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 |
---|---|
|
|
Character Summary
- Captain Fire (Air OK)
+
or
- Captain Corridor
+
or
- Captain Kick
+
or
- Captain Strike - Sho
+
- Captain Strike - Genity
+
- Captain Strike - Hoover
+
+
- Captain Sword
+
- Captain Storm
+
- Type α - Ground Type
- Assist:
Captain Fire
- Counter:
Captain Fire
- Combination: Captain Sword
- Type β - Anti-Air Type
- Assist:
Captain Corridor
- Counter:
Captain Corridor
- Combination: Captain Sword
- Type γ - Expansion Type
- Assist:
Captain Kick
- Counter:
Captain Kick
- Combination: Captain Sword
Colors
First row: LP, HP, A1. Second row: LK, HK, A2.
Moves List
Normal Moves
Standing Normals
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. |
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. |
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. |
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. |
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. |
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
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. |
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. |
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. |
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. |
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. |
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
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. |
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. |
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. |