Marvel vs. Capcom 2 Walkthrough :
This walkthrough for Marvel vs. Capcom 2 [Playstation 2] has been posted at 16 Mar 2010 by neel101 and is called "Captain Commando Character FAQ". If walkthrough is usable don't forgot thumbs up neel101 and share this with your freinds. And most important we have 59 other walkthroughs for Marvel vs. Capcom 2, read them all!
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Walkthrough - Captain Commando Character FAQCAPTAIN COMMANDO =============================================================================== Character FAQ Created by PhatDan81 on 9/11/00 Game: Marvel vs. Capcom 2: New Age of Heroes Character: Captain Commando Version 1.5 E-mail: dan@finch.com Updates: 1.1 Fixed a few typos, touched up on a few things 1.2 Added tips on how to use Jennety the Mummy, thanks to CobraX11X@aol.com, touched up a few things, added more combos 1.3 Added more combos, Added a Combo Tree to all my FAQ's--thanks to 3pwood (mayfield_john@hotmail.com) for the concept 1.4 Added more combos thanks to shoryuken.com 1.5 Added some Assist combos, thanks to hitmonlee1065@aol.com =============================================================================== CONTENTS I. Background II. Legend III. Regular Moves IV. Special Moves V. Supers VI. Combos VII. General Strategy VIII. Misc. Stuff IX. Legal Stuff =============================================================================== I. BACKGROUND =============================================================================== Who is Captain Commando? Captain Commando was first introduced as a mascot for Capcom in a self-titled, side-scroller, beat-'em-up type game in 1991 for the arcade and Super Nintendo. Capcom later made a Captain Commando game for PlayStation. I don't know the story of how he became Captain Commando or how he met his allies. As far as I can tell, as soon as he puts the sunglasses on, he becomes Captain Commando. Anyway, he travels around with a ninja named Sho who uses a sword, a mummy named Jennety who uses knives and a baby named Hoover who sits inside a robot to move around and fight. They fight those who attempt to take over the world. If anyone knows the whole story of how Captain Commando turned into a superhero, e-mail me and I'll give you credit for it. =============================================================================== II. LEGEND =============================================================================== ----------------------------- ABBREVIATIONS U Up D Down F Forward B Backward J Jump/Jumping SJ Super Jump/Jumping S Standing C Crouching P Punch K Kick AC Air Combo HC Hyper Combo THC Team Hyper Combo (excuse the pun) LP Light Punch Jab MP Medium Punch Strong HP Heavy/Hard Punch Fierce LK Light Kick Short MK Medium Kick Forward HK Heavy/Hard Kick Roundhouse ----------------------------- BASIC COMMANDS LP+LK Calls in second partner HP+HK Calls in third partner Assist 1 Calls out first or second partner (whoever isn't currently fighting) who steps in and does an attack Assist 2 Calls out second or third partner (whoever isn't currently fighting) who steps in and does an attack Snapback D, DF, F + Assist; an attack that forces the opponent out if they get hit (one HC level) Crossover Combination Assist 1 + Assist 2 All three characters do one specific super (Hyper Combo) then the two that are not fighting step out after they do their supers (one to three levels; two levels causes only two players to come out while one level has just the controlled player do his super) =============================================================================== III. REGULAR MOVES =============================================================================== ----------------------------- PUNCHES ----------------------------- JAB 1. Standing A basic jab, this is used for starting ground combos or ground-to-air combos. 2. Crouching Same as the standing version, it has pretty much the same uses as the standing version. 3. Jumping Same as the standing version, this is his AC starter—use it only for that. ----------------------------- STRONG 1. Standing Captain Commando does a downward punch. It doesn't have much range and despite its appearance, it is not an overhead attack. Use as a combo filler. 2. Crouching Captain Commando extends his arm upward while crouching. It has very poor horizontal range and can sometimes be difficult to combo into. This is a launcher attack and if it connects you can jump after the opponent(s) and do a three-hit AC. I prefer his S.Roundhouse. 3. Jumping Captain Commando positions himself parallel to the ground while in the air and uses his elbow to attack. It has good range and should be used for an AC filler. ----------------------------- FIERCE 1. Standing Captain Commando does a flaming punch. He takes a step forward while extending his arm out and if it connects it sends the opponent across the screen and it sets them on fire. It has pretty good range but a bad recovery delay. It's a good anti-air attack and is easy to combo into. Make sure you always cancel into a special move after doing this to avoid any possible punishments from your opponent. 2. Crouching Captain Commando swipes his arm sideways. It can combo into almost any special move or even a Captain Storm. It has poor range but is easy to combo into. 3. Jumping Captain Commando does a downward punch. This is his best jump-in attack. It's also a good AC finisher. ----------------------------- KICKS ----------------------------- SHORT 1. Standing A basic standing LK, he basically sticks his leg out. It can be used to start a combo or you can do this move after doing a jab. It has slightly better range than his S/C.Jab. 2. Crouching A basic low LK, it's mainly used for starting ground combos. The range isn't as good as the standing version but it hits low. 3. Jumping Captain Commando sticks his knee out while jumping. It has poor range and should only be used as an AC filler. ----------------------------- FORWARD 1. Standing Captain Commando turns around and extends his nearer leg straight out. It has good range and is used as a combo filler. It's usually difficult to combo this into a S.Roundhouse because of how far it pushes away most opponents. 2. Crouching A basic low MK, it has good range and can combo into some special moves. Use it as a combo filler. 3. Jumping Same as the crouching version, it is used as an AC filler and to combo into AC finishers. ----------------------------- ROUNDHOUSE 1. Standing This is his primary launcher. Captain Commando swings his nearer leg upward, as if he is punting a ball. It doesn't have good range, start-up or recovery, but is somewhat easy to combo into. It's not a very good anti-air attack because of its start-up. If it's blocked cancel into a special move to avoid getting punished. 2. Crouching This is Captain Commando's knockdown attack. It has about the same range as most other sweeping attacks. It combos into a Captain Corridor. 3. Jumping Captain Commando extends his nearer leg straight out and slightly downward. It's used mostly as an AC finisher. It can be used as a jump-in attack, but I find his J.Fierce to be a better choice for that. =============================================================================== IV. SPECIAL MOVES =============================================================================== A (*) means that the move can be done in the air. A (H) means that the move can be cancelled into a super. CAPTAIN FIRE (*)(H) D, DF, F + P This is Captain Commando's primary projectile attack. He opens one of his flame shooters and shoots a flame straight across the screen. When the flame hits the opponent, the opponent gets knocked across the screen. The punch button used determines how much damage it does. Always use the fierce version. This is his best attack for aerial confrontations. Be careful about using this on the ground, because if the opponent jumps over the flame, you could be in big trouble. CAPTAIN CORRIDOR (H) D, DB, B + P Captain Commando punches the ground and a giant column of electricity erupts from the ground. It has infinite vertical range, neutralizes fireballs and [non-super] beams and is probably the best anti-air move in the game. It comes out fast and does very good damage and it combos off of any medium or heavy attack and it OTG's. The punch button used determines where the column will erupt. The jab version erupts directly under Captain Commando, while the fierce version erupts in front of him. Always use the fierce version unless the opponent is directly above you; then use the jab version. Never throw this out at random while the opponent is on the ground. It has a slight recovery to it that gives the opponent time to dash in and punish you. CAPTAIN KICK D, DB, B + K Captain Commando flies across the screen with his leg extended out. It's very easy to combo into this but the recovery time is awful on it and it should not be constantly thrown out at random unless you want to try to surprise your opponent. The damage on this sucks too. CAPTAIN STRIKE D, DF, F + [K or LK+HP] Each button causes a different ally of Captain Commando to come out and do an attack. They can be pretty effective if used correctly. Short: Sho the Ninja jumps in and does a slash with his sword. The damage is pretty weak, but it can be comboed into via C.Fierce. Use this for grounded opponents. Roundhouse: Jennety the Mummy flies across the screen while spinning around and holding his knives out. It's used as an unreliable anti-air attack. It doesn't even touch grounded opponents. Before, I said that this is Captain Commando's most useless strike, but thanks to CobraX11X@aol.com I changed my mind. If you want to learn more, see Section VII (General Strategy), fourth paragraph. Short + Fierce: Hoover the Baby jumps in and fires a missile that travels slowly across the screen and explodes when it hits an opponent. It can't be comboed into but it acts as good decoy. If the missile connects it does a large amount of damage. It has a long startup, so be careful about when to execute the move. Hoover can also be used as a distraction for your opponent while the attack is being performed. =============================================================================== V. SUPERS (HYPER COMBOS) =============================================================================== CAPTAIN SWORD D, DF, F + 2P Captain Commando and his allies gather and fire a beam that travels from a 90- degree angle to the ground, knocking down any opponents in its path. It combos easily off his launchers and his Captain Corridor, which are the most effective ways to get this super to connect. It does pretty good damage but does horrible block damage, though. If the opponent is close to you on the ground, they can knock you out of the super while the beam is pointed upward. It also has a small recovery time, so an opponent with a quick beam super might be able to punish you if it's blocked. CAPTAIN STORM D, DF, F + 2K Captain Commando calls in his allies and then rushes forward and does a small jumping uppercut at the opponent. If the uppercut connects, the opponent gets launched upwards and gets an automated beat-down from Captain Commando's allies. The opponent then falls down helplessly and Captain Commando hits them with a jab Captain Corridor. Captain Commando and his buddies then collaborate and pose next to the downed opponent. Almost all of the time, the opponent lands next to Captain Commando after he does the Captain Corridor and you can go for an OTG combo immediately after Captain Commando finishes posing. In this game Capcom has made it easier to combo this super off of a C.Fierce and the super still does a lot of damage when it connects. Use this only in combos or for punishing mistakes. If the opponent blocks the uppercut, Captain Commando is screwed. =============================================================================== VI. COMBOS =============================================================================== ----------------------------- Magic Series Ground Zigzag Jumping Stronger Super Jumping Zigzag ----------------------------- Launchers C.Strong/DF.Fierce, S.Roundhouse Strike S.Fierce Knockdown C.Roundhouse Snapback S.Fierce AC Finishers SJ.Fierce, SJ.Roundhouse, Captain Fire, Fierce Air Throw Assists/Crossover Counters Crossover Combination _ A Captain Fire \ B Captain Corridor |-Captain Sword C Captain Kick _/ ----------------------------- J.Fierce may be replaced with J.Roundhouse or J.Jab, J.Strong. When starting a combo with a J.Fierce, it may be necessary to dash in afterwards and then con- tinue the combo accordingly. If you start a combo with a J.Roundhouse or J.Short, J.Strong it is almost always necessary to dash in afterwards to continue the combo. 1. S.Jab, Captain Kick 2. S.Short, Captain Kick 3. S.Jab, S.Short, Captain Kick 5. J.Fierce, C.Short, C.Strong, fierce Captain Corridor 6. C.Short, C.Strong, SJ.(Jab, Strong, [AC Finisher]) 7. J.Fierce, S.Jab, S.Short, S.Forward, Captain Kick 8. S.Jab, S.Short, S.Strong, Captain Fire 9. S.Jab, S.Short, S.Forward, fierce Captain Corridor 10. S.Jab, S.Short, S.Strong, S.Forward, C.Roundhouse 11. J.Fierce, C.Jab, C.Short, C.Forward, Captain Kick 12. C.Jab, C.Short, C.Forward, fierce Captain Corridor 13. C.Jab, C.Short, C.Forward, fierce Captain Corridor, Captain Sword 14. C.Jab, C.Short, C.Fierce, Captain Fire 15. C.Jab, C.Short, C.Fierce, Captain Kick 16. C.Jab, C.Short, C.Fierce, Sho 17. C.Jab, C.Short, C.Fierce, fierce Captain Corridor 18. C.Jab, C.Short, C.Fierce, fierce Captain Corridor, Captain Sword 19. J.Fierce, S.Jab, S.Strong, C.Fierce, Captain Fire 20. S.Jab, S.Strong, C.Fierce, fierce Captain Corridor 21. S.Jab, S.Strong, C.Fierce, Captain Kick 22. S.Jab, S.Strong, C.Fierce, Captain Fire, Captain Storm 23. S.Jab, S.Strong, C.Fierce, fierce Captain Corridor, Captain Sword 24. J.Fierce, C.Jab, C.Short, C.Forward, C.Roundhouse, fierce Captain Corridor(OTG) 25. J.Fierce, C.Short, C.Fierce, C.Roundhouse, fierce Captain Corridor (OTG) 26. In Corner: J.Fierce S.Jab, S.Strong, S.Fierce, fierce Captain Corridor 27. J.Fierce, S.Jab, S.Short, S.Roundhouse, SJ.(Jab, Short, Strong, Forward, [AC Finisher]) 28. In Corner: S.Jab, S.Short, S.Fierce, S.Roundhouse, SJ.(Jab, Short, Strong, Forward, [AC Finisher]) 29. S.Jab, S.Short, S.Roundhouse, fierce Captain Corridor 30. S.Jab, S.Short, S.Roundhouse, Captain Sword 31. S.Jab, S.Short, S.Roundhouse, fierce Captain Corridor, Captain Sword 32. In Corner: S.Jab, S.Short, S.Fierce, S.Roundhouse, Captain Sword 33. In Corner: S.Jab, S.Short, S.Fierce, S.Roundhouse, fierce Captain Corridor, Captain Sword 34. In Corner: S.Jab, S.Short, S.Roundhouse, Captain Sword, C.Short(OTG), S.Roundhouse, SJ.(Jab, Short, Strong, Forward, [AC Finisher]) 35. In Corner: S.Jab, S.Short, S.Roundhouse, fierce Captain Corridor, Captain Sword, C.Short(OTG), S.Roundhouse, SJ.(Jab, Short, Strong, Forward, [AC Finisher]) 36. S.Jab, S.Short, S.Fierce, fierce Captain Corridor, Captain Sword, C.Short(OTG), S.Roundhouse, SJ.(Jab, Short, Strong, Forward, [AC Finisher]) 37. J.Fierce, C.Short, C.Fierce, Captain Storm, C.Short(OTG), C.Forward, fierce Captain Corridor 38. C.Short, C.Fierce, Captain Storm, C.Short(OTG), C.Forward, Captain Kick 39. C.Short, C.Fierce, Captain Storm, C.Short(OTG), C.Forward, fierce Captain Corridor, Captain Sword 40. C.Short, C.Fierce, Captain Storm, C.Short(OTG), S.Roundhouse, SJ.(Jab, Short, Strong, Forward, Captain Fire) 41. C.Short, C.Fierce, Captain Storm, C.Short(OTG), S.Roundhouse, fierce Captain Corridor 42. C.Short, C.Fierce, Captain Storm, C.Short(OTG), S.Roundhouse, Captain Sword 43. C.Short, C.Fierce, Captain Storm, C.Short(OTG), S.Roundhouse, fierce Captain Corridor, Captain Sword 44. C.Short, C.Forward, C.Roundhouse, fierce Captain Corridor(OTG), Captain Storm, C.Short(OTG), S.Roundhouse, SJ.(Jab, Short, Strong, Forward, Captain Fire) 45. C.Short, C.Forward, C.Roundhouse, fierce Captain Corridor(OTG), Captain Storm, C.Short(OTG), S.Roundhouse, Captain Sword ASSIST COMBOS Normally, I don't list or promote assist combos. These were all sent to me by CobraX11X@aol.com and hitmonlee1065@aol.com and are probably quite effective—a few of them may take some practice and timing. 1. Dashing assist, Jennety, Captain Fire 2. In Corner: Dashing Assist, Jennety, fierce Captain Corridor 3. In Corner: Dashing Assist, Jennety, fierce Captain Corridor, Captain Sword 4. Sabretooth Gamma Assist, C.Short, C.Fierce, C.Roundhouse, fierce Captain Corridor(OTG), Sho or Jennety 5. Sabretooth Gamma Assist, C.Short, C.Fierce, C.Roundhouse, fierce Captain Corridor(OTG), Captain Storm 6. J.Fierce, C.Short, C.Fierce, C.Roundhouse, Dashing Assist(OTG), fierce Captain Corridor, Captain Sword ----------------------------- COMBO TREE START J.Fierce, J.Roundhouse | | ----------------------- | | | | S/C.ShortCaptain | SJ.Short Captain | Sword | SJ.Strong Corridor----| | SJ.Forward | | [AC Finisher] | | - |_______________ | | | | | C.Fierce | | | | | --------------------------- | | | | | | | Captain Fire, Fierce | Captain Kick, Captain | Short Corridor-- Captain Strike, Captain Storm--------------------- | | C.Short | | --------------------------- | | | | C.Forward S.Roundhouse | | | | Captain Fire, -------------------------- Captain Kick, | | | Fierce | | | Captain Captain Fierce SJ.Jab Corridor------->Sword |
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