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Mental_Bicep
08-19-2002, 09:00 PM
Does anyone know how to execute a combo for Colossus that does 80% damage (to cable or someone like cable)? I have been trying to execute this combo, saw it on a video, but can't get it.

j. hk, giant swing(qcf +p), land, B hk, hk (launcher) sj. lp, sj. lk, sj. lp, sj. power tackle (qcf +k), xx power dive (qcf +pp), D, k

I can't seem to get the land, B hk part. Any help would be appreciated.

Previously I thought there was a dash in the combo, but it turns out that there isn't one. Not sure if I have everything right, but help is appreciated

hawaiigamer142
08-19-2002, 09:15 PM
is the land/dash combo an OTG combo?

Mental_Bicep
08-19-2002, 10:08 PM
I think so. What is the significance of OTG (on the ground). Are there properties associated with comboing OTG?

Murakumo
08-20-2002, 11:50 AM
I remember such a video. So far as I remember though, after the giant swing, I always dashed in with an OTG c.lk,s.hk.

As far as OTG's are concerned, you can only peroform one true OTG per combo and true OTG's ARE ROLLABLE. This means that this combo is not guaranteed. Still a nice combo none-the-less. However, also the OTG staus is reset by throws. Most people consider throws to be resets instead of actual combos because they can be teched. But I believe Colossus's command throw (the giant swing) cannot be on hit. Depending on whether it really counts as a throw or not, you might be able to do things like... j.hk, qcf+hp, \ /, dash, OTG c.lk,s.hk+psylocke, qcf+hp (OTG counter reset if counts as throw), \ /, dash, OTG c.lk,s.hk, / \, lp,lk,mp, qcf+lk,xx,qcb+pp (or whatever the dive is). Still though... both OTG points would be escapable.... that is if this even works at all.

Hope that answers some stuff.

~Murakumo

[MB2K]Mizter Ed
08-20-2002, 01:24 PM
Colossus is one of my best characters. I know this combo and it only works in the corner. This combo is a true OTG combo and CAN NOT be rolled. Reason being his spinning throw is a flying screen move (ex. Juggernaut Punch), and they can't be tech rolled afterwards. This is a hard combo to pull off because the conditions have to be right. (1) They have to be in the corner; (2) the RK into the throw (hcf+LP) has to be realtively low to the ground but still in the air. (3) After the throw when you hit the ground do a short dash then d+lk, sFK(launcher) then the air combo from there. Its a nasty combo but hard to start off. The best way is with his Hyper Armor so that he will still hit them even if they are fighting back. It does about 80% dmg on the average character (ex.Cable,DrDoom) and about 60% on Sentinal. Good Luck!

FecalPenance
08-20-2002, 01:35 PM
back in the day I did an easier combo...

crossup j.hk, hp swing, c.hk, tackle, super tackle

can't test the damage, my dc's been broken for months....

Sentinels Force
08-20-2002, 04:40 PM
If u want u can go to the atl south forums and go to the T.E.K. thread and look for a person named 2nasty, on his signature he has his MvC 2 vid and it shows that exact same combo ur trying to do laterz.

300 lb Eugene
08-21-2002, 04:55 PM
Originally posted by Mental_Bicep
Does anyone know how to execute a combo for Colossus that does 80% damage (to cable or someone like cable)? I have been trying to execute this combo, saw it on a video, but can't get it.

j. hk, giant swing(qcf +p), land, B hk, hk (launcher) sj. lp, sj. lk, sj. lp, sj. power tackle (qcf +k), xx power dive (qcf +pp), D, k

I can't seem to get the land, B hk part. Any help would be appreciated.

Previously I thought there was a dash in the combo, but it turns out that there isn't one. Not sure if I have everything right, but help is appreciated


There are a couple of ways to almost get 80%. of their health bar
yhis is what I usually do.

1. Jump N fp, fp do the motion grab (this mustbe N the corner ).When
they land do a low hk into the charge into the super. This is at least 50% on people like Cable , Strider, Akuma etc. on the other
hand...
2. Jump in Hp, launch into the air ,lp lk,mk, hold towards and fp,
and end with roundhouse. when you hit the ground, do a low lk
follwed with a standing Hk(launcher) then jump in the air and throw them . this does the same amount of damageas the other

there is more but I'll have to show you later...........gotta go.

DA GAME
08-24-2002, 10:19 AM
Originally posted by 300 lb Eugene


There are a couple of ways to almost get 80%. of their health bar
yhis is what I usually do.

1. Jump N fp, fp do the motion grab (this mustbe N the corner ).When
they land do a low hk into the charge into the super. This is at least 50% on people like Cable , Strider, Akuma etc. on the other
hand...
2. Jump in Hp, launch into the air ,lp lk,mk, hold towards and fp,
and end with roundhouse. when you hit the ground, do a low lk
follwed with a standing Hk(launcher) then jump in the air and throw them . this does the same amount of damageas the other

there is more but I'll have to show you later...........gotta go.

