User:Speedmccool25/sandbox: Difference between revisions

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(Think this one is all set. Porting over now.)
(starting on this, will do at some point)
 
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{{MVC2 Character Intro|char= colossus|full=Colossus|short=COL|content=
{{MVC2 Character Intro|char= captainamerica|full=Captain America|short=CAP|content=
== Introduction ==
== Introduction ==
Piotr Rasputin, better known by his alias of Colossus, is a character from the X-Men series by Marvel. A Russian mutant with the ability to turn his body into metal which grants him superhuman strength and endurance, Colossus fights alongside the X-Men as a gentle giant with the metaphorical "big stick" to back it up.
Steven "Steve" Rogers, known by his alias of Captain America, is the titular character from his comic by Marvel. A rejected World War II soldier due to many health problems, he signed up for Project Rebirth and was given a super soldier serum. Captain America helped the allies win the war, but was lost at sea and frozen for decades. Now thawed, Captain America doesn't serve a particular government or organization, but rather fights for the timeless principles of freedom, equality, and justice of the American Dream.


In Marvel vs. Capcom 2, Colossus is a character that embodies a few simple concepts: big, slow, and hard-hitting. His normals are excellent and many of them have fantastic range for their speed. Much of the match will be spent abusing these large normals, combined with his simple special moves, Giant Swing, a hitgrab that can be snuck in at the end of blockstrings, and Power Tackle, a projectile armored rush attack that does a hearty chunk of Soviet approved damage. His supers are simple but effective. Super Dive is a strange two hitting super that requires some setup, while Super Armor grants Colossus unlimited hyper armor for a few seconds, allowing him to truck through literally anything. On top of all this, Colossus has some pretty great endurance. Colossus takes only 81% damage, meaning he can survive far more hits than most characters.
In Marvel Vs. Capcom 2, Captain America is an all rounder with decent normals and specials that let him put out damage and traverse the screen while shielded. Captain America has a double jump, which allows him to move around a bit more freely than some characters. He has nice damage with his normals, which are pretty solid all things considered, and his specials aren't any slouch either. His Shield Slash is a fast projectile that has nice zoning, his Stars and Stripes is a lightning fast DP, and his trademark Charging Star lets him go through projectiles. His supers are also solid, with Hyper Charging Star being projectile invulnerable, Hyper Stars and Stripes being a good combo super, and the incredibly damaging Final Justice to cap it off.
 
The problem with Colossus is the same problem that haunts the big bodies of this game, they're easy to mixup due to their large hurtboxes, and they're pretty limited movement-wise. Colossus does make up for this somewhat with his great assist and truly eye-watering damage, but there's a reason he sits in the upper mid-tiers on most lists. Regardless, Colossus is a pretty simple character that makes great use of his toolkit to bully the opponent. If you're looking for a simple, hard-hitting character that wants to control the screen and then kill an opponent in one combo, then Colossus is your comrade.


