Captain Commando
"Burn, baby, burn"
Captain Commando remains intact from MVC. Not much at all has changed with this guy. He's still a great keep away/combo character. He also has one of the best assists in the game.
Captain Fire 

+P
[air]
Cap Com shoots out a blast of flame from his wrist shooters. 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
is determined by the punch button used. It's an extremely useful keep away move and it is also
very comboable. Every one of his ground comboes can be finished with this move.
It's also useful as an AC Finisher. 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.
I personally think that this move is called Captain Thunder, but it says so
otherwise on the official move lists, so I digress. This is a great move in
almost every way. He is virtually invincible while pulling it off, making it an excellent defensive move.
It also comboes after a knockdown. The punch button used determines where the Corridor
erupts. Weak is right under Cap Com and Strong 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
Depending on which button combo 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
two partners, Cap Com has three additional helpers making six people on any team that he's on.
With the loss of the three button layout, Capcom was forced to switch around the
button commands for the Captain's three helpers.


+LK
- 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.


+HK
- 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?


+LK+HP
- Hoover, the baby on a mech, jumps onscreen and fires a missile at the
Captain's opponent. Though this move does a lot of damage, the projectile is
actually quite slow and really isn't worth the trouble, especially with the
weird button command.
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.
A great super. Use it often when playing as Cap. It's a good super to start a
Delayed Hyper Combo, but be careful when using it in the middle of one. If the
lead character's super hits horizontally, like a beam super or rushing super,
your opponent will have a window of opportunity to block because it takes a
while for the beam to get down to them. If paired with a partner that has a
vertical super, like Ken's Shinryuken, this is the perfect follow up.
Captain Storm 

+2K(Level One)
This move is an all or nothing type of auto combo. Cap Com 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.
You can no longer OTG after this attack.
Assist Type Attacks
| Assist Type | Assist Attack | Variable Counter | Team Super |
| Alpha Type | Captain Fire | Captain Fire | Captain Sword |
| Beta Type | Captain Corridor | Captain Corridor | Captain Sword |
| Gamma Type | Captain Kick | Captain Kick | Captain Sword |
His team super in every mode is the same. In my opinion, Beta Type would be the best choice for Cap Com. It's awesome as a counter due to its high priority. As an assist attack it's an impenetrable anti air defense and its very fast, taking most opponents by surprise. Coming in at a distant second is Alpha Type. I wouldn't waste my time with Gamma Type.
� 2000 Migs Rustia: [email protected]
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