Story
Captain Commando is the main character of his eponymous side-scrolling beat-em-up game by Capcom. He is the leader of Team Commando, a team of super-powered law enforcers determined to destroy crime on Earth and across the galaxy. Commando uses various gadgets and tools like his Energy Gloves along with his three companions - Sho, Genity, and Hoover - to save the world from evil.
In Marvel Vs. Capcom 2, Captain Commando is a fairly ‘meh’ character on point. His ability to use projectiles is decent, 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 his individual flaws.
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. |
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. |
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. |
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
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. |
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. |
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
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). |
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. |
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. There are certain combos where this is the only ender, though, and in that case this is the best option. |
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. |
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. |
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
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. It's used as more of a keepout and ground control tool, though not a great one. |
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 the best assist 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. |
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
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. |
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