User:Speedmccool25/sandbox: Difference between revisions

From SuperCombo Wiki
(I think it's done, porting it over.)
(starting on colossus, might continue tonight, only thing left to do is the sprites and move descriptions. won't be much, colossus is pretty basic.)
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{{MVC2 Character Intro|char= iceman|full= Iceman|short= ICM|content=
{{MVC2 Character Intro|char= colossus|full=Colossus|short=COL|content=
== Story ==
== Introduction ==
Robert "Bobby" Drake, known by his hero alias Iceman, is a character from the X-Men series by Marvel. A mutant with the ability to lower his internal body temperature to absolute zero nearly instantly, Iceman can freeze both himself and the air around him, as well as manipulate water.
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.


In Marvel vs. Capcom 2, Iceman is an accessible, simple, yet agile keepaway and zoning character who heavily leans on his solid normals and his Ice Beam special move for chipping and zoning. His normals are solid, with good range and speed. His main game is chipping while controlling the screen, as many of his specials do great damage even on block. An interesting thing to note about Iceman is that he takes zero chip damage from any energy based attacks, which does allow him to avoid many chip kill scenarios from some characters in the game. He's no slouch on hit though, as he can do great amounts of damage with a simple air combo into his super.
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.


Unfortunately, Iceman is held back by the same thing that makes him so accessible in the first place. He doesn't have a lot of "ace in the hole" type setups or moves, which relegates him to a very predictable playstyle. In addition, with his movement being so poor, he doesn't have a great way to chase turtles or get away from rushdown. His specials and super (no "s", he only has one) are very simple, which again makes him a bit less flexible than most.
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.


Still, Iceman is a good and easy character to pick up and play, with just enough tech to keep you interested. If you want to control the screen and play a long, slow game, then chill out with Iceman.
== Gameplay ==
== Gameplay ==
{{2 Column Flex|flex1=6|flex2=4
{{2 Column Flex|flex1=6|flex2=4
|content1=
|content1=
{{Content Box|content='''Iceman''' is a zoning and keepaway character who can use his large normals and great specials to chip the opponent down from afar. His main strengths are great normals and solid special moves but his weaknesses are his simplicity and no real way to change his playstyle.
{{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=
*'''Simple:''' Iceman is a very easy character to pick up and play, and has a streamlined toolkit for easy understanding.
* Is in MvC2
*'''Zoning:''' Iceman is more than capable of zoning out characters due to his large normals and great specials.
*'''Solo Damage:''' Iceman can do great damage with an air combo into his super, off a hit or his punch throw.
*'''No Chip on Energy Attacks:''' Hadokens, beams, and Hyper Vipers do nothing to Iceman on block, as he takes no chip damage from any energy based attacks.
|cons=
|cons=
*'''Simple:''' Simplicity is both helpful and hurtful, as it makes you more predictable.
* Is in MvC2
*'''Poor Air Mobility:''' Iceman doesn't have a lot of ways to alter his momentum in the air.
*'''Lack of Mixup:''' Outside of low/throw, Iceman has very little in the way of opening his opponent up.
}}
}}
}}
}}
|content2=
|content2=
{{Content Box|content=
{{Content Box|content=
<center><youtube>9UhNtslR86Q</youtube></center>
<center><youtube>KbKZjI6lEOQ</youtube></center>
}}
}}
}}
}}
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|content1=
|content1=
{{Content Box|header=Special Moves|content=
{{Content Box|header=Special Moves|content=
;Ice Beam (Air OK)
;Giant Swing (Air OK)
*{{qcf}}+{{lp}} or {{hp}}
*{{qcf}}+{{lp}} or {{hp}}
;Ice Avalanche (Air OK)
;Power Tackle (Air OK)
*{{qcf}}+{{lk}} or {{hk}}
*{{qcf}}+{{lk}} or {{hk}}
;Ice Fist
*{{qcb}}+{{p}}
}}
}}
|content2=
|content2=
{{Content Box|header=Hyper Combos|content=
{{Content Box|header=Hyper Combos|content=
;Arctic Attack (Mashable)
;Super Dive
*{{qcf}}+{{lp}}+{{hp}}
*{{qcf}}+{{lp}}+{{hp}}
;Super Armor
*{{qcb}}+{{lp}}+{{hp}}
*Grants Hyper Armor for 8 seconds.
}}
}}
|content3=
|content3=
{{Content Box|header=Assist Types|content=
{{Content Box|header=Assist Types|content=
;Type α - Projectile Type
;Type α - Dash Type
*Assist: {{lp}} Ice Beam
*Assist: {{lk}} Power Tackle
*Counter: {{lp}} Ice Beam
*Counter: {{lk}} Power Tackle
*Combination: Arctic Attack
*Combination: Super Dive
;Type β - Variety Type
;Type β - Anti-air Type
*Assist: {{lk}} Ice Avalanche
*Assist: {{hk}} Power Tackle
*Counter: {{lk}} Ice Avalanche
*Counter: {{hk}} Power Tackle
*Combination: Arctic Attack
*Combination: Super Dive
;Type γ - Balance Type
;Type γ - Launcher Type
*Assist: {{lp}} Ice Beam
*Assist: {{hk}}
*Counter: {{lk}} Ice Avalanche
*Counter: {{hk}}
*Combination: Arctic Attack
*Combination: Super Dive
}}
}}
}}
}}
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=== Assists ===
=== Assists ===
{{MoveData
{{MoveData
|image= MVC2_Iceman_QCF_LP_01.png
|image=MVC2 Psylocke QCF K 02.png
|caption={{lp}} Ice Beam
|caption={{hk}} Psyblade
|name=Projectile
|name= Dash Type
|subtitle=[[File:Alpha.png]]
|subtitle=[[File:Alpha.png]]
|input={{a1}} // {{a2}}
|input={{a1}} // {{a2}}
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  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |AlphaCounter={{lp}} Ice Beam
  |AlphaCounter=
  |TeamHyperCombo=Arctic Attack
  |TeamHyperCombo=
  |description= Iceman's Projectile assist is his most popular assist choice, and for good reason. Ice Beam is already an excellent special move in a lot of regards, and having it as an assist only makes it better because now he's not even as open when he does it! Really solid choice that any character would like to have.
  |description= Assist description.
  }}
  }}
}}<br>
}}<br>


{{MoveData
{{MoveData
|image= MVC2_Iceman_QCF_K_01.png
|image=MVC2_Cable_DP_P_02.png
|caption={{lk}} Ice Avalanche
|caption={{hp}} Psimitar
|name=Variety
|name=Anti-air Type
|subtitle=[[File:Beta.png]]
|subtitle=[[File:Beta.png]]
|input={{a1}} // {{a2}}
|input={{a1}} // {{a2}}
Line 97: Line 92:
  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |AlphaCounter={{lk}} Ice Avalanche
  |AlphaCounter=
  |TeamHyperCombo=Arctic Attack
  |TeamHyperCombo=
  |description= Iceman's Variety assist is a little more niche compared to his Projectile and Balance assists. It has some pretty long startup, and not a whole lot of blockstun. It COULD be used like an additional hit to stop people from jumping away from your point character, but that's not as common of a situation as full screen chip and space control. Worth a shot, but don't feel bad if you can't get it to work with your team.  
  |description= Assist description.
  }}
  }}
}}<br>
}}<br>


{{MoveData
{{MoveData
|image= MVC2_Iceman_QCF_LP_01.png
|image=MVC2_Cyclops_QCB_01.png
|caption={{lp}} Ice Beam
|caption={{hk}} Cyclone Kick
|name=Balance
|name=Launcher Type
|subtitle=[[File:Gamma.png]]
|subtitle=[[File:Gamma.png]]
|input={{a1}} // {{a2}}
|input={{a1}} // {{a2}}
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  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |AlphaCounter={{lk}} Ice Avalanche
  |AlphaCounter=
  |TeamHyperCombo=Arctic Attack
  |TeamHyperCombo=
  |description= Iceman's Balance assist might be a bit worse than Projectile simply because of just how long the startup of LK Avalanche is as a Variable Counter. You want something fast or big to get someone off of you, preferably both, and it has neither. Most people stick with Projectile for the added utility of the Variable Counter.
  |description= Assist description.
  }}
  }}
}}<br>
}}<br>
=== Normal Moves ===
=== Normal Moves ===
-When grounded, Iceman has the Marvel type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning he 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.




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{{MoveData
{{MoveData
|image= MVC2_Iceman_5LP_01.png
|image=  
|caption=
|caption=  
|name= Light Punch
|name= Light Punch
|linkname= 5LP
|linkname= 5LP
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Iceman does a quick jab in front of him. Probably the most uninteresting of his light normals, it's just a punch and nothing more. Very average.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Iceman_5MP_01.png
|image=  
|caption=
|caption=  
|name= Medium Punch
|name= Medium Punch
|linkname= 5MP
|linkname= 5MP
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Iceman does a backward icicle stab. Combo filler medium.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Iceman_5HP_01.png
|image=  
|image2= MVC2_Iceman_5HP_02.png
|caption=  
|caption= This lasts 2 frames
|caption2= This lasts 6 more
|name= Heavy Punch
|name= Heavy Punch
|linkname= 5HP
|linkname= 5HP
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Iceman does an overhand swing with a ball of ice. Pretty quick, good priority and active window, and has enough hitstun to combo into Ice Beam. Pretty good normal.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
   
   
{{MoveData
{{MoveData
|image= MVC2_Iceman_5LK_01.png
|image=  
|caption=
|caption=  
|name= Light Kick
|name= Light Kick
|linkname= 5LK
|linkname= 5LK
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Iceman does an icicle covered kick. Has really nice range for a light normal, and the same speed as all the other lights.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Iceman_5MK_01.png
|image=  
|caption=
|caption=  
|name= Medium Kick
|name= Medium Kick
|linkname= 5MK
|linkname= 5MK
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Iceman does an upward kick. Combo filler medium, but pretty underwhelming with the exception of comboing off of reverse hit 2LP.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Iceman_5HK_01.png
|image=  
|caption= The Wall
|caption=  
|name= Heavy Kick
|name= Heavy Kick
|linkname= 5HK
|linkname= 5HK
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Iceman kicks up a huge spike of ice. GREAT range and damage, as well as a nice launch with enough hitstun to combo into Ice Beam. You'll be using this a lot in neutral with cancels into Ice Beam for great space control. One of Iceman's best normals.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Iceman_2LP_01.png
|image=  
|caption= Whoa, what's that doing there?
|caption=  
|name= Crouching Light Punch
|name= Crouching Light Punch
|linkname= 2LP
|linkname= 2LP
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Iceman does a crouching elbow. The hitbox behind Iceman is due to programmer error, but it's a really nice thing to have! Because 2LP will hit on either side of you no matter when you hit it, this is fantastic anti-crossup tool that will even autocorrect when chaining out of it. Super solid move to have.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Iceman_2MP_01.png
|image=  
|caption=
|caption=  
|name= Crouching Medium Punch
|name= Crouching Medium Punch
|linkname= 2MP
|linkname= 2MP
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Iceman does another elbow. This one, unlike 2LP, is completely uninteresting combo filler.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Iceman_2HP_01.png
|image=  
|caption=
|caption=  
|name= Crouching Heavy Punch
|name= Crouching Heavy Punch
|linkname= 2HP
|linkname= 2HP
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Iceman does a sweep of ice across the ground. Unlike most characters, Iceman's sweep is on 2HP. Outside of it's admittedly very nice priority, it's not very notable.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
   
   
{{MoveData
{{MoveData
|image= MVC2_Iceman_2LK_01.png
|image=  
|caption= Don't get cold feet
|caption=  
|name= Crouching Light Kick
|name= Crouching Light Kick
|linkname= 2LK
|linkname= 2LK
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Iceman kicks low. Important because it's a low, otherwise it's pretty average.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Iceman_2MK_01.png
|image=  
|caption=
|caption=  
|name= Crouching Medium Kick
|name= Crouching Medium Kick
|linkname= 2MK
|linkname= 2MK
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Iceman does a long range low kick. This will combo from any light normal chain, which is good! The problem is that there's not really anything to go into after that. At max range, even 5HK will whiff, and this doesn't have enough hitstun to combo to Ice Beam. Good, but awkward.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Iceman_2HK_01.png
|image=  
|caption=
|caption=  
|name= Crouching Heavy Kick
|name= Crouching Heavy Kick
|linkname= 2HK
|linkname= 2HK
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Iceman does a vertical icicle kick. Iceman's main launcher, though the short range is something to keep in mind. You can still two hit confirm into this from close range though, which is nice.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
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==== Air Normals ====
==== Air Normals ====
-When in the Normal Jump state, Iceman has the Marvel type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning he 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.
 


{{MoveData
{{MoveData
|image= MVC2_Iceman_jLP_01.png
|image=  
|caption=  
|caption=  
|name= Air Light Punch
|name= Air Light Punch
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Iceman does a quick downward punch. Air combo starter, and that's about all it's useful for.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Iceman_jMP_01.png
|image=  
|caption=  
|caption=  
|name= Air Medium Punch
|name= Air Medium Punch
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Iceman does a downward icicle stab. Combo filler medium.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Iceman_jHP_01.png
|image=  
|caption=  
|caption=  
|name= Air Heavy Punch
|name= Air Heavy Punch
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Iceman swings a huge icicle in front of him. Air combo finisher, and your only real good jump-in, but the active window is pretty small.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Iceman_jLK_01.png
|image=  
|caption=  
|caption=  
|name= Air Light Kick
|name= Air Light Kick
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Iceman does an icicle covered knee. Air combo starter just like j.LP, pretty average.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Iceman_jMK_01.png
|image=  
|caption=  
|caption=  
|name= Air Medium Kick
|name= Air Medium Kick
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Iceman does a longer icicle knee. Combo filler medium.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Iceman_jHK_01.png
|image=  
|caption= They reused a lot of sprites, didn't they?
|caption=  
|name= Air Heavy Kick
|name= Air Heavy Kick
|linkname= j.HK
|linkname= j.HK
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Iceman does an upward kick. Air combo finisher, and pretty average everywhere else.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 533: Line 531:


{{MoveData
{{MoveData
|image= MVC2_Iceman_j2HP_01.png
|image=  
|image2= MVC2_Iceman_j2HP_Projectile_01.png
|caption=  
|caption=  
|name= Air Down Heavy Punch
|name= Direction + Button Name
|linkname=  
|linkname=  
|input= j.2{{hp}}
|input= Direction + Button Icon
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Iceman throws a ball of ice downward. Not a bad normal for controlling space, as it moves pretty slow and can cancel to specials.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


=== Universal Mechanics ===


{{MoveData
{{MoveData
|image= MVC2_Iceman_j2HK_01.png
|image=  
|caption=  
|caption=  
|name= Air Down Heavy Kick
|name= Universal Launcher (Punch)
|linkname=  
|linkname= Universal Launcher (Punch)
|input= j.2{{hp}}
|input= 3{{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 569: Line 569:
  |Recovery=  
  |Recovery=  
  |Guard=  
  |Guard=  
  |Special Property=  
  |Special Property= Launcher (high)
  |Cancel= None
  |Cancel=  
  |Adv. Hit=   
  |Adv. Hit=   
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Iceman does an aerial slash kick. Really big hitbox and could be used for opponents approaching from above.
  |description= Every character has at least one of the two, sometimes both.
  }}
  }}
  }}<br>
  }}<br>
=== Universal Mechanics ===


{{MoveData
{{MoveData
|image= MVC2_Iceman_2HK_01.png
|image=  
|caption=  
|caption=  
|name= Universal Launcher (Kick)
|name= Universal Launcher (Kick)
Line 599: Line 596:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= This move is ''technically'' a different move in the game, but in reality there are literally zero differences with 2HK. Just 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_Iceman_P_Throw_01.png
|image=  
|caption= Freeze!
|caption=  
|name= Throw (Punch)
|name= Throw (Punch)
|linkname= Throw (Punch)
|linkname= Throw (Punch)
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Iceman grabs the opponent, freezes them, and tosses them away. This throw puts the opponent in a capture state like Magneto's throws do, so you can run up and get a full combo out of this. Really nice to have.
  |description= Every character has at least one of the two, sometimes both.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Iceman_K_Throw_01.png
|image=  
|caption=  
|caption=  
|name= Throw (Kick)
|name= Throw (Kick)
Line 643: Line 640:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Iceman grabs the opponent and throws them onto a spike of ice. Gives no followup, so much less rewarding compared to punch throw, however it does swap sides while punch throw doesn't, so it's got some niche uses.
  |description= Every character has at least one of the two, sometimes both.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Iceman_Air_P_Throw_01.png
|image=  
|caption=  
|caption=  
|name= Air Throw (Punch)
|name= Air Throw (Punch)
Line 665: Line 662:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Iceman grabs the opponent, freezes them, and tosses them away. Basically the same uses and result as grounded punch throw, still puts them in a capture state. Really great for snagging an opponent out of the air.
  |description= Every character has at least one of the two, sometimes both. Unless you're Thanos.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Iceman_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 687: Line 706:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Based off j.MK. Larger hitbox, but otherwise pretty unremarkable.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Iceman_5HP_01.png
|image=  
|image2= MVC2_Iceman_5HP_02.png
|caption=  
|caption=  
|name= Snap Back
|name= Snap Back
Line 710: Line 728:
  |Adv. Guard=  
  |Adv. Guard=  
  |Adv. Pushblock=  
  |Adv. Pushblock=  
  |description= Iceman's Snap Back is based on his 5HP. Pretty solid priority due to it being based on that normal.
  |description=  
  }}
  }}
  }}
  }}
Line 719: Line 737:


{{MoveData
{{MoveData
|image= MVC2_Iceman_QCF_LP_01.png
|image=  
|image2= MVC2_Iceman_QCF_HP_01.png
|caption=  
|image3= MVC2_Iceman_Air_QCF_LP_01.png
|name= Special Move Name
|image4= MVC2_Iceman_Air_QCF_HP_01.png
|linkname= Special Move Name
|image5= MVC2_Iceman_Forward_Beam_Hitbox_01.png
|input= Motion + Button Icon
|image6= MVC2_Iceman_Up_Beam_Hitbox_01.png
|image7= MVC2_Iceman_Down_Beam_Hitbox_01.png
|caption= LP versions go straight
|caption2= HP versions go at an angle
|name= Ice Beam
|linkname= Ice Beam
|input= {{qcf}} + {{lp}} or {{hp}} (Air OK)
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 743: Line 754:
  |Adv. Guard= -
  |Adv. Guard= -
  |Adv. Pushblock= -
  |Adv. Pushblock= -
  |description= Iceman shoots a beam of frigid energy from his hands. Quite literally half your gameplan is this move. This special move is one of Iceman's key moves in gameplay, and many of his great pokes can be cancelled into this for even further screen coverage. Air versions will make you pause briefly in midair, giving some stall potential. Multihit makes it break armor, decent damage, and GREAT chip damage, this is a move you're going to want to do a LOT.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
=== Hyper Combos ===


{{MoveData
{{MoveData
|image= MVC2_Iceman_QCF_K_01.png
|image=  
|image2= MVC2_Iceman_QCF_K_Projectile_01.png
|caption=  
|caption=
|name= Hyper Combo Name
|name= Ice Avalanche
|linkname= Hyper Combo Name
|linkname= Ice Avalanche
|input= Motion + Button Icon
|input= {{qcf}} + {{lk}} or {{hk}} (Air OK)
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage=  
  |Damage=  
  |Startup=  
  |Startup=
  |Active=  
  |Active=
  |Recovery=  
  |Recovery=
  |Guard=  
  |Guard=  
  |Special Property=  
  |Special Property=
  |Cancel=  
  |Cancel=  
  |Adv. Hit= -
  |