Captain Commando
"Thank you....for playing this game"
Magic Series
| Ground Magic: | Stronger |
|---|---|
| Air Magic: | Stronger |
| Super Jump Magic: | ZigZag |
| Strikes: | S.Fierce |
| Knockdowns: | C.Roundhouse |
| Air Launchers: | C.Strong, S.Roundhouse |
| AC Finishers: | Fierce, Roundhouse, Captain Fire, Strong Air Throw |
Special Comments
2) D.S.Short, S.Roundhouse --> Captain Sword
This combo is CapCom's bread and butter. It'll do insane damage and it is extremely easy to pull off.
3) D.C.Jab, C.Forward, C.Fierce --> Captain Fire, Captain Corridor or Short-Commando Strike
Capcom's Crouching Fierce is awesome. It leaves the opponent stunned long enough for almost all of his special moves to connect.
4) Helper Attack, Captain Fire or Captain Storm
Harder Combos
1) D.S.Jab, S.Jab, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Forward --> AC Finisher
2) J.Fierce \/ D.C.Short, C.Forward, C.Roundhouse --> Fierce-Captain Corridor(OTG)
Always use the Fierce Corridor because the weaker ones will miss.
3) In corner: D.C.Short, C.Forward, C.Fierce --> Captain Storm
If it's not done up close and in a corner, they'll have enough time to block the Captain Storm, leaving him vulnerable. A very powerful combo otherwise though.
4) In the corner: J.Fierce \/ D.C.Short, C.Forward, C.Fierce --> Captain Storm, C.Short(OTG), S.Roundhouse --> Captain Sword
Ouch.....yep fellers, he can OTG after a Captain Storm. This sets up the Captain Sword beautifully. Don't expect them to survive this one.
Don't understand any of these terms? Go to the Legends and Definitions Page
| Moves | Strategies |
� 1998 Migs Rustia: [email protected]
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