That's DA GAME's 2 combos that he uses also.Yeah the damage of that combo on Strider.Akuma & Marrow is enough to kill them.

gbursine
09-16-2002, 07:12 PM
Ya, so..I'm tryin to take up colossus. What are some sucessful tactics used by him(I can't seem to find a reliable up to date Colossus faq)

Cornelius
09-16-2002, 08:02 PM
Colossus best assist is anti air, but dash is usable.

Colossus' fav. assist by far is Sent-Y for safe shoulder tackles and a way to get in on people (which colossus desperately needs). Sent can use Colossus' anti air very well, too.

Colossus dies to most top tier strategies, (Run, zone/chip, trap, stomp) but does okay against rushdown, esp. in super armor mode. He was supposed to counter Magneto by going into super armor mode, doing a bunch of fierces until Psylocke comes out, and doing a powerdive combo on her.

Moves to use: J. Fierce, J. Roundhouse (WTF Colossus has a crossup?), low fierce, low roundhouse, low jab, shoulder tackles.

Combos (hah that's funny):
Launch /\ 1234 xx tackle xx powerdive
Low Fierce XX tackle
He has a nifty corner one with a couple fierces, a QCF+P, a tackle, and a powerdive, but...meh.

Powerdive is weird, sometimes your opponent (MAGNETO) can low short you even if the powerdive connects, but sometimes they can't. Also if Powerdive connects, a LOT of DHCs you wouldn't expect will combo after it, HSF being the most useful.

Black Cyclone
09-16-2002, 11:05 PM
Colossus best assist is anti air, but dash is usable.

Colossus' fav. assist by far is Sent-Y for safe shoulder tackles and a way to get in on people (which colossus desperately needs). Sent can use Colossus' anti air very well, too.

Colossus dies to most top tier strategies, (Run, zone/chip, trap, stomp) but does okay against rushdown, esp. in super armor mode. He was supposed to counter Magneto by going into super armor mode, doing a bunch of fierces until Psylocke comes out, and doing a powerdive combo on her.

Moves to use: J. Fierce, J. Roundhouse (WTF Colossus has a crossup?), low fierce, low roundhouse, low jab, shoulder tackles.

Combos (hah that's funny):
Launch /\ 1234 xx tackle xx powerdive
Low Fierce XX tackle
He has a nifty corner one with a couple fierces, a QCF+P, a tackle, and a powerdive, but...meh.

Powerdive is weird, sometimes your opponent (MAGNETO) can low short you even if the powerdive connects, but sometimes they can't. Also if Powerdive connects, a LOT of DHCs you wouldn't expect will combo after it, HSF being the most useful.

Dang, I wish my friend was on this board, since he's our resident Colossus expert....

Hmm, Colossus AAA being better than dash? that's debatable. I think dash is better because it has no startup time (like Rogue's dash). Oh well, I guess it's just preference, so long as you can combo into AHVB, HSF, hailstorm, etc.

Colossus pretty much owns rushdown in super armor mode. Vs Sent, well, that's another story....:D

Black Cyclone

soup or man
09-17-2002, 03:01 AM
another combo to add to the list...

cr. lk, cr. hk, lk shoulder charge. it's easy to do, and does OK damage. they can roll out of it, but since it's such a short combo, most people won't have time to.

Bonesaw
09-17-2002, 07:52 PM
Collosus...hmm...the most integral part of his offense is probably his down to up-forward motion shoulder charges..You can beat the hell out of most characters if you get this move down 100% and have a good assist backing you up..Almost any lock down assist works..Also you want to abuse his low Fk...Has tremendous range...also cancel into a shoulder tackle afterwards of course...

I personally have a easy time beating rush down characters with collosus really easily using the air-shoulder-tackle..It recovers quick as hell...almost unpunishable if blocked...I don't have much of a problem with Sentinel either...Just keep jumping around until you see sentinel do his kick super and then cancel into collosus's super...

TS
09-17-2002, 10:46 PM
Tackle xx Hyper Armor, walk forward while calling Spiral-A, and either tackle or standing roundhouse (or one into the other) until the timer runs out, repeat.

triple jump
09-19-2002, 10:14 AM
here is acombo that is hard as fuck to do with colossus, first launch and call doom out AAA xx super dive downward to knock into the rock, next wait for the right moment cause timing is everything and the super over again

about 11 hits can cause major damage

spideyman
09-19-2002, 10:43 AM
it's all about using his super armor...

ROC
09-25-2002, 06:29 AM
I try to play without hyper armor, because people just Run until it runs out.

There smart.:evil:

AirFalcon
09-25-2002, 03:28 PM
what's his anti air assist?

