X-Men: Children of the Atom/Colossus: Difference between revisions

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[[Image:Xmcota-colossus.png|right]]
[[Image:Xmcota-colossus.png|right]]
== Introduction/Summary ==
== Introduction/Summary ==
The slow but powerful "grappler" of the game.  Easy to pick up and a decent counter to Wolverine.
The slow but powerful "grappler" of the game.  Easy to pick up and a decent counter to Wolverine. Also a good counter for rushdown Storms, as all her electric attacks "ping" off of his Shoulder Charge Armor.


== Moves List ==
== Moves List ==
'''Special Notes''' -- Col's forward dash has a startup delay (about 6 frames), back-dash doesn't have this.


=== Normal Moves ===
=== Normal Moves and Throws ===
All of Colossus' normal moves cause chip when blocked.  
All of Colossus' normal moves cause chip when blocked.  


F+HP (toward + hard punch):  A swinging punch with less range than his usual HP, but much more dizzy power.  If it's the move that dizzies the opponent, they will be dizzy on their back (except Akuma) , and you can start off a combo by picking them up OTG for a throw.
'''F+HP''' (toward + hard punch):  A swinging punch with less range than his usual HP, but much more dizzy power.  If it's the move that dizzies the opponent, they will be dizzy on their back (except Akuma) , and you can start off a combo by picking them up OTG for a throw.
(setups and info to come, this pickup can be tech hit, and mashed out of if you're too slow to throw them.)
(setups and info to come, this pickup can be tech hit, and mashed out of if you're too slow to throw them.)
'''--Throws--'''<br>
'''MP Piledriver''' - Toward or Back + MP, then toward or back for the direction to throw them in:<br>
A Piledriver in the direction you held. After the piledriver the opponent will bounce a little and allow for follow ups (weight depending).
'''HP Suplex Toss''' - Toward or Back + HP, then hold direction:<br>
-Toward + HP and Toward or Neutral throws them in front of you<br>
-Back + HP and Back or Neutral throws them behind<br>
-Direction + HP and Opposite Direction or Up throws them above you<br>


======"Command" Normals======
======"Command" Normals======
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=== Special Moves ===
=== Special Moves ===
'''Tornado Grab''': D,DF,F+P<br>
'''Tornado Grab''' (Giant Swing): D,DF,F+P -(ground only)<br>
A blockable throw special.  Once the opponent is grabbed, spin the stick and mash the buttons to throw them higher.
A blockable throw special.  Once the opponent is grabbed, spin the stick and mash the buttons to throw them higher.  


''Limitations''<br>
''Limitations''<br>
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-You are not allowed to OTG Lift after the Tornado Grab. You're only allowed to OTG lift again after they've been reset by a dizzy or the combo stopped.
-You are not allowed to OTG Lift after the Tornado Grab. You're only allowed to OTG lift again after they've been reset by a dizzy or the combo stopped.


'''Shoulder Charge''' (Power Tackle): D,DF,F+K -(ground only)<br>
--Back + Any Kick to cancel all versions, before or after they hit.  Even if it hits, cancel right after, or it will go a little further and then into recovery.<br>
--LK:  Travels along the ground, knocks opponent very slightly up and away. <br>
--MK: Travels at an angle up to a little above jump height, knocks opponent up and away.
--HK: Travels at a sharp angle up to (about) the top of the playfield, knocks opponent in a similar(?) arc to MK but higher<br>
--Juggles are relative to the opponents current position, and as usual height varies by character weight.
=== Super Attacks ===
=== Super Attacks ===



Revision as of 21:51, 21 July 2006

Xmcota-colossus.png

Introduction/Summary

The slow but powerful "grappler" of the game. Easy to pick up and a decent counter to Wolverine. Also a good counter for rushdown Storms, as all her electric attacks "ping" off of his Shoulder Charge Armor.

Moves List

Special Notes -- Col's forward dash has a startup delay (about 6 frames), back-dash doesn't have this.

Normal Moves and Throws

All of Colossus' normal moves cause chip when blocked.

F+HP (toward + hard punch): A swinging punch with less range than his usual HP, but much more dizzy power. If it's the move that dizzies the opponent, they will be dizzy on their back (except Akuma) , and you can start off a combo by picking them up OTG for a throw. (setups and info to come, this pickup can be tech hit, and mashed out of if you're too slow to throw them.)

--Throws--
MP Piledriver - Toward or Back + MP, then toward or back for the direction to throw them in:
A Piledriver in the direction you held. After the piledriver the opponent will bounce a little and allow for follow ups (weight depending).

HP Suplex Toss - Toward or Back + HP, then hold direction:
-Toward + HP and Toward or Neutral throws them in front of you
-Back + HP and Back or Neutral throws them behind
-Direction + HP and Opposite Direction or Up throws them above you


"Command" Normals

-Elbow-Knee: LP, MK, HP
--Causes a little elbow-knee move. The knee hit will knock the opponent up slightly and away. This move can cancel normals, but you can't cancel the move into a super. To get a super or anything else after it, the knee has to just barely knick them at the very end of it, and they have to be cornered. The Elbow won't even combo into the Knee if you're not close enough. Uses are bit limited, but I'm looking more into it.

Special Moves

Tornado Grab (Giant Swing): D,DF,F+P -(ground only)
A blockable throw special. Once the opponent is grabbed, spin the stick and mash the buttons to throw them higher.

Limitations
-Tornado Grab can only grab an opponent with their feet on the ground. If they are considered airborne in any fashion, even if it *looks* like the grab should hit, it will pass right through them.
(example): Iceman jumps, and does an Ice Avalache right before he lands. Even though his feet appear to touch the ground, he's still considered airborne, and the Tornado Grab won't connect.

-You are not allowed to OTG Lift after the Tornado Grab. You're only allowed to OTG lift again after they've been reset by a dizzy or the combo stopped.

Shoulder Charge (Power Tackle): D,DF,F+K -(ground only)
--Back + Any Kick to cancel all versions, before or after they hit. Even if it hits, cancel right after, or it will go a little further and then into recovery.
--LK: Travels along the ground, knocks opponent very slightly up and away.
--MK: Travels at an angle up to a little above jump height, knocks opponent up and away. --HK: Travels at a sharp angle up to (about) the top of the playfield, knocks opponent in a similar(?) arc to MK but higher
--Juggles are relative to the opponents current position, and as usual height varies by character weight.

Super Attacks

The Basics

Advanced Strategy

Template:X-Men: Children of the Atom characters