Captain Commando:
To sum it up: Commando Time.
Moves:
Captain Fire D,DF,F+P
Captain Corridor D,DB,B+K
Captain Kick D,DB,B+K
Commando Strike D,DF,F+K
Ninja (Short)
Jennety (Forward)
Baby (Roundhouse)
Supers:
Captain Sword D,DF,F+3P
Captain Storm D,DF,F+3K
Combos:
Captain Sword:Restricted
Captain Storm:UnRestricted
- S.Jab, S.Strong, C.Fierce, Ninja
- S.Jab, S.Forward, C.Fierce, Captain Fire
- S.Short, S.Forward, C.Fierce, Fierce Captain Corridor
- S.Short, S.Ford, C.Roundhouse, Fierce Captain Corridor(OTG)
- J.Fierce, C.Short, C.Fierce, Captain Storm
- C.Short, C.Strong, Captain Sword
- S.Jab, S.Roundhouse, Captain Sword
- J.Fierce, S.Jab, S.Roundhouse, Super Jump (Jab, Short, Strong, Forward, Captain Fire)
- S.Jab, S.Roundhouse, Super Jump (Jab, Short, Strong, Forward, Roundhouse)
- S.Jab, S.Roundhouse, Super Jump (Jab, Short, Strong, Forward, Fierce)
- C.Short, C.Fierce, Captain Storm, C.Short(OTG), S.Roundhouse, Captain Sword
- C.Short, C.Fierce, Captain Storm, C.Short(OTG), S.Roundhouse, Super Jump (Jab, Short, Strong, Forward, Captain Fire)
- In Corner: C.Short, C.Fierce, Captain Storm, C.Short(OTG), S.Roundhouse, Captain Sword, Jump(Jab, Short, Strong, Forward, Fierce)
- In Corner: C.Short, S.Roundhouse, Captain Sword, Jump(Jab, Short, Strong, Forward, Fierce), C.Short(OTG), S.Fierce
- In Corner: C.Short, C.Fierce, S.Roundhouse, Super Jump(Jab, Short, Strong, Forward, Fierce, Fierce(OTG)), C.Short, S.Fierce
- In Corner: C.Short, S.Roundhouse, Super Jump(Jab, Short, Strong, Forward, Roundhouse, Fierce(OTG)), C.Short, S.Fierce
- In Corner: J.Fierce, C.Short, C.Fierce,S.Roundhouse, Super Jump(Jab, Short, Strong, Forward, Roundhouse, Fierce(OTG)), Jump(Jab, Short, Strong, Forward, Fierce)
- In Corner: Baby, C.Short(OTG), S.Roundhouse, Captain Sword
- In Corner: Baby, C.Short(OTG), S.Roundhouse, Fierce Captain Corridor
- In Corner: Baby, C.Short(OTG), S.Roundhouse, Super Jump(Jab, Short, Strong, Forward, Captain Fire)
- In Corner: Jennety, C.Short(OTG), S.Roundhouse, Captain Sword
- In Corner: Jennety, C.Short(OTG), S.Roundhouse, Fierce Captain Corridor
- In Corner: Jennety, C.Short(OTG), S.Roundhouse, Super Jump(Jab, Short, Strong, Forward, Captain Fire)
- Captain Commando is designed for a ground game. He really isn't meant to be used in the air or in the same manner as War Machine. Captain Commando is best off defending and dashing in for long, nasty combos.
- You're best off staying on the ground with Captain Commando. Thus, I begin by discussing how to defend the air with him. There are basically two moves that you should be accustomed to using when your opponent jumps in on you. The first is his Captain Corridor. It serves as a good air defender but makes Commando vulnerable if it is blocked. A smart opponent will hit you with either a super or a long, painful air combo if you throw this move out at random. This move is most safely used in ground combos, which I will discuss later on. The second move is his S.Roundhouse. This move is extremely effective against those opponents who choose to jump in without blocking. With proper timing, one can combo the Captain Sword off the S.Roundhouse. Keep in mind that the Captain Sword does more damage than his air combo, so it would be in your best interests to use it if you have the necessary one meter of super. I suggest you avoid air battles with Commando; neither his J.Fierce nor his J.Roundhouse will be able to combat high priority air attacks. You can use his Captain Fire in the air to at least hault the progress of your opponent. However, use your judgement and make sure it connects. Don't bother using Jennetty the mummy. He is nearly useless and you have better moves to use as air defenders.