Eternal Blue
09-25-2002, 03:30 PM
Originally posted by AirFalcon
what's his anti air assist?

the one where he does upward shoulder charge. I think its B. anyway, his A assist (dash) is way better. It plows through everything...beams, aaa's, knives, drones, rocks, sent's stomps...EVERYTHING. . It's invincible.

[MB2K]Mizter Ed
09-26-2002, 06:16 AM
Here's a good corner combo with colossus: J.FP or J.RK, HCF+jp (off the ground), dash lk, RK, sj-lp,lk,lp, shoulder charge, power dive. It does about 90% dmg on an average character! Its harder to do on smaller characters and sentinal but possible. The throw can't be rolled since its a flying screen move.

Oh and that strategy that bonesaw mentioned with the tiger knee motion shoulder charge--study it, learn it, and use it.

ROC
09-30-2002, 08:51 AM
Here is a nother combo:

s.RH, sj., sj.FP xx Power Dive Super looks cool but stick with his regular witch is:

s.RH, sj., sj.LP, sj.LK, sj.MP, sj.Mk, xx LK Takcle xx Power Dive Super

Both do amazing damage!

Eternal Blue
09-30-2002, 12:18 PM
The powerdive after tackle combo only works in the corner.

Here is a combo that does 90 damage (around 2/3 life).

Colossus/Tron: c. short + Tron-G, c. forward, wait, c. fierce xx short Tackle. Huge huge damage for something so easy.

Bonesaw
09-30-2002, 01:58 PM
Originally posted by Eternal Blue
The powerdive after tackle combo only works in the corner.

Here is a combo that does 90 damage (around 2/3 life).

Colossus/Tron: c. short + Tron-G, c. forward, wait, c. fierce xx short Tackle. Huge huge damage for something so easy.


Actually..the powerdive after the tackle works everywhere...timing is a little weird...and you only get the dive down portion of the powerdive to hit...but is does massive damage....actually..timing isn't too hard...you just have to know what timing is required for what character...

This works...I promise...

Eternal Blue
09-30-2002, 02:05 PM
Originally posted by Bonesaw



Actually..the powerdive after the tackle works everywhere...timing is a little weird...and you only get the dive down portion of the powerdive to hit...but is does massive damage....actually..timing isn't too hard...you just have to know what timing is required for what character...

This works...I promise...

I didn't know. okay. That is good cause then I will have good DHC combo for my team, which is colossus/sent/tron, hopefully.

Can you do that AC finish with Power Dive and then DHC to Sent HSF and all the drones hit so u can dash and launch them? That would be killer. Like 100% damage maybe even to Sent if you do some nice AC with Sent.

DeathFromAbove
09-30-2002, 02:26 PM
My $0.02:

Jumping HP is too good. Lots like Cyke's downHP. I play with Doom, and just jump HP + Doom XX Shoulder Tackle (sometimes a crossup, sometimes not). Then while they are blocking rocks, I rejump in J.HP XX Giant Swing. Combos if it hits, but if it doesn't, Giant Swing has no punishable recovery when done at the lowest point not on the ground. Recovery ends the same instant they come out of block stun, leaving Colossus with a perfectly ticked throw opportunity. Or c.jab if they're not a pixie catches them trying to retaliate. Why is Colossus' c.jab so damn fast? That's not right...

Anyway, Shoulder Tackle + Doom is too good, since even if they counter assist, Shoulder Tackle takes out their assist. Also, if and when they get hit by Doom assist, it builds a stupid amount of meter, allowing Colossus to run around with armor for 20 or so seconds per match.

I play Colossus/Storm/Doom. Basic point is to get a couple meters, then kill an assist with AC to Power Dive DHC Hailstorm. Using the above cycle, I'll often hit an assist with a shoulder tackle, and then have it bounced by thrown rocks. Dash forward and launch it into the death combo.:evil:

Oh, and Bonesaw is soooo right about c.hk. That thing has almost half a screen's range. If you find yourself on the ground not knowing what to do, throw this out. You'll be surprised how much it hits. Retarded damage, too. And here's a combo off of c.hk that does 102 points damage: c.lk + Storm-A, c.hk XX LK Shoulder Tackle (typhoons hit) XX Power Dive.

Eternal Blue
09-30-2002, 02:46 PM
Yes, good thing you mentioned his c. rh. It is just plain sick. Fast, HUGE range, and can combo into Short Tackle. And I like how you mentioned the assist punishing. That is one of his main purposes. Turn on Hyper Armour, launch, magic series, short Tackle xx PD DHC whatever hurts like Hail, HSF. They SHOULD be dead or hurt so bad that it would be plain dumb to call em out again against ANY of the top tier.

Bonesaw
09-30-2002, 02:52 PM
Originally posted by Eternal Blue


I didn't know. okay. That is good cause then I will have good DHC combo for my team, which is colossus/sent/tron, hopefully.

