
+
)
Last part of the combo only guaranteed if the opponent doesn't mash to wake up faster.