The problem with Captain America is he has no real mixup, and his shield is both his biggest strength and greatest weakness. If you do not get your shield back after throwing it with Shield Slash, Captain America becomes one of the most dysfunctional characters in the game, with no real combos, most of his specials and supers losing their protective properties, and his damage and range going way down. Couple this with his poor movement, Captain America has a really hard time getting in and applying his pressure. However, he's a damage machine, so it's good to keep him in mind. If you like all rounders with an emphasis on zoning, or are a full-blooded American hero, then be at ease with Captain America.
== Gameplay ==
== Gameplay ==
{{2 Column Flex|flex1=6|flex2=4
{{2 Column Flex|flex1=6|flex2=4
|content1=
|content1=
{{Content Box|content='''Colossus''' is a simple hard-hitting bruiser who can use his long range normals and high damage to control space and build meter for his armor super. His main strengths are his great normals and very high damage, but their weaknesses are a lack of good movement options and his large size.
{{Content Box|content='''CharacterName''' is a [rough approximation of archetype] who can use [their tools] to [work towards their gameplan]. [Their] main strengths are [as follows] but their weaknesses are [so and so].
{{ProConTable
{{ProConTable
|pros=
|pros=
* '''Damage:''' Colossus hits like a freight train and can absolutely shred lifebars with the right connects.
* Is in MvC2
* '''Pokes:''' Colossus' pokes are quite solid with their great range for their speed and safety.
* '''Armor Super:''' Colossus' Super Armor super grants him Hyper Armor for a good amount of time, allowing him to go through any hit in the game.
* '''Health:''' Colossus has the second highest defense in the game, taking only 81% damage, meaning he can take quite a few more hits than most characters in the game.
* '''Assist:''' Colossus' Dash and Anti-air assists are both pretty solid, making him a good support.
|cons=
|cons=
* '''Big Boy:''' Colossus is pretty big, leading him to get opened up more often.
* Is in MvC2
* '''Slow Movement:''' Colossus is pretty slow when it comes to moving around, and while Power Tackle can sort of make up for it, it's pretty committal.
}}
}}
}}
}}
|content2=
|content2=
{{Content Box|content=
{{Content Box|content=
<center><youtube>KbKZjI6lEOQ</youtube></center>
<center><youtube>re1IjZsUGtU</youtube></center>
}}
}}
}}
}}
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{{3 Column Flex
{{3 Column Flex
|content1=
|content1=
{{Content Box|header=Special Moves|content=
{{Content Box|header=Special Moves (Example)|content=
;Giant Swing (Air OK)
;Fireball (Air OK)
*{{qcf}}+{{lp}} or {{hp}}
*{{qcf}}+{{p}}
;Power Tackle (Air OK)
;Dragon Punch
*{{qcf}}+{{lk}} or {{hk}}
*{{dp}}+{{p}}
;Hurricane Kick (Air Only)
*{{qcb}}+{{k}}
}}
}}
|content2=
|content2=
{{Content Box|header=Hyper Combos|content=
{{Content Box|header=Hyper Combos (Example)|content=
;Super Dive
;Beam Super (Mashable)
*{{qcf}}+{{lp}}+{{hp}}
*{{qcf}}+{{lp}}+{{hp}}
;Super Armor
;Dragon Punch Super
*{{qcb}}+{{lp}}+{{hp}}
*{{dp}}+{{lp}}+{{hp}}  
*Grants Hyper Armor for 8 seconds.
;Hurricane Kick Super
*{{qcb}}+{{lk}}+{{hk}}
}}
}}
|content3=
|content3=
{{Content Box|header=Assist Types|content=
{{Content Box|header=Assist Types (Example)|content=
;Type α - Dash Type
;Type α - Expansion Type
*Assist: {{lk}} Power Tackle
*Assist: {{hk}} Hurricane Kick
*Counter: {{lk}} Power Tackle
*Counter: {{lk}} Hurricane Kick
*Combination: Super Dive
*Combination: Hurricane Kick Super
;Type β - Anti-air Type
;Type β - Projectile Type
*Assist: {{hk}} Power Tackle
*Assist: {{hp}} Fireball
*Counter: {{hk}} Power Tackle
*Counter: {{lp}} Fireball
*Combination: Super Dive
*Combination: Beam Super
;Type γ - Launcher Type
;Type γ - Anti-air Type
*Assist: {{hk}}
*Assist: {{hp}} Dragon Punch
*Counter: {{hk}}
*Counter: {{hp}} Dragon Punch
*Combination: Super Dive
*Combination: Dragon Punch Super
}}
}}
}}
}}
Line 68: Line 65:
=== Assists ===
=== Assists ===
{{MoveData
{{MoveData
|image=MVC2_Colossus_QCF_K_01.png
|image=MVC2 Psylocke QCF K 02.png
|caption={{lk}} Power Tackle
|caption={{hk}} Psyblade
|name= Dash Type
|name=Anti-air
|subtitle=[[File:Alpha.png]]
|subtitle=[[File:Alpha.png]]
|input={{a1}} // {{a2}}
|input={{a1}} // {{a2}}
Line 79: Line 76:
  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |AlphaCounter= {{lk}} Power Tackle
  |AlphaCounter=
  |TeamHyperCombo= Super Dive
  |TeamHyperCombo=
  |description= Colossus' Dash assist isn't too bad, all things considered. The projectile absorbing properties of the special carry over to the assist, which can allow you to use this as a wall to move in behind. It also does a nice chunk of damage in combos and creates a good amount of space for characters who might need it.
  |description= Assist description.
  }}
  }}
}}<br>
}}<br>