- The next thing I'm going to discuss is defending against dashing attacks. The first move that will probably come to mind is his Captain Fire. The move sticks, it doesn't reach across the whole screen, but is nonetheless effective. It will most likely force your opponent to block or they will get hit taking some damage. This move, when used at the proper time, is not very risky. Another good way of defending against dashing attacks is using the ninja. This helper comes out quickly and tends to connect, or at least force your opponent to stop and block, getting the job done. You can also use the baby, but his attack rarely connects and its startup time says "Super Me!" to your opponent.
- One thing to understand with Captain Commando is that he does not take hits well. Make sure you plan your jump-ins and dash-ins. Don't telegraph them. You certainly don't want to be trading hits with someone like Hulk. If you are going to jump in to begin a combo on your opponent I'd suggest using his J.Fierce. You can use his Captain Strike to attack, but use it with caution as a surprise attack. Again, this move is best used in the short version when comboed. I'd suggest you be profficient in working your shorts and Jabs into air combos and supers, as it will be essential to your chances of winning.
- Learn how to combo both the Captain Storm and Captain Sword. Both of these moves can be worked into without the use of helper characters. Get the button sequence down and you will be able to pull some devastating attacks on your opponent. Keep in mind that if you have two meters of supers, you can link the Captain Storm and Captain Sword into the same combo.
- I will now discuss the uses of these two supers. Both are comboable as previously discussed, but there are other important characteristics to discuss. The Captain Sword can be comboed, does chipping damage, and will leave you safe if it's blocked. At the end of a game it should be brought out to chip down your opponent. It has some serious startup time, so be cautious, as a smart opponent may try to beat you out with a quick startup super. The Captain Storm has quick startup time and goes through fireballs, but does no chipping damage and will leave you vulnerable if it is blocked. It does more damage than the Captain Sword and should be used as a mistake punisher. Do not throw this move out at random, as you will be left vulnerable if it is blocked and your opponent will have a fair amount of time to counter your mistake.
- Captain Commando is at his best against characters that must get to him in order to be effective. However, it should be noted that those characters that don't need to come to him can give him some trouble. Remember, he doesn't have a projectile that can travel the whole length of the screen. Commando excels at protecting the spot which he stands over, not at attacking a spot on the other side of the screen. Keep in mind, though, that he has decent speed and should be able to get in and combo, with proper planning.
- For those of you who strive to use long, creative and complex combos, disregard the following. This applies to short-comboing pyromaniacs. One of my biggest complaints, involving a very large number of Captain Commando players, is a pathetic style of playing I call "cheapaway". I'm going to give some background before I continue. There is a strategy known in the Pacific Northwest as “Setting Your Hair on Fire”. After setting your hair on fire, you run after your opponent, hoping to set him on fire; not without risk. I see way too many Captain Commandos succumb to this lack of strategy. They continually throw out a Corridor, in hopes that their opponent will jump or run into it. They just throw out Captain Fires randomly or continually in hopes that their opponent will dash right into it. It's like, "Run into my flamethrower!" Give me a break. This is quite annoying, and while any patient opponent can get by their pathetic attemps at playing "cheapaway", it is nonetheless annoying. Setting up a human fireworks display over yourself only proves you have no idea of what you're doing. They've also developed a most awe-inspiring method of throwing out helper after helper, in order to connect a Captain Storm. Typically, they use them all up in a manner of seconds. Don't be like this; not only is it quite ineffective, it will not lead to victory. Learn to pull out some lengthy combos with Commando, please; lack of strategy not only makes the game dull, but makes you an easy win for your yawning opponent.