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Captain Commando moves and strategies: Marvel vs. Capcom 2

Guide last updated on
July 31, 2009 at 10:07 p.m. PDT


Captain Commando moves and strategies: Marvel vs. Capcom 2

Special Moves

Joystick Joystick Joystick Joystick Joystick (Can also be done in the air)
Captain Fire
Makes a giant flame shoot out from Captain Commando's hand.

Joystick Joystick Joystick Joystick Joystick
Captain Corridor (Ground Pound)
Captain Commando slams the ground creating a giant energy column. This move comes out VERY quickly. The punch button pressed determines the range, with Light Punch causing the column directly under you and Hard Punch creating it at about sweep distance.

Joystick Joystick Joystick Joystick Joystick
Captain Kick
This resembles Dan's Flying Kicks move from the Street Fighter Alpha series, except this is a one attack move and it will always knock down if it hits.

Joystick Joystick Joystick Joystick Joystick
Commando Strike (Character Summon)
Depending on the attack buttons you press, this move does the following:

Joystick Joystick Joystick Joystick Joystick
Summons a ninja from the sky who takes a swipe with his sword, this is NOT an overhead attack.

Joystick Joystick Joystick JoystickJoystick
Summons a guy who spins around with blades, hits very high, best used as an anti air move.

Joystick Joystick Joystick Joystick Joystick Joystick
Summons a baby in a mech that shoots himself out as a missile... yeah. •

Hyper (Super) Moves

Joystick Joystick Joystick Joystick Joystick
Captain Sword
Creates a giant column of light that starts directly above you and arcs down to ground level hitting everything in front of you. While you can use this as anti air, the damage is pretty weak as it's the last couple of hits that take off the most power, and these will usually miss if you knock someone out of the air.

Joystick Joystick Joystick Joystick Joystick
Hyper Captain Storm
Captain Commando summons a bunch of his friends, does a Dragon Punch while his comrades attack you.

Assists


     Type Partner Assist Variable Counter Variable Combination
A Ground Type (H) Captain Fire (H) Captain Fire Captain Sword
B Anti-air Type (H) Captain Corridor (H) Captain Corridor Captain Sword
Y Expansion Type (H) Captain Kick (H) Captain Kick Captain Sword
Move strengths for assists:
• (L) next to the move stands for Light.
• (H) next to the move stands for Hard.


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