{{MoveData
{{MoveData
|image=MVC2_Colossus_QCF_K_01.png
|image=MVC2_Cable_DP_P_02.png
|caption={{hk}} Power Tackle
|caption={{hp}} Psimitar
|name=Anti-air Type
|name=Anti-air
|subtitle=[[File:Beta.png]]
|subtitle=[[File:Beta.png]]
|input={{a1}} // {{a2}}
|input={{a1}} // {{a2}}
Line 97: Line 94:
  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |AlphaCounter={{hk}} Power Tackle
  |AlphaCounter=
  |TeamHyperCombo= Super Dive
  |TeamHyperCombo=
  |description= Colossus' Anti-air assist is a great choice, and one most people use due to it's great speed and incredible damage. While it's not invincible, it does still absorb projectiles and can be used as a fast get off me option.
  |description= Assist description.
  }}
  }}
}}<br>
}}<br>


{{MoveData
{{MoveData
|image=MVC2_Colossus_5HK_01.png
|image=MVC2_Cyclops_QCB_01.png
|image2=MVC2_Colossus_5HK_02.png
|caption={{hk}} Cyclone Kick
|caption2={{hk}}
|name=Expansion
|name=Launcher Type
|subtitle=[[File:Gamma.png]]
|subtitle=[[File:Gamma.png]]
|input={{a1}} // {{a2}}
|input={{a1}} // {{a2}}
Line 116: Line 112:
  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |AlphaCounter={{hk}}
  |AlphaCounter=
  |TeamHyperCombo= Super Dive
  |TeamHyperCombo=
  |description= Yeah it's... just 5HK. As with most launcher assists, this one's pretty awful. Don't bother picking this one.
  |description= Assist description.
  }}
  }}
}}<br>
}}<br>


=== Normal Moves ===
(keep '''only one''' of these, and '''update the inputs''' for their medium attacks as needed)


=== Normal Moves ===
-When grounded, [charactername] has the Hunter type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}} > {{lk}} > {{mp}} > {{mk}} > {{hp}} > {{hk}} cancel tree.
 
-When grounded, [charactername] has the Marvel type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}} > {{hp}}>{{hk}} cancel tree.


-When grounded, Colossus has the 2-Hit type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}}/{{hp}}/{{hk}} cancel tree.
-When grounded, [charactername] has the 2-Hit type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}}/{{hp}}/{{hk}} cancel tree.




Line 131: Line 131:


{{MoveData
{{MoveData
|image= MVC2_Colossus_5LP_01.png
|image=  
|caption=  
|caption=  
|name= Light Punch
|name= Light Punch
Line 148: Line 148:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Colossus does a quick jab. Your fastest light normal by one frame, and has some uses as a quick poke with minimal recovery time.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Colossus_5MP_01.png
|image=  
|caption=  
|caption=  
|name= Medium Punch
|name= Medium Punch
Line 170: Line 170:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Colossus elbows the opponent in the stomach. Combo filler medium.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Colossus_5HP_01.png
|image=  
|caption=  
|caption=  
|name= Heavy Punch
|name= Heavy Punch
Line 192: Line 192:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Colossus winds back and does a double handed punch, sending the opponent flying. Retracts his upper hurtboxes by quite a bit very close to the first frame, so has some uses against high hitting pokes, as well as a poke by itself with it's great range.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
   
