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=== Normal Moves === | === Normal Moves === | ||
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.) | |||
======"Command" Normals====== | |||
-Elbow-Knee: LP, MK, HP<br> | |||
--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 === | === Special Moves === |
Revision as of 01:04, 16 April 2006
Introduction/Summary
Moves List
Normal Moves
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.)
"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.