Captain Commando
"Burn, baby, burn"


Captain Commando is the title character of from one of Capcom's earlier games. It was a Final Fight type of sidescroller that had him fighting aliens or something. Anyways, as far as I can tell, he runs around with his band of Commandos, beating up any maniacs that attempt to take over the world. His current mission is to defeat Onslaught and he'll need the help of all his Commando buddies to accomplish that task.

Move Commands

Captain Fire +P
CapCom shoots out a blast of flame from his wrist shooters. He can do it both on the ground and in the air. The flame is extremely fast and will reach all the way across the screen. This move's range is the same for all versions, but the damage done and the recovery delay afterwards is determined by the punch button used. It's an extremely useful keep away move and it is also comboable. He's slightly vulnerable if an opponent manages to anticipate and jump over it so don't get predictable.

Captain Corridor +P
Captain Commando pounds on the ground and a huge blast of blue energy erupts into the air. This move is used mostly as an anti air attack, but it can also be used in a combo and it will also OTG a downed opponent. He is virtually invincible while pulling this move off, making it an excellent defensive move. The punch button used determines where the Corridor errupts. Jab is right under CapCom and Fierce is way in front of him. There is very little chance of countering a Captain Corridor if your opponent is slow, but be careful if they've got a fast, long distance super or if they can dash before he recovers. Mix this up with his Captain Fire to play a nasty game of keep away.

Captain Kick +K
Captain Commando flies toward his opponent while flailing his legs. He moves very quickly, covering the entire screen in a split second, making it a great counter and surprise attack. It's useful as an air defending move. It leaves him wide open to counter attack though so it's not the greatest move in the world.

Commando Strike +K
Depending on which kick button is used, Captain Commando will call one of his buddies to attack for him. Each attack has different attributes and uses. You could say that in addition to his partner and his helper, CapCom has three additional helpers making six people on any team that he's on.

Short - Sho the Ninja pops out and slashes the opponent at close range. He can be chained into a ground combo and if you're gutsy, you can use him to stop dashing opponents. The most effective Commando Strike, even though the damage that he does is pitiful.

Forward - Jennety flies in from high in the air, arcing downward and then back up again while twirling his knife. He should be used mostly as an anti air move cause he'll be too high to hit anyone on the ground. Probably the most useless Commando. Can anyone tell me if you can chain him after a launcher?

Roundhouse - Hoover the baby pops out on his mech and fires a missile toward his opponent. It's a good decoy move because it will often trick your opponent into jumping at the Captain, setting them up for a big counter attack. However, his Captain Fire is much faster and comboable, making this a poor choice for a projectile. If it does manage to connect, it does insane damage though.

Supermove Commands

Captain Sword +2P(Level One)
Captain Commando calls upon his team to help him fire out a beam of energy at his opponent. He starts off pointing it straight up and he ends it by quickly sweeping the beam downward. It will combo off of his launcher and is useful as an anti air move. It does way too much damage in my opinion, but heck, everyone in this game is overpowered anyway.

Captain Storm +2K(Level One)
This move is an all or nothing type of auto combo. CapCom dashes forward and tries to uppercut his opponent. If he connects, the opponent gets launched and all four Commandos jump out and help beat the crap out of him. To finish it off, CapCom does a huge Captain Corridor that launches the enemy sky high as he and his pals pose for a group shot. It comes out extremely fast, is comboable and does insane damage. Another cool thing about this move is that if an opponent tries to jump over Cap as he's rushing, they'll get hit in the back by his uppercut. It's the coolest looking super in the game, but watch out cause he'll be punished if it's blocked.

Team Counter

Captain Corridor HP+HK (Level One)
Ouch! It sends them flying and will be able to counter any move that's done up close. An awesome counter that will beat just about anything.

Team Super

Captain Sword HP+HK(Level Two)
Since this super goes all the way across the screen and sweeps from top to bottom, Captain Commando is a great partner for anyone to team super with. It's comboable and has almost no recovery delay making CapCom is a good character for both starting and ending team supers.

 
Combos Strategies

� 1998 Migs Rustia: [email protected]
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