ok some stuff for chun li and commando, for someone on ggpo who plays those characters and i didnt get to train him 1 on 1.
** CAPTAIN COMMANDO **
Used often as a turtle character. not the best in duo’s, because of his grabs and weak chipping supers. i would place him second on a team, he can make some good comebacks and is good for a staller if you’re winning. Use colossus.
** Bread & Butter combos **
s.lp s.lk s.hkxxqcf+pp. 1 2 3 sword, easy to confirm if it hits or miss. some characters can punish after ur hk so if its blocked, call ninja (qcf+k)
s.lp s.lk c.hpxxqcf+lp. another variation of his super combo but without meter. unfortunately, he is pretty weak without captain sword. thats where his damage comes from. this is decent, dont use corridor cuz it whiffs sometimes, and dont use the hp version because they can roll mix u up. like you wont know where they’re roll is gonna end.
c.mp (anti air turtle launch) sj lp mp mk (pause and grab, or hp). if ur turtle launching with c.mp, this is the best follow up. ending with captain fire will allow them to hit the ground a lot earlier, leaving them to mix u up on the way down.
** IN GAME TACTICS & MATCHUPS **
what you want to do is land a colossus or j.hp, leading to captain sword. remember j.hp doesnt combo into sword, so you gotta dash up 1 2 3 sword. as for colossus, good anti air and bait to raw sword off of. a raw sword doesnt more damage than s.hkxxsword, keep that in mind.
also , if ur not from exactly full screen, DO NOT ground captain fire. if you get predictable, people will jump over hp u in the face and u’ll eat a nasty combo. its best to jump back and fire, or tiger knee the captain fire which i like to do. land with hk, and if it hits you can get ur 1 2 3 sword.
jenetti (qcf+mk) is a good jump stopper or people who like to stay in the air. keep in mind that it goes 45 degrees upward after it goes horizontal. dont abuse it because people can dash up and hit you.
the ninja (qcf+lk) is used to lock down after you’re block strings. dont use this move raw though.
hubert (qcf+hk) i dont use often. u can do a pointless combo after colossus which is col->qcf+hk-> jump and captain fire.
so basically, turtle back, projectile him up with the helpers, and if he gets near jump back with hp. or jump straight up and land on them with hp. thats how you land you’re 123 super.
to hit with colossus, the main things to do are to bait. if you’re doing a lot of c.lk c.mk c.hpxxninja, try and do c.lk c.mkxxcol. if they try to push ur hp or combo u, col is on its way and you can get ur super in. also another thing is when they’re jumping in on u, if u have REALLY good reaction, you can anti air with c.mpxxhit confirm qcf+pp. if ur a bit slower than that, try to dash under and colossus them, (colossus crossup) and walk back a lil so u dont get a 3 hit only juggle and get the full 5 hits, then super them.
VS WAR MACHINE - evade smart bombs, dont get hit by solar cannons. jump in and bait helpers. if the person wasnt smart enough to pick colossus rape with j.hp’s and rushdown ninja block strings.
VS GOLD WAR MACHINE - dont sword him, unless ur POSITIVE hes gonna stay on the ground (shoulder cannon, or if hes stuck getting hit by colossus) other than that colossus, s.hp, xx hp corridor works nicely. jenetti, ninja, and corridors work well.
VS WOLVERINE - block block block BLOCK. remember he cant dish out too much damage in duos, and his main hits are from u getting hit. anti air him with colossus, but dont get baited with stomps and such. j.hk works well on him, and if hes dashing c.lk under u too much qcf+lp before u land, good floater.
VS STRIDER - if he does a block string near you, hp corridor that ass. then u can captain fire when he lands, it goes through his orbs. then u can sj out and hes wasted his orbs. turtle launch with c.mp, dont jump in too much. use ur projectiles to ur advantage, dont get annoyed/hit by orbs too much.
** TRICKS **
in corner only, u can do s.hkxxcaptain storm after a colossus when ur at the corner, its a crossup and does about 70-80% damage flat.
if u hit with col it leads u to the corner, this is the only time u should s.hkxxsword. after the sword u can early jump forward lp mk, land c.mp crossup xx sword again. does about 90% then just normal combo after 2nd sword.
after a launch, if they’re already used to u doing the magic series, after mk hold forward, land with hp on the other side then 1 2 3 super.
** GOOD THINGS TO KNOW **
s.lp hits every character low, except roll. but it does hit a crouching megaman. no need to use c.lp
blocking a lot is good
you can combo off of his kick grab, when he kicks them into the air, just sj and air combo
you can make wm fear to smart bomb with ur sword. DO NOT USE ON GWM THOUGH, only does about a few pixels on him.
j.hp hits behind a little bit, as well as j.hk.
after kick grab, u can qcf+lp corridor and it will hit.
in his duos, u can use qcb+hk to cross up and super with the other character. works well with gambit, qcb+kk crosses them up and explosions. can s.hkxxsword after then stick hit with flush and thats abou a whole life bar
you can kara cancel s.hp into col for a crossup if they jump in.
CREDITS TO T-KIMURA for the commando tactics, hes discovered a lot of these and uses the tactics very well. probably the best commando i seen.