Can you do that AC finish with Power Dive and then DHC to Sent HSF and all the drones hit so u can dash and launch them? That would be killer. Like 100% damage maybe even to Sent if you do some nice AC with Sent.

I usually don't have to cancel into a super after this because they are dead..hehe! just kidding anyway...I'm not sure about the cancelling into the sentinel super...too many factors to make this work 100%..

1. The height that the super hits varies with each character
2. The window to cancel the super is not very big (unlike storm's which makes cancelling easy as hell)

Bonesaw
09-30-2002, 02:58 PM
Originally posted by DeathFromAbove
My $0.02:

Oh, and Bonesaw is soooo right about c.hk. That thing has almost half a screen's range. If you find yourself on the ground not knowing what to do, throw this out. You'll be surprised how much it hits. Retarded damage, too. And here's a combo off of c.hk that does 102 points damage: c.lk + Storm-A, c.hk XX LK Shoulder Tackle (typhoons hit) XX Power Dive.

I haven't played storm in a long time but here is a combo that is a little more devastating and safer..

Dash crhk+assist, lk shoulder charge..assist hits..dash in launch and do three hits into shoulder charge and maybe powerdive...

One thing I forgot to mention about the air combo with the powerdive..the most critical part is when you attack after the launcher hits...you need to attack so you hit the opponent above their waist level...This timing is easy when you launch off the ground..but gets trickier is you launch an opponent in the air or after an otg combo(like the one above)

Bonesaw
09-30-2002, 03:02 PM
[QUOTE]Originally posted by DeathFromAbove
[B]My $0.02:

Jumping HP is too good. Lots like Cyke's downHP. I play with Doom, and just jump HP + Doom XX Shoulder Tackle (sometimes a crossup, sometimes not). Then while they are blocking rocks, I rejump in J.HP XX Giant Swing. Combos if it hits, but if it doesn't, Giant Swing has no punishable recovery when done at the lowest point not on the ground. Recovery ends the same instant they come out of block stun, leaving Colossus with a perfectly ticked throw opportunity. Or c.jab if they're not a pixie catches them trying to retaliate. Why is Colossus' c.jab so damn fast? That's not right...

You shouldn't really use the jumping punch..His forward and fp is ten times better in terms of quickness and priority...Use this to beat the living crap out of Juggernaut..Beats out his jumping FP everytime...

You might say: "I use the fp to cross up." But you shouldn't..you should use the Fk to cross up...it's much easier to cross up with and is a lot quicker coming out...

Bonesaw
09-30-2002, 03:06 PM
One important thing about collosus that most poeple don't use..

This is like my trademark collosus intimidation startegy...
Really effective in the corner...


Super Jump...Just glide back and forth in the air...you'll know what I am talking about after you try it...Collosus can sort of sway in the air...since his jump is kind of slow coming down...
Use this to get easy cross ups..

P.S. good to see collosus players around...

Bonesaw
09-30-2002, 03:13 PM
I just want to know if anyone uses the tactic I mentioned above:

A Collosus Not using his "tiger-knee" style lk shoulder charge
is like
A Cable Not using his AHVB....

keep that in mind..

Master it and you will see what I mean..It's damn near unpunishable... unlike the ground version (very risky) if blocked..

Also most top-tier assists won't stop it...Sentinel's drones.commando..doom..and it goes above storms projectile assist..crazy mad move, I tell ya...

And also don't attack if you are close to the opponent on the ground unless you have super armor..you will not win the speed battle...stay at foot sweep range...

Praetorian
09-30-2002, 06:54 PM
You guys should try starting juggernaut, duing his powerup then switch out to colossus. if you DHC from colossus` air combo into a powered up head crush: 100%!!!:D

DeathFromAbove
09-30-2002, 08:57 PM
Originally posted by Bonesaw
You shouldn't really use the jumping punch..His forward and fp is ten times better in terms of quickness and priority...Use this to beat the living crap out of Juggernaut..Beats out his jumping FP everytime...

You might say: "I use the fp to cross up." But you shouldn't..you should use the Fk to cross up...it's much easier to cross up with and is a lot quicker coming out...
The Shoulder Charge causes a randomly acting crossup with thrown Doom Rocks. I do use HK when I'm going crossup jumpin, and towardHP when HP is out of range. But in terms of priority, the HP has towardHP beat. Plus, it's much, much, much, much, much, much easier to cancel an HP into Shoulder Tackle/Giant Swing at that perfect height for no recovery, which sets up fun mind games that are all in Colossus favor.

Cool combo...Ima go try it now.

ROC
10-01-2002, 11:04 AM
Originally posted by Eternal Blue
The powerdive after tackle combo only works in the corner.


