CAPTAIN 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:
[email protected]
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
[email protected], 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 (
[email protected]) for the concept
1.4 Added more combos thanks to shoryuken.com
1.5 Added some Assist combos, thanks to
[email protected]
===============================================================================
CONTENTS
I. Background
II. Legend
III. Regular Moves
IV. Special Moves
V. Supers
VI. Combos
VII. General Strategy
VIII. Misc. Stuff
IX. Legal Stuff
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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.
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II. LEGEND
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-----------------------------
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)
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III. REGULAR MOVES
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-----------------------------
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.
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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.
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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
[email protected]
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.
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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.
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VI. COMBOS
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-----------------------------
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
[email protected] and
[email protected] 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.Short<---- S/C.Jab
| | |
| -------------|
-------------------------------------------------
| | |
| | |
| | S.Strong
| | |
| | |
| --------------------- C.Fierce
| | | |
| | | |
| S.Roundhouse S/C.Forward |_____
| | | |
| | | |
| | --------------------- |
| | | | |
| | | | Captain
| | Captain C.Roundhouse Fire,
| | Kick, | Captain
| | Fierce | Kick,
| | Captain Fierce Fierce
| | Corridor----------- Captain Captain
| | | Corridor _Corridor
| | | |
| | |______________|
| |__________________ |
| | |
| | |
| -------------------------------- |
| | | | |
| | | | V
| SJ.Jab Fierce ---->Captain
| 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<------Captain SJ.Short
Corridor SJ.Strong
SJ.Forward
Captain Fire
-----------------------------
TEAM HYPER COMBOS
Both of Captain Commando's supers are useful in THC's. Captain Sword can be
used as a THC starter, filler or ender. Captain Storm is used as a THC ender.
If you find any possibilities as far as THC's go, that are not listed here, e-
mail me and I'll post it and give you credit for it as well.
1: first partner's super, 2: second partner's super, 3: third partner's super
A. 1. (Captain Commando) Captain Sword 2. Any Beam Super, Head Crush, Blodia
Vulcan, Cajun Explosion, Venom Web or Weapon X; in corner: any rushing super,
any dragon punch super, Final Justice, Ultimate Web Throw, Blodia Punch,
Saotome Cyclone, Death Bite, Kikou-Shou, Shinkuu-Tatsumaki Senpuu Kyaku,
Gamma Quake, etc. 3. Third partner's super
B. 1. Any vertical super, Darkness Illusion (while opponent's in air), Ragnarok
(while opponent's in air), Blodia Vulcan or any super that knocks opponent
upward 2. (Captain Commando) Captain Sword 3. Any Beam Super, Head Crush,
Blodia Vulcan, Cajun Explosion, Venom Web or Weapon X; in corner: any rushing
super, any dragon punch super, Final Justice, Ultimate Web Throw, Blodia
Punch, Kikou-Shou, Shinkuu-Tatsumaki Senpuu Kyaku, Fatal Claw, Death Bite or
Gamma Quake
C. 1. First partner's super 2. Any vertical super, Darkness Illusion (while
opponent's in air), Ragnarok (while opponent's in air), Blodia Vulcan or any
super that knocks opponent upward 3. (Captain Commando) Captain Sword
D. 1. First partner's super 2. Any beam super, any rushing super, any dragon
punch super, Venom Web, Shinkuu-Tatsumaki Senpuu Kyaku, Final Atomic Buster,
Weapon X, Fatal Claw, Legion, Venom Web, Sonic Hurricane, Blodia Punch or
Blodia Vulcan 3. (Captain Commando) Captain Storm (OTG afterwards)
Here's a THC setup that is very painful. Thanks to
[email protected] for
this.
1. Start off with Wolverine's Berserker Barrage X--make sure the opponent is on
the ground when comboing into it. You can replace that with another super
that also leaves the opponent on the ground (Crawler Assault, Gamma Crush,
dragon punch supers, etc.)
2. Right before the first super finishes, do Jill's Tyrant Slash (Code: T002)
super
3. Right as the third slash connects, cancel into a Captain Sword.
When Jill is doing her super, instead of canceling right into Captain Sword, you
can launch them upward with Jill after the Tyrant super, then air combo into her
Hyper Charging Star knockoff super. You can then cancel that into a Captain
Sword.
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VII. GENERAL STRATEGY
===============================================================================
Captain Commando is ground/keep away character. He is made for playing keep
away and for performing high-priority ground combos. Although his air combos do
decent damage, you won't need to use them if you have your super meter charged
up. His ground combos are much better and do more damage. Captain
Sword also does much more damage than his air combos do.
When playing on the ground, mix up your high and low attacks, Captain Strikes,
Captain Fire and S.Fierce and occasionally use his Captain Corridor to surprise
opponents and to keep the opponent from jumping over you. Use S.Fierce or
Captain Corridor to counter dash-in attacks.
If an opponent tries to jump in, use his S.Fierce cancelled into either Captain
Fire or Captain Strike to push them away safely. If you try to hit an opponent
with a S.Roundhouse and it's blocked or it misses, cancel immediately into a
Captain Fire or Captain Strike to avoid getting hurt.
As I mentioned earlier thanks to
[email protected] for these tips on how to use
Jennety the Mummy. Right after you KO one of your opponents, call out Jennety
to hit the next opponent right as they're jumping in. Another use for Jennety
is to call in a partner with a dashing or projectile assist, preferably a
dashing assist (except Cammy's Cannon Drill) and then call out Jennety.
If they get hit by the dashing attack, the opponent will get knocked upwards,
then get hit by Jennety who will juggle them. Also if they jump over the assist
attack, they will get hit by Jennety. After Jennety hits them, do a Captain
Fire as the opponent is landing. If you're in the corner, you may use Captain
Corridor instead of Captain Fire. The only way the opponent can avoid this
assault is by super jumping, but use your Captain Corridor to send them back to
the ground if they do this.
Don't try fighting opponents in the air with Captain Commando. The air is not
his place for close combat. Most of his moves perform very poorly in aerial
confrontations. If you do, for some reason find yourself in such a situation,
use Captain Fire to send the opponent back to the ground.
Both of Captain Commando's supers are very effective and do very good damage.
They both can be comboed into also. Captain Sword covers a good portion of the
screen. It combos beautifully off of his launchers. It also cancels off of a
Captain Corridor. IT doesn't do very good block damage, so don't always rely on
it to cheese your opponent to death. It has a small recovery delay—an opponent
with a quick super may be able to punish you, so be careful about using it.
Captain Storm does more damage and it comes out pretty fast. It combos off of a
C.Fierce. It will also cancel off of a Captain Fire in the corner--it also
cancels off of a Captain Corridor that was comboed into off of a C.Roundhouse.
Use this super in combos and for punishing mistakes.
Don't ever throw this out at random. If it's blocked, your opponent will have
quite a few opportunities for what they can do to Captain Commando. Also,
remember that most of the time the opponent will land next to you and you'll be
able to OTG them after the super is done. Try to combo into a Captain Sword
afterwards.
Assists A and B are the best choices for Captain Commando. Assist A is used
either as a surprise attack, keep away attack or for a character that doesn't
play well from a distance. Captain Commando is usually safe while he's doing
this assist. Assist B is a more defensive assist. It's also a good surprise
attack and can also be a good decoy move too.
Use this to help a character out of corner pressure or against an opponent that
is trying to jump-in on you. You could also throw it out occasionally at random
to surprise your opponent. If it gets blocked or it misses and your opponent
tries to attack Captain Commando, dash up to your opponent and start attacking
him or her as they leave themselves open for attack.
===============================================================================
VIII. MISC. STUFF
===============================================================================
-----------------------------
ADVANTAGES AND DISADVANTAGES
ADVANTAGES
1. Good keep-away character
2. Good anti-confuser character
3. Plays good both offensively and defensively
4. Easy to learn
5. Well-damaging, combinable supers
6. Has access of up to five assist attacks
7. Excellent ground combo character
8. Excellent assist attacks
9. Excellent special moves
DISADVANTAGES
1. Poor mid-air priority
2. Low-priority air combos
3. Slow start-up on some of his key attacks
4. Recovery delays on most of his moves
5. Takes hits poorly
-----------------------------
Special Features: None (no multiple jumps, no air dash)
-----------------------------
Any comments, questions or suggestions? E-mail me at
[email protected].
-----------------------------
ACKNOWLEDGEMENTS
Capcom for making such a cool game
KMegura for the information on some of Captain Commando's special moves
[email protected] for the tips on how to use Jennety the Mummy
[email protected] for some assist combos
shoryuken.com for some combos
===============================================================================
IX. LEGAL STUFF
===============================================================================
This FAQ is Copyright (c) 2000 by Daniel Finch. No part of this FAQ may be re-
produced or re-posted on the Internet in its original, unedited and unaltered
format or redistributed under a different name in any way whatsoever. Any
Internet, commercial or public use is prohibited without written permission from
the author. Profit from this FAQ in any form is also prohibited. Any
similarities in this FAQ to another FAQ or another web page are unintended and
coincidental. Spider-Man and Captain America are registered trademarks of Marvel
Comics. Captain Commando, Sho the Ninja, Jennety the Mummy, Hoover the Baby and
Marvel vs. Capcom 2: New Age of Heroes are all registered trademarks of Capcom.