   
{{MoveData
{{MoveData
|image= MVC2_Colossus_5LK_01.png
|image=  
|caption=  
|caption=  
|name= Light Kick
|name= Light Kick
Line 214: Line 214:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Colossus does a small knee. Probably the least useful of your lights, as it's the same speed as 2LP and 2LK, but has shorter range and it's a mid. The hitbox doesn't do this move any favors either.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Colossus_5MK_01.png
|image=  
|caption=  
|caption=  
|name= Medium Kick
|name= Medium Kick
Line 236: Line 236:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Colossus does a side kick. Combo filler medium, but a bit worse than the others due to it's smaller range.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Colossus_5HK_01.png
|image=  
|image2= MVC2_Colossus_5HK_02.png
|caption=  
|caption=  
|name= Heavy Kick
|name= Heavy Kick
Line 254: Line 253:
  |Recovery=  
  |Recovery=  
  |Guard=  
  |Guard=  
  |Special Property= Launch
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=   
  |Adv. Hit=   
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Colossus does a massive kick upward. Your primary launcher. Unfortunately you can't chain into this from any of your lights, but landing this raw means a hefty amount of damage with an air combo and optional super.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Colossus_2LP_01.png
|image=  
|caption=  
|caption=  
|name= Crouching Light Punch
|name= Crouching Light Punch
Line 281: Line 280:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Colossus does a low straight punch. Your furthest reaching light by quite a margin, and finds use as an excellent low risk poke.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Colossus_2MP_01.png
|image=  
|caption=  
|caption=  
|name= Crouching Medium Punch
|name= Crouching Medium Punch
Line 303: Line 302:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Colossus does an upward angled punch. Combo filler medium, and probably the most consistent one on bigger characters.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Colossus_2HP_01.png
|image=  
|caption=  
|caption=  
|name= Crouching Heavy Punch
|name= Crouching Heavy Punch
Line 325: Line 324:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Colossus does a big double hand swing. Your furthest range normal on the ground, this covers a truly exceptional amount of space at just a bit over half screen. Has enough hitstun to combo to Giant Swing or Tackle up close, while from far away it's still a great space control tool.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
   
   
{{MoveData
{{MoveData
|image= MVC2_Colossus_2LK_01.png
|image=  
|caption=  
|caption=  
|name= Crouching Light Kick
|name= Crouching Light Kick
Line 347: Line 346:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Colossus does a low kick. Useful because it's a low, otherwise it's pretty average.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Colossus_2MK_01.png
|image=  
|caption=  
|caption=  
|name= Crouching Medium Kick
|name= Crouching Medium Kick
Line 369: Line 368:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Colossus does a second low kick. Combo filler medium, useful to check opponents trying to hold up to chicken block.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Colossus_2HK_01.png
|image=  
|caption=  
|caption=  
|name= Crouching Heavy Kick
|name= Crouching Heavy Kick
Line 391: Line 390:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Colossus does a sweep. Really long range for a sweep, occasionally this is the only chain ender after a light, so it's good to know this is an option for a knockdown.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 397: Line 396:


==== Air Normals ====
==== Air Normals ====
(keep '''only one''' of these, and '''update the inputs''' for their medium attacks as needed)
-When in the Normal Jump state, [charactername] has the Hunter type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}} > {{lk}} > {{mp}} > {{mk}} > {{hp}} > {{hk}} cancel tree.


-When in the Normal Jump state, Colossus has the 2-Hit type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}}/{{hp}}/{{hk}} cancel tree.
-When in the Normal Jump state, [charactername] has the Marvel type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}} > {{hp}}>{{hk}} cancel tree.
 
-When in the Normal Jump state, [charactername] has the 2-Hit type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}}/{{hp}}/{{hk}} cancel tree.




{{MoveData
{{MoveData
|image= MVC2_Colossus_j.LP_01.png
|image=  
|caption=  
|caption=  
|name= Air Light Punch
|name= Air Light Punch
Line 419: Line 423:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Colossus does a straight punch. Air chain starter, and also has quite a few active frames, so potentially useful in air-to-air situations.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Colossus_j.MP_01.png
|image=  
|caption=  
|caption=  
|name= Air Medium Punch
|name= Air Medium Punch
Line 441: Line 445:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Colossus does a jumping elbow. Combo filler medium.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Colossus_j.HP_01.png
|image=  
|image2= MVC2_Colossus_j.HP_02.png
|caption=  
|caption=  
|name= Air Heavy Punch
|name= Air Heavy Punch
Line 464: Line 467:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Colossus does a double hand dunk. Covers a nice area below Colossus for jump-in purposes, and hits pretty hard.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Colossus_j.LK_01.png
|image=  
|caption=  
|caption=  
|name= Air Light Kick
|name= Air Light Kick
Line 486: Line 489:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Colossus does a jumping knee. Not as useful of a move as j.LP, as it has a very small active window and nearly the same total time as j.LP, though it hits a bit lower than j.LP which can let it have some uses in fuzzy setups.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Colossus_j.MK_01.png
|image=  
|caption=  
|caption=  
|name= Air Medium Kick
|name= Air Medium Kick
Line 508: Line 511:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Colossus does a downward kick. Combo filler medium, can find use after some instant air jump normals to tag on an extra hit for an assist.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Colossus_j.HK_01.png
|image=  
|caption=  
|caption=  
|name= Air Heavy Kick
|name= Air Heavy Kick
Line 530: Line 533:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Colossus spins and kicks in front of him. Does not have a hitbox behind him, unlike what the animation might suggest. Air combo finisher, and a decent longer range jump-in.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 539: Line 542:


{{MoveData
{{MoveData
|image= MVC2_Colossus_j.6HP_01.png
|image=  
|subtitle= Dual Clock
|caption=  
|caption=  
|name= Air Forward Heavy Punch
|name= Direction + Button Name
|linkname=  
|linkname=  
|input= j.6{{hp}}
|input= Direction + Button Icon
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 557: Line 559:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Colossus does a horizontal diving swim-like punch. Goofy animation, but finds a lot of use as it's a very large normal with good priority, frame data, and hitstun for combos.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 566: Line 568:


{{MoveData
{{MoveData
|image= MVC2_Colossus_5HK_01.png
|image=  
|image2= MVC2_Colossus_5HK_02.png
|caption=
|name= Universal Launcher (Punch)
|linkname= Universal Launcher (Punch)
|input= 3{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property= Launcher (high)
|Cancel=
|Adv. Hit= 
|Adv. Guard=
|Adv. Pushblock= 
|description= Every character has at least one of the two, sometimes both.
}}
}}<br>
 
{{MoveData
|image=
|caption=  
|caption=  
|name= Universal Launcher (Kick)
|name= Universal Launcher (Kick)
Line 584: Line 607:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= This is technically a different move in the game, but it's the same as 5HK in every regard. Wanted to put something here for consistency.
  |description= Every character has at least one of the two, sometimes both.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Colossus_P_Throw_01.png
|image=  
|caption=  
|caption=  
|name= Throw (Punch)
|name= Throw (Punch)
Line 606: Line 629:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Colossus throws the opponent over his head. Can throw forward or backward. Decent throw, but ends your offense for the most part as they're put full screen.
  |description= Every character has at least one of the two, sometimes both.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Colossus_K_Throw_01.png
|image=  
|caption=  
|caption=  
|name= Throw (Kick)
|name= Throw (Kick)
Line 628: Line 651:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Colossus does a massive jumping powerbomb. Colossus takes his sweet time getting up, so he doesn't get much oki after this throw. Has some uses as a time kill for slower assists to connect.
  |description= Every character has at least one of the two, sometimes both.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Colossus_K_Throw_01.png
|image=  
|caption=  
|caption=  
|name= Air Throw (Punch)
|name= Air Throw (Punch)
Line 650: Line 673:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Colossus does a jumping powerbomb. Basically the same thing as his grounded kick throw, with the same slow recovery.
  |description= Every character has at least one of the two, sometimes both. Unless you're Thanos.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Colossus_Raw_Tag_01.png
|image=  
|caption=
|name= Air Throw (Kick)
|linkname= Air Throw (Kick)
|input= j.6{{hk}} // j.4{{hk}} near airborne opponent
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Every character has at least one of the two, sometimes both. Unless you're Thanos.
}}
}}<br>
 
{{MoveData
|image=
|caption=  
|caption=  
|name= Raw Tag
|name= Raw Tag
Line 672: Line 717:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Colossus' raw tag is pretty big, but otherwise average.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Colossus_5HP_01.png
|image=  
|caption=  
|caption=  
|name= Snap Back
|name= Snap Back
Line 694: Line 739:
  |Adv. Guard=  
  |Adv. Guard=  
  |Adv. Pushblock=  
  |Adv. Pushblock=  
  |description= Colossus' Snap Back is based on his 5HP, which is not a bad normal to have a Snap Back based on. It's 7 frames, so it's only a few frames faster, but its great range leads it to pick up some more double snap opportunities than some other Snap Backs might.
  |description=  
  }}
  }}
  }}
  }}
Line 703: Line 748:


{{MoveData
{{MoveData
|image= MVC2_Colossus_QCF_P_01.png
|image=  
|caption=
|name= Giant Swing
|linkname= Giant Swing
|input= {{qcf}} + {{lp}} or {{hp}} (Air OK), rotate stick for more damage
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Colossus rushes forward with a hitgrab, and if he makes contact with the opponent, picks them up and spins them around. Has some use as a blockstring ender because it's not ''that'' unsafe on block, surprisingly. It's wise to not use this all the time, as it has some pretty lengthy recovery when it whiffs.
}}
}}<br>
 
{{MoveData
|image= MVC2_Colossus_QCF_K_01.png
|caption=  
|caption=  
|name= Power Tackle
|name= Special Move Name
|linkname= Power Tackle
|linkname= Special Move Name
|input= {{qcf}} + {{lk}} or {{hk}} (Air OK)
|input= Motion + Button Icon
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 742: Line 765:
  |Adv. Guard= -
  |Adv. Guard= -
  |Adv. Pushblock= -
  |Adv. Pushblock= -
  |description= Colossus charges forward with a tackle. LK Tackle charges forward horizontally, HK Tackle goes upward at a 45 degree angle. Air LK Tackle goes forward, while Air HK Tackle goes downward at an angle. This tackle is immune to two hits of projectiles, and does some pretty nice damage. If Colossus lands during an air tackle before the hitbox has gone away, he's put into a landing animation with recovery, but if he completes the active frames, he'll have no recovery on landing. This is a pretty useful special move in a lot of ways, for movement, damage, and space control, and the one you'll be seeing the most often as Colossus.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 751: Line 774:


{{MoveData
{{MoveData
|image= MVC2_Colossus_QCF_PP_01.png
|image=  
|image2= MVC2_Colossus_QCF_PP_02.png
|caption=  
|caption=  
|name= Super Dive
|name= Hyper Combo Name
|linkname= Super Dive
|linkname= Hyper Combo Name
|input= {{qcf}} + {{lp}} + {{hp}} (Air OK), press {{d}} + {{p}} to dive early
|input= Motion + Button Icon
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 769: Line 791:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Colossus rises into the air, then dives downward, attacking with a headbutt. A very unconventional super that needs some setup in order to combo. Much easier to connect in the corner, where it's guaranteed after tackles or an air combo. Pretty quirky super that will take some time to get used to.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
== Other ==


{{MoveData
{{MoveData
|image= MVC2_Colossus_QCB_PP_01.png
|image=  
|caption=  
|caption=  
|name= Super Armor
|name= Direction + Button Name
|linkname= Super Armor
|linkname=  
|input= {{qcb}} + {{lp}} + {{hp}}
|input= Direction + Button Icon
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage=  
  |Damage=  
  |Startup=
  |Startup=  
  |Active=
  |Active=  
  |Recovery=
  |Recovery=  
  |Guard=  
  |Guard=  
  |Special Property=
  |Special Property=  
  |Cancel=  
  |Cancel= None
  |Adv. Hit=   
  |Adv. Hit=   
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Colossus powers up, granting himself Hyper Armor for about 8 seconds. This allows him to go through any hit in the game, suffering no hitstun, however he can still be grabbed. What makes this super good is obviously the armor. A massive range, fully uncontestable hitbox maker is going to be pretty strong. The thing that makes this super REALLY good is that unlike other install supers, Colossus can ''still gain meter while in this super.'' Unlike other characters that may only get two or three uses, Colossus might be able to build a bar or two more with all the heavies he'll be throwing out, building meter the whole time. Definitely a great super for Colossus to have.
  |description= aaa
  }}
  }}
  }}<br>
  }}<br>


=== Taunt ===
[[Image: MVC2_Colossus_Taunt_01.png]]




"Hah!"
=== Taunt ===
static image goes here, unless youre jin or something




Line 806: Line 831:
First row: {{lp}}, {{hp}}, A1. Second row: {{lk}}, {{hk}}, A2.
First row: {{lp}}, {{hp}}, A1. Second row: {{lk}}, {{hk}}, A2.


[[Image:Mvc2-colossus.png]]
[[Image:Mvc2-captainamerica.png]]




{{Navbox-MVC2}}
{{Navbox-MVC2}}
[[Category: Marvel Vs. Capcom 2]]
[[Category: Marvel Vs. Capcom 2]]

Latest revision as of 00:59, 8 October 2024

Introduction

Steven "Steve" Rogers, known by his alias of Captain America, is the titular character from his comic by Marvel. A rejected World War II soldier due to many health problems, he signed up for Project Rebirth and was given a super soldier serum. Captain America helped the allies win the war, but was lost at sea and frozen for decades. Now thawed, Captain America doesn't serve a particular government or organization, but rather fights for the timeless principles of freedom, equality, and justice of the American Dream.

In Marvel Vs. Capcom 2, Captain America is an all rounder with decent normals and specials that let him put out damage and traverse the screen while shielded. Captain America has a double jump, which allows him to move around a bit more freely than some characters. He has nice damage with his normals, which are pretty solid all things considered, and his specials aren't any slouch either. His Shield Slash is a fast projectile that has nice zoning, his Stars and Stripes is a lightning fast DP, and his trademark Charging Star lets him go through projectiles. His supers are also solid, with Hyper Charging Star being projectile invulnerable, Hyper Stars and Stripes being a good combo super, and the incredibly damaging Final Justice to cap it off.

The problem with Captain America is he has no real mixup, and his shield is both his biggest strength and greatest weakness. If you do not get your shield back after throwing it with Shield Slash, Captain America becomes one of the most dysfunctional characters in the game, with no real combos, most of his specials and supers losing their protective properties, and his damage and range going way down. Couple this with his poor movement, Captain America has a really hard time getting in and applying his pressure. However, he's a damage machine, so it's good to keep him in mind. If you like all rounders with an emphasis on zoning, or are a full-blooded American hero, then be at ease with Captain America.

Gameplay

CharacterName is a [rough approximation of archetype] who can use [their tools] to [work towards their gameplan]. [Their] main strengths are [as follows] but their weaknesses are [so and so].

Strengths Weaknesses
  • Is in MvC2
  • Is in MvC2
MVC2 captainamerica art.png

Character Summary

Special Moves (Example)

Fireball (Air OK)
  • Qcf.png+P.png
Dragon Punch
  • Dp.png+P.png
Hurricane Kick (Air Only)
  • Qcb.png+K.png
Hyper Combos (Example)

Beam Super (Mashable)
  • Qcf.png+Lp.png+Hp.png
Dragon Punch Super
  • Dp.png+Lp.png+Hp.png
Hurricane Kick Super
  • Qcb.png+Lk.png+Hk.png
Assist Types (Example)

Type α - Expansion Type
  • Assist: Hk.png Hurricane Kick
  • Counter: Lk.png Hurricane Kick
  • Combination: Hurricane Kick Super
Type β - Projectile Type
  • Assist: Hp.png Fireball
  • Counter: Lp.png Fireball
  • Combination: Beam Super
Type γ - Anti-air Type
  • Assist: Hp.png Dragon Punch
  • Counter: Hp.png Dragon Punch
  • Combination: Dragon Punch Super

Moves List

Assists

Anti-air
Alpha.png
A1.png // A2.png
MVC2 Psylocke QCF K 02.png
Hk.png Psyblade
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - - -

Assist description.


Anti-air
Beta.png
A1.png // A2.png
MVC2 Cable DP P 02.png
Hp.png Psimitar
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - - -

Assist description.


Expansion
Gamma.png
A1.png // A2.png
MVC2 Cyclops QCB 01.png
Hk.png Cyclone Kick
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - - -

Assist description.


Normal Moves

(keep only one of these, and update the inputs for their medium attacks as needed)

-When grounded, [charactername] has the Hunter type Magic Series, meaning they can follow the Lp.png > Lk.png > Mp.png > Mk.png > Hp.png > Hk.png cancel tree.