Umm... No it works every where if you do the lk version tackle xx power dive no what you are talking about before you say such things.:cool:

Bonesaw
10-01-2002, 11:42 AM
Originally posted by ROC


Umm... No it works every where if you do the lk version tackle xx power dive no what you are talking about before you say such things.:cool:

Maybe you should read the posts after that one before commenting on things that were already corrected...:bluu:

ROC
10-01-2002, 12:02 PM
So Sorry. So Veddy Soddy.

Cornelius
10-02-2002, 08:43 PM
Originally posted by Bonesaw


Maybe you should read the posts after that one before commenting on things that were already corrected...:bluu:

That's funny because I have 99% the shit in this thread besides DFA's strat in my first post.

More stuffs:
no people, anti-air type is better than dash type. They both have the same level of invincibility, but anti-air comes out at a much better angle, better for combos, better for stopping shit (like rushdown, doom j. fierce's/photons, sent stomps), and anti-air type gives you the counter XX powerdive option (yes it is hard, but doable, try it on stomping sentinel).

Sentinel ground is Colossus' fav. assist. Doom and Storm are good, but Sentinel's has the best speed and angle to help out colossus for safe shoulder tackles and jumping around. Sentinel uses Colssus' assist better than storm or doom can, as well.

Eternal Blue
10-03-2002, 09:42 AM
Originally posted by Cornelius


That's funny because I have 99% the shit in this thread besides DFA's strat in my first post.

More stuffs:
no people, anti-air type is better than dash type. They both have the same level of invincibility, but anti-air comes out at a much better angle, better for combos, better for stopping shit (like rushdown, doom j. fierce's/photons, sent stomps), and anti-air type gives you the counter XX powerdive option (yes it is hard, but doable, try it on stomping sentinel).

Sentinel ground is Colossus' fav. assist. Doom and Storm are good, but Sentinel's has the best speed and angle to help out colossus for safe shoulder tackles and jumping around. Sentinel uses Colssus' assist better than storm or doom can, as well.

I had the impression that Col-A was better than Col-B cause one time I was playing my friend who uses Col-B assist, and I was flying with Sent and stomping him, and I stomped Col-B assist as he came out, some thing I don't think would happen to Col-A (watch Scott A. vids on SRK i THINK??) also, I noticed assists like Doom-AAA take Col-A out but NOT Col-A. Someone should really try this on DC to verify though. I'm not sure, but as i said, i had impression that Col-A has higher priority to make up for his shittier angle i guess.

mana-seed
10-03-2002, 11:54 AM
Need some help defeating pixies with collossus! Anyone got any ideas or do i just need a good assist to back him up? If that is the case what assist should I have?

DeathFromAbove
10-03-2002, 08:06 PM
Originally posted by Cornelius
More stuffs:
no people, anti-air type is better than dash type. They both have the same level of invincibility, but anti-air comes out at a much better angle, better for combos, better for stopping shit (like rushdown, doom j. fierce's/photons, sent stomps), and anti-air type gives you the counter XX powerdive option (yes it is hard, but doable, try it on stomping sentinel).
Well, that's your opinion. I like dash for greater invincibility (beats Psylocke and Capcom assists on simultaneous call, AA doesn't), faster start time, and less recovery time on a whiff. And it's a counter-call assist punisher, which AA isn't. I consider Colossus-dash to be a straight counter for teams that rely too much on Psylocke-A.

AA is probably better against Sentinel/not Capcom. It's definitely better against Cable, but Doom buttergun just beats it when used properly.

-DFA

50mOrEcEnTz
10-03-2002, 08:42 PM
Originally posted by mana-seed
Need some help defeating pixies with collossus! Anyone got any ideas or do i just need a good assist to back him up? If that is the case what assist should I have?

he is the good assist

zid
10-04-2002, 09:08 AM
Colossus/gambit projectile

j.hk, dash c.lk, c.hk, assist, lk power tackle, s.hk, sj.lp, sj.lp, lk power tackle.

insane damage no super, add super if in the corner.

Bunkei
10-18-2002, 05:08 AM
I'm starting to learn Colossus myself because of the obvious advantages that he has. For one, he's damn near counters rushdown teams; on point and as an assist. Plus, he does a great job against 3 of the "Big 4" characters. For example:

Magneto: Turn on Hyper Armor, and Magneto can do nothing
but throw or runaway. A good Magneto will most likely try to
run away until your timer goes out. Still, he has no hovering
abilities like Storm, nor does he have a double jump. So I just wait for him to land, and proceed to TK shoulder tackle or if I'm
real close, I'll throw him. J. FP works wonders against Magneto, and if it connects while he's on the ground, then launch into AC XX Power Dive. Considering that Magnus' stamina isn't very high, this should nearly kill him.

Storm: She can run away from you, which can be annoying. But
like Magneto, I use TK Shoulder tackle or jumping F+FP. The only difference is that I'm careful with my assists, so they don't eat a hailstorm. Like has been said so many times before, DON'T FORGET THE C. RH! I've found that the timing to roll after the C. RH is very very tight. You literally have to have split second timing or else you will get hit by the shoulder tackle.

