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CAPTAIN COMMANDO
Special Moves
Captain Fire (g/a)- QCF+P Captain Corridor(g)- QCB+P Captain Kick (g)- QCB+K Commando Strike(g)- QCF+K - + Short= Shou (ground) - + Forward= Jennity (anti-air) - + Roundhouse= Hoover (ground)Hyper Combos
Captain Sword(g)- QCF+PP Captain Storm(g)- QCF+KKCombos
Ground Magic: Zigzag Air Magic:Stronger (Need to verify) Super Jump Magic: Zigzag Aerial Rave Launcher: C.Strong or S.Roundhouse Best Helpers:
Colossus/Psylocke/Arthur AC Finishers: 1)FP or FK 2)Captain FireEasy Combos
1)S.LP, S.LK, C.FK XX Fierce Captain Corridor
2)S.LP, S.LK, S.FK XX Fierce Captain Corridor or Captain Sword
3)S.LP, S.LK, C.MK, C.FP XX Fierce Captain Fire or Light Commando Strike (Shou)
4)HA (Psylocke/Colossus), Captain Storm
5)C.MP /\ SJ.LP, SJ.LK, SJ.MK XX AC Finisher
His crouching medium punch is a launcher, but not as effective as his S.FK one. Well anyway, this is his most basic air combo and it couldn't be eaiser to perform.
6)In the corner:C.LK, C.FP XX Captain Storm
Hard Combos
1)J.FP \/ D.S.LP, S.LK, S.FK XX Fierce Captain Corridor XX Captain Sword
I would have put this combo in the easy combos section, but I put it here cuz its actually kind of tricky to time. Cancel the launcher immediately into a fierce captain corridor and then immediately into his Captain Sword super. You must do this quicly cuz the captain corridor kind of pushes the opponent forward after the launch.
2)J.LK, J.MK \/ S.LP, S.LK, S.FK /\ SJ.LP, SJ.LK, SJ.MP, SJ.MK XX Fierce Captain Fire
This is the combo that I pull off must of the time! It's very handy when you're in a hurry to show off.
3)In the corner:HA (Colossus/Psylocke), Captain Storm, C.Short (OTG), S.FK /\ SJ.LP, SJ.LK, SJ.MP, SJ.MK XX Captain Fire
Yes, you can actually otg after his Captain Storm super eventhough it doesn't look like it.Right after his friendly gather-up when the super finishes, do a C.LK into his launcher and then just start an air combo. You can also just ditch the air combo and do a Captain Sword.
4)In the corner:HA (Michelle Heart), J.LK, J.MK \/ D.S.LP, S.LK, C.MK, C.FP XX Captain Fire or Light Commando Strike (Shou).
I know I mentioned that Psylocke or Colossus or Arthur are his best helpers, but this combo is just to get a handfull amount of hits in a combo without using supers! As soon as you call her in, just jump-in and continue the combo from there!
5)In the corner:HA (Arthur), J.FP \/ D.S.LP, S.LK, C.FP XX Captain Storm, C.LK (OTG), S.FK XX Captain Sword, (juggle:S.LP, S.MP, FP) or /\ and air combo of choice after Captain Storm
Ok you have 2 ways of changing this combo around a bit! The fist variation includes otg'ing your opponent after the Captain Storm and then doing a Captain Sword and juggling your opponent with 3 more hits on his way down. Or you may just forget the Captain Sword and the juggle and just go for an air combo of your choice!
6)In the corner: HA (Arthur), J.FP \/ C.LK, C.FP XX Captain Storm, C.LK (OTG), S.FP XX Fierce Captain Fire XX Captain Storm
Ok, this is a new combo and its very tough to pull it off the first few times. What you have to do first is call in Arthur (if you have him) for an assist and then jump in with a FP. Now once you've landed, immediately do a C.LK and then a C.FP cancelled into the Captain Storm super. Now you may think that the super will barely connect, but because Arthur's last hit connected it kept the opponent in place while the startup delay for the Captain Storm had already been completed. So now the the super will connect and the combo will keep going. When you get to the otg with a C.LK, immediately follow with a S.FP and cancel immediately into a Fierce Captain Fire and immediately hyper cancel into Captain Storm. Again, the timing must be perfect, so I suggest that you only try this combo against large opponents like Hulk or Zangief!! But don't worry, with a little practice this combo will become a joke:)!!
Note:The following combo has 4 different finishers!!
7)In the corner:HA(Arthur), S.LP, S.LK, S.MP, S.MK, C.FP XX Captain Storm (Arthur will keep Zangief stunned in place!)...any of the 3 finishers below.1)...C.LK(OTG),S.FP XX Fierce Captain Fire XX Captain Storm
2)...C.LK(OTG), S.FP, S.FK XX Captain Sword, then juggle falling opponent (in this case Zangief) with S.LK, S.MK, S.FP, S.FK
3)...C.LK(OTG),S.FP, S.FK /\ SJ.LP, SJ.LK, SJ.MP, SJ.MK XX Captain FireOk, this combo is very simple to do!! In order to time each of the first 5 normal hits with Capt Commando plus the extra 3 hits from the Arthur assist, make sure that you each each button (S.LP, S.LK, S.MP, S.MK, C.FP) at the same speed that Arthur's lances are hitting the opponent. That way you will already have 8 hits by the time you cancel the C.FP into the Captain while Arthur's last assist hit (8th hit) keeps the opponent (Zangief) stunned in place while Captain Commando gets ready for his Captain Storm super. Now after the Captain Storm, you will have 20 hits and then you will be able to finish the combo in 3 different ways! Finisher #1 is the C.LK (OTG), S.FP cancelled into the Fierce Captain Fire and immediately cancelled into the Captain Storm. But since I already explained how this Hyper Cancel works in the combo above, I'm not gonna do it here. For finisher #2 after the Captain Storm, you do a C.LK (OTG) into a S.FP and then a S.FK cancelled into the Captain Sword after Zangief has reached his maximum launch height (but he's still stunned!). If you were able to correctly make all of the hits from the Captain Sword connect, then dash in and juggle the falling Zangief with S.LK, S.MK, S.FP, then a S.FK for an extra 4 hits. For Finisher #3, you just do C.LK, S.FP, S.FK and then an air combo of your choice (which would obviously be the one I already showed above).So the first part of the combo is very simple, only you have to be able to time any of the 3 finishers for that same combo very well!!
8)New!!!
In corner vs Roll:J.FP \/ D.S.LP, S.LK, C.MK, C.FP XX Fierce Captain Fire XX Capt.Storm, C.LK (otg), S.FP XX Fierece Captain Fire XX Capt. Storm (after 6 hits) XX Captain Sword, then dash in a bit and juggle with S.LK, S.MK, S.FP, S.FKOk, the reason as to why this combo only works on Roll is because when you get to the first Hyper cancel (Captain Fire XX Captain Storm) Roll gets pushed high enough into the air by the C.Fire that the C.Storm super can connect afterwards (eventhough it doesnt look like it, Roll will be about 1/2 inch off the ground). Then after the super you want to otg with a C.LK, then S.FP into fierce Captain Fire and then Captain Storm super (again)...but, right after the 6th hit (when the ninja passes by) you cancel into Captain Sword to bring Roll Down with this super but then she is sent flying into the ground again. Now comes the hard part where you have to time a S.LK, S.MK, S.FP, S.FK juggle after the super, this is hard because you cant seen when Roll is about to land so timing is strict on this!
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