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MvC2 Captain Commando 101 (10.16.03)
Tong "Genghis" Ho

Playing as point (main char), Captain Commando is one of the most underestimated solo characters in the MvC2 roster. He's primarily known as one of the best assists (HP Captain Corridor - Beta), but when forced to fight, he can hold his own and even turn the tide of many losing battles. By learning the ins and outs of Captain Commando, you can really round out your team and make your opponents think twice before snapping him in.

As mentioned, it's best to select him with the HP Captain Corridor (Beta) assist. It has an incredibly high vertical range, which is great for catching runaway characters and also keeping the rushdown characters out.


Comrade Control:

Each of Commando's comrades has their own distinct abilities and uses. When used properly, Commando can be highly effective at containing his opponents.

The most useful of the three comrades, The Ninja (QCF+LK) is one of his primary attack options. This is because Command actually recovers before the Ninja is finished attacking. Even when blocked, the Ninja deals a worthy amount of chip damage. Most of Commando's in-close rush patterns involved chain-comboing, canceling into the Ninja, then dashing in and repeating the sequence as necessary. It's even more potent when combined with a projectile assist, as the assist can fill in any gaps. As a bonus, it's a pretty decent option for stopping certain rushing attempts because of the way the Ninja attacks. He comes in at an angle and slices down in front of Commando, protecting that general area. If you are having trouble initiating Ninja patterns, try using a s.HP. This will execute a lunging punch to move you in, which gives you an opportunity to cancel into the Ninja.

As an alternative to the Ninja, especially for when opponents start push-blocking, you can use the Mummy (QCF+HK) to continue your attack from a distance. The Mummy attacks in a huge arc which starts from behind Commando, travels downwards towards the middle of the screen, then arcs back up while leaving. This can be used to stop opponents from using a normal jump. If they try to super-jump, use a wavedash to keep the Mummy on screen longer, and ultimately travel further both across and upwards.

As a tricky bonus with the Mummy, you can actually initiate a guard break on incoming characters. Call the Mummy as your opponent is entering the screen, then follow up with d/f+HP -> Captain Corridor. If you have meter, you may want to think about finishing with a Captain Sword.

Compared to the other comrades, the third option, the Baby (QCF+LK+HP) is relatively useless. It's slow, the projectile is slow, and it's only one hit. Not a very good option to use when considering the uses for both the Ninja and Mummy.

As a special note, if you summon a comrade, you must wait for it to leave the screen before you can summon another one, call an assist, or perform any supers.


Special Moves:

Commando's Captain Fire (QCF+LP or QCF+HP) is a relatively fast move that works well for dealing quick hits from long range. His HP version knocks them down while his LP Captain Fire makes them tumble, both are about the same speed. It only does one hit so it can easily be beaten by a better, multi-hitting, projectile. If avoided, Captain Fire will leave you wide open for attacks. However, this move can be used as bait against characters like Magneto and Storm. You can intentionally miss a Captain Fire, and the opponent will probably air dash towards you to get closer. Here you can cancel into Captain Sword and swipe the airborne opponent away.

You can actually combo Captain Sword after a HP Captain Fire, the downside is that it is rollable. You can try to trick the opponent by doing the LP version so when they try to roll, they leave themselves open. The Captain Fire can also be used repeatedly in the air to float down slower.

Commando has one of the best anti-air moves in the game by way of the Captain Corridor (QCB+LP or QCB+HP). It reaches the top of the screen and can hit anything in its path if used correctly. This is the primary reason players choose Commando as their assist. The problem is, the Corridor is often used out of desperation. Such careless use will often cost you the game. It is best used if you have an assist to cover the recovery, such as Dr. Doom Beta or Sentinel Gamma.

The Corridor is relatively safe against a super-jumping opponent because they do not have enough time to retaliate. There is a major difference between the LP version and the HP version. Both are the same speed, however the LP version strikes directly up where you are standing which is good against people trying to super-jump over you. The HP version strikes in front of you if you need extra the extra range.

Commando also has a six-hit chain combo on the ground so you can determine whether you should Corridor or not. You may also cancel this move into Captain Sword. Some players don't realize the fact that Commando can cancel into Captain Sword late. Instead of taking a wild guess, it is much easier to judge whether or not the Corridor hit first, then cancel into the Sword.

In some cases, it may be difficult to get across the screen with Commando. Luckily he has his Captain Kick (QCF+LK or QCF+HK) where he performs a soaring double flying kick across the ground. While it may leave you open, with a projectile assist on backup, it can be used to cross the opponent up.


Super Moves:

The Captain Sword (QCF+LP+HP) reaches the top of the screen directly above him and swipes forward towards the ground hitting everything but behind him. The Sword is extremely fast and can be used in reaction to most air moves such as runaway Storms or Cables. The downfall is that the opponent may fall out of it sometimes doing very little damage. Cable is the only character who can really retaliate against an unsuccessful Captain Sword. One of the advantages of this super is that it flings the opponent into the corner if it connects giving you position advantage.

The Captain Storm (QCF+LK+HK), on the other hand, is not as good. It may look fast, but it is easily beaten by most moves. A blocked Captain Storm also leaves you right in front of your opponent. This gives them a perfect opportunity to retaliate with a combo of their choice. However, unlike the Sword, its damage is guaranteed. So if you happen to connect a close c.HP, you can follow up with Captain Storm into an OTG c.LK, s.HK for an air-combo assuming the opponent doesn't mash.

The good news is, the Captain Storm can be used to DHC Commando out because the initial frames have enough invulnerability to pass through almost anything.


HK Throw:

The last thing to remember is the strength of Commando's HK throw. When mashed, it can do 100%. The opponent can counter mash, but it will almost always do at least 20%. Poking with c.LK or s.LP first can get the opponent blocking, perhaps waiting for a longer ground chain. This gives Commando a perfect opportunity to grab. Many players are aware of his throw and choose to jump away rather than take a throw. You can use this opportunity to strike him with a low attack into the combo of your choice.

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