Cable: Most smart Cable's will tend to SJ+gunshot or grenade to keep you pinned. If they do, sj .. I turn on the hyper armor and proceed to rush him down. Since he has no air dash to speak of, he can't really run away from Colossus. Also, if you're able to get under Cable, and he's still throwing grenades or gunshot .. try to surprise him with a Power Dive ;) I call it "hell from below" This can be a hard match for Colossus if Cable has a good AAA, but it's by no means a no-win situation.

Sentinel: AHA! During this fight, Shoulder Tackle is your friend. Basically, it makes it impossible for Sentinel to get his stomping game on. Like Cable, I turn on the hyper armor and rush him down. If he tries to runaway flight, usually I do sj f+fp .. which beats almost anything he has. If I get close I usually TK Shoulder Charge/c. rh XX TK Shoulder Charge/throw him. You can also bait his HSF and counter it with a Power Dive.

I recommend having Commando on your team if you're playing someone who has Storm or any character that can effectively runaway from Colossus. Colossus does have one bad matchup--and that's against Spiral. He can't do shit against Spiral's traps. But then again, there's no character in the game that doesn't have at least one bad matchup.

Right now I'm experimenting with Colossus/Storm/Captain Commando, and having good results.

Tell me what you think

--Benjamin

Bonesaw
10-20-2002, 11:41 AM
Originally posted by benn93z28
I'm starting to learn Colossus myself because of the obvious advantages that he has. For one, he's damn near counters rushdown teams; on point and as an assist. Plus, he does a great job against 3 of the "Big 4" characters. For example:

Magneto: Turn on Hyper Armor, and Magneto can do nothing
but throw or runaway. A good Magneto will most likely try to
run away until your timer goes out. Still, he has no hovering
abilities like Storm, nor does he have a double jump. So I just wait for him to land, and proceed to TK shoulder tackle or if I'm
real close, I'll throw him. J. FP works wonders against Magneto, and if it connects while he's on the ground, then launch into AC XX Power Dive. Considering that Magnus' stamina isn't very high, this should nearly kill him.

Storm: She can run away from you, which can be annoying. But
like Magneto, I use TK Shoulder tackle or jumping F+FP. The only difference is that I'm careful with my assists, so they don't eat a hailstorm. Like has been said so many times before, DON'T FORGET THE C. RH! I've found that the timing to roll after the C. RH is very very tight. You literally have to have split second timing or else you will get hit by the shoulder tackle.

Cable: Most smart Cable's will tend to SJ+gunshot or grenade to keep you pinned. If they do, sj .. I turn on the hyper armor and proceed to rush him down. Since he has no air dash to speak of, he can't really run away from Colossus. Also, if you're able to get under Cable, and he's still throwing grenades or gunshot .. try to surprise him with a Power Dive ;) I call it "hell from below" This can be a hard match for Colossus if Cable has a good AAA, but it's by no means a no-win situation.

Sentinel: AHA! During this fight, Shoulder Tackle is your friend. Basically, it makes it impossible for Sentinel to get his stomping game on. Like Cable, I turn on the hyper armor and rush him down. If he tries to runaway flight, usually I do sj f+fp .. which beats almost anything he has. If I get close I usually TK Shoulder Charge/c. rh XX TK Shoulder Charge/throw him. You can also bait his HSF and counter it with a Power Dive.

I recommend having Commando on your team if you're playing someone who has Storm or any character that can effectively runaway from Colossus. Colossus does have one bad matchup--and that's against Spiral. He can't do shit against Spiral's traps. But then again, there's no character in the game that doesn't have at least one bad matchup.

Right now I'm experimenting with Colossus/Storm/Captain Commando, and having good results.

Tell me what you think

--Benjamin

Very nice post...
I like playing marrow with collosus...I have a thread on that..
Other than that..nothing to say that I haven't already...

BarrelO
10-20-2002, 06:33 PM
For the record, Super Armor doesn't work against Magneto. He can punch throw and snapback to deactivate it (and if you're in the corner, you can't mash out). Granted, it means using a level, but since when does Magneto have trouble building meter?

Also, I don't know if it's been mentioned, but Power Dive is instant when done in the air. That means you can punish a lot of things you wouldn't expect Colossus to be able to punish (like a whiffed standing jab). This is also good for DHCs (*coughcoughHailstorm*).

J.Lo
10-20-2002, 06:36 PM
sent/colo is too good. short, flight, short + colo[b] , fierce, lp rp

Brazilionsdog
10-20-2002, 06:49 PM
Colo is the shit.