-When grounded, [charactername] has the Marvel type Magic Series, meaning they can follow the Lp.png/Lk.png > Mp.png/Mk.png > Hp.png>Hk.png cancel tree.

-When grounded, [charactername] has the 2-Hit type Magic Series, meaning they can follow the Lp.png/Lk.png > Mp.png/Mk.png/Hp.png/Hk.png cancel tree.


Ground Normals

Light Punch
5Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Medium Punch
5Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Heavy Punch
5Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Light Kick
5Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Medium Kick
5Lk.png after a Lp.png, Lk.png, or Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Heavy Kick
5Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Light Punch
2Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Medium Punch
2Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Heavy Punch
2Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Light Kick
2Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Medium Kick
2Lk.png after a Lp.png, Lk.png, or Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Heavy Kick
2Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -



Air Normals

(keep only one of these, and update the inputs for their medium attacks as needed)

-When in the Normal Jump state, [charactername] has the Hunter type Magic Series, meaning they can follow the Lp.png > Lk.png > Mp.png > Mk.png > Hp.png > Hk.png cancel tree.

-When in the Normal Jump state, [charactername] has the Marvel type Magic Series, meaning they can follow the Lp.png/Lk.png > Mp.png/Mk.png > Hp.png>Hk.png cancel tree.

-When in the Normal Jump state, [charactername] has the 2-Hit type Magic Series, meaning they can follow the Lp.png/Lk.png > Mp.png/Mk.png/Hp.png/Hk.png cancel tree.


Air Light Punch
j.Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Medium Punch
Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Heavy Punch
j.Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Light Kick
j.Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Medium Kick
Lk.png after a j.Lp.png, j.Lk.png, or j.Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Heavy Kick
j.Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -



Command Normals

Direction + Button Name
Direction + Button Icon
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -



Universal Mechanics

Universal Launcher (Punch)
3Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher (high) - - - -

Every character has at least one of the two, sometimes both.


Universal Launcher (Kick)
3Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher (away) - - - -

Every character has at least one of the two, sometimes both.


Throw (Punch)
6Hp.png // 4Hp.png near opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Every character has at least one of the two, sometimes both.


Throw (Kick)
6Hk.png // 4Hk.png near opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Every character has at least one of the two, sometimes both.


Air Throw (Punch)
j.6Hp.png // j.4Hp.png near airborne opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Every character has at least one of the two, sometimes both. Unless you're Thanos.


Air Throw (Kick)
j.6Hk.png // j.4Hk.png near airborne opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Every character has at least one of the two, sometimes both. Unless you're Thanos.


Raw Tag
Lp.png+Lk.png // Hp.png+Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Snap Back
Qcf.png + A1 / A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Special Moves

Special Move Name
Motion + Button Icon
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -



Hyper Combos

Hyper Combo Name
Motion + Button Icon
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -



Other

Direction + Button Name
Direction + Button Icon
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -

aaa



Taunt

static image goes here, unless youre jin or something


Colors

First row: Lp.png, Hp.png, A1. Second row: Lk.png, Hk.png, A2.

Mvc2-captainamerica.png



Game Navigation

General
FAQ
Controls
System
HUD
Glossary
Esoterics
Metagame
Tiers
Teams
Characters (Marvel)
Blackheart
Cable
Colossus
Cyclops
Doctor Doom
Gambit
Hulk
Iceman
Iron Man
Juggernaut
Magneto
Marrow
Omega Red
Psylocke
Rogue
Sentinel
Silver Samurai
Spiral
Storm
Thanos
Venom
Wolverine - Claw
Characters (Capcom)
Akuma
Amingo
Anakaris
B.B.Hood
Cammy
Captain Commando
Dan
Dhalsim
Felicia
Guile
Hayato
Jill
Jin
Ken
Mega Man
Roll
Ruby Heart
Ryu
Sakura
Servbot
SonSon
Strider
Tron Bonne
Characters (Updating)
Morrigan
Characters (Old Pages)
Captain America
Sabretooth
Shuma-Gorath
Spiderman
War Machine
Wolverine - Bone
Charlie
Chun-Li
M.Bison
Zangief