DeathFromAbove
10-21-2002, 12:47 AM
Originally posted by BarrelO
For the record, Super Armor doesn't work against Magneto. He can punch throw and snapback to deactivate it (and if you're in the corner, you can't mash out). Granted, it means using a level, but since when does Magneto have trouble building meter?Well...outside the corner...it's pretty much a free Shoulder Charge/Giant Swing if you try that (I beat some Mag at the last second with that) :D. And the throw itself does 8 points of damage or something. Magneto's best idea vs. super armor is just to run like a bitch. Colossus can't really build enough meter to sustain the armor. If you're going to use meter to kill armor, just run til his timer is down to half, then jump back and tempest.

Bonesaw
10-21-2002, 12:42 PM
yeah! a good mag wouldn't be even thinking of attacking collosus when powered up...I don't really powerup unless I have meter to burn...And powering up is pretty risky (not extremely risky,"pretty")....in itself...

KKCapcom2
10-21-2002, 05:00 PM
Colossus got gusu throw range. Most of the time, i throw with him alot, and most of them are accident. Abuse it!!, too bad his super jump, can't super jump that damn high to catch people's floating.

Bonesaw
10-22-2002, 10:25 AM
I actually like his superjump...very good and confusing...for cross-ups

mana-seed
10-22-2002, 12:22 PM
Colossus is good I guess. my only problems with him is that they made him slower then he should be ( even though it equals out on his power). Also he is too damn stiff. I never seen any character that damn stiff before. He fights like a robot. They should have made him more limber.

Bonesaw
10-23-2002, 09:57 AM
Originally posted by mana-seed
Colossus is good I guess. my only problems with him is that they made him slower then he should be ( even though it equals out on his power). Also he is too damn stiff. I never seen any character that damn stiff before. He fights like a robot. They should have made him more limber.

I totally agree..he is very stiff looking..and he doesn't seem to flow like a human..moves robotic like...and his air throw is the single most stupid looking thing in the entire game...they should have animated collosus a little better with a little more detail...

kup
12-11-2002, 04:51 PM
never seen anybody use him but me i wanna see if theres any tips i havent tried

xBlackheartx
12-11-2002, 06:44 PM
Originally posted by kup
never seen anybody use him but me i wanna see if theres any tips i havent tried

Well Im not an expert colossus user, but here what i got.

Stuff About him:
1.) Colossus QCF dashes go through alot of stuff. For example. If you face magneto and he does a ground magnetic grab while you are in the air then QCF HK while in the air the grab will hit but not acually grab him. Theres many instancess where this might happened but i dont know them all.

2.) For his Assist , i like dash becuase, if you sweep with someone one (in my case Juggs) the dash will hit the person then juggs can do his HCF lp into his head crush which does alot of damage. But everyone tells me to put him in anti-air becuase when you call the assist he will come out from where you charcters is instead of from behind you (which dash assist does). Im havent really tried his throw assist eaither.

3.) Someone told me that i have ballz for use colossus on point. But IMO hes ok on point with somone like sentinel ground assist, just advance or keep away doing sentinel ground assist and with colossus jump or sj doing HP(while pressing foward). Beware of Cable and his AHVB though.

Combos:
Jump in HK, c.lk ,c.hk+assist Juggernaut dash, QCF lk (This can be done with other assist or without any assist.) It is possible for the opponent to roll out of this after the c.hk.

IN corner
HK. sj magic seris, QCF hk, QCF hyper combo

What i need
1.Somone that can combo his QCF lp or Hp move
2.THe guard break for this guy
3. Use of his super armor

kup
12-11-2002, 07:18 PM
deep c hp, qcf hp for some reason this combos and then of course spin the joystick or d-pad for major damage

use the super armour like you would use iron gief but you can block

kup
12-11-2002, 08:01 PM
Opponent in corner. j.Roundhouse XX Fierce Giant Swing \/ d.c.Short (otg) > s.Roundhouse /\ sj.Jab > sj.Short > sj.Strong > sj.Forward XX Short Power Tackle (Forward) XX Super Dive
[10 hit]

full death combo

Th3 0N3
12-11-2002, 09:46 PM
Originally posted by kup
Opponent in corner. j.Roundhouse XX Fierce Giant Swing \/ d.c.Short (otg) > s.Roundhouse /\ sj.Jab > sj.Short > sj.Strong > sj.Forward XX Short Power Tackle (Forward) XX Super Dive
[10 hit]

full death combo

yea.. that combo is so sweet :cool:

The_Dragoon
12-12-2002, 12:35 AM
The best way to use Super Armor I would say falls into 2 ways..

1. Some type of trap. I use Sent Ground's assist while Jumping and doing d+hp. It's got nice priority, and they won't be able to dash under and combo me. Sent's drones will chip and his hammerfist can get a free hit or two, and it'll build meter nicely.

2. If you have a lead when it's down to 1v1, it's a good way to run down the clock. If they rush just launch them. Other than that, they can't do much to but chip.

[MB2K]Mizter Ed
12-12-2002, 09:52 AM
Colossus is one of my best characters, next to Hulk, and Juggs.

*The one thing you have to know with Colossus is his Tiger Knee LK Shoulder Charge. Perfect that and he can be formiddable opponent. The recovery is instantaneous, faster that what they would expect so I try to get in a free throw (hopefully into the corner :D ).

*Also, his armor is a must! After I activate his armor I don't even worry about blocking since most moves do almost equal to block damage. I like to use his Standing and J. F.FP with his armor since it has good range and power (you need range since most likely they'll be running away scared shitless). Also, just for your information DO NOT hesitate to use his Power Dive with his Armor. The power dive with slice through anything like a hot knife through butter, such as M. Tempest and Hail Storm. Although I wouldn't advise trying to hit Storm through the hail storm since it hard to hit her cause she flys backwards and she has good recovery.

*In my opinion his Anti Assist is the best, since it has better start up and covers more of the screen where your opponent will be. Such as flying sentinals, jumping & runaway cables, triangle jumping whores, and demon tossing blackhearts. If you learn to perfect the timing on this assist, it will really piss you opponent off.

There is another thread on Colossus. I would advise checking that one out. Good luck!

kup
12-12-2002, 01:57 PM
im sorry but i dont understand what the tiger knee lk shoulder charge is?

anyone have any strategies on how to beat amingo with this guy or anybody his air combo is so annoying

EnSabahNur
12-12-2002, 02:30 PM
Start with Colossus and use Juggy & Sentinel, At the start of the fight initiate the Super Armor while calling out the brothers(Sentinel Rockets) and go to work! Make sure you wavedash cause your opponets are going to commence with Project:Run Away!!!!!!!!:lol: :lol: There's so much you can do with this team but you need patience & timing but you should be fine! Remember to use his anti-air helper cause it's incredible especially with Sentinel & Juggy in da hizouse!;) :evil:

basic
12-12-2002, 05:20 PM
How do you use his Power dive super? Usually if I active it, it'll knock the guy down but the hit will miss (I think?) It's just a stupid super I think.

basic
12-12-2002, 05:24 PM
Instead of doing d, df, f, lk you do d, df, uf, lk

It puts him in the air to do the special. It works best for Cable and his AHVB, not sure if it helps Col much.

Originally posted by kup
im sorry but i dont understand what the tiger knee lk shoulder charge is?

anyone have any strategies on how to beat amingo with this guy or anybody his air combo is so annoying

tikiBAL
12-12-2002, 06:46 PM
Originally posted by basic
How do you use his Power dive super? Usually if I active it, it'll knock the guy down but the hit will miss (I think?) It's just a stupid super I think. Just combo it off his AC ending shoulder charge when in the corners--I personally can't get it to connect any other place (with the shoulder charge). I can however 1234 straight into the Power Dive pretty efficiently anywhere.

The_Dragoon
12-12-2002, 11:20 PM
his power dive..
you do the regular motion to activate it... then push down + PP to make him dive downward at any moment.

as for his good combo, the shoulder charge isn't really necessary... either way you'll still get good damage (shoulder charge or power dive). The charge xx power dive has to be very instant i think. I can get it a few times when i do it real fast, but if i lag on it then it won't go.

Yea, i do agree that his AAA is better overall, though if you're quick enough, his Dash Assist can set up combos.

basic
12-13-2002, 03:24 AM
I still don't get it.

Okay, his power dive super hits twice. Once when he screams and seconds when he dives down. Can you combo both of those hits? Usually I can combo the first hit but then the dive always misses because it is so slow unlike Hulk's gamma crush. Maybe I'm mistaking... but it just doesn't register as a 2 hit combo.

wassup
12-13-2002, 03:56 AM
once he flies and hits press d+pp to go down immediately and hit again, it can and will connect twice in the air if you time it right

EnSabahNur
12-15-2002, 12:29 PM
That super's useless unless your going to kill a nigga, otherwise, don't bother ...............But it's a good mind trick when you do it, then cancel into another super!:lol:

xBlackheartx
12-15-2002, 01:24 PM
Originally posted by [MB2K]Mizter Ed
Colossus is one of my best characters, next to Hulk, and Juggs.



lol i played against you at the last tourny (the team tourny) at DBS sounds (in gainsville). Your team is too good.

EnSabahNur
12-15-2002, 07:01 PM
Colossus is off da hizook!:lol:

xBlackheartx
12-15-2002, 09:34 PM
heres another %100 combo for clossus

in corner: jump in HK, QCF HK, otg c.HK + call juggernaut dash aaisr, QCF LP, Power Dive (direct it down almost asap)

Kairio
12-16-2002, 02:30 PM
colossus owns

Team Steroid!

-Kao

EnSabahNur
12-21-2002, 03:22 PM
No diggy!!!!!!!!!!!!!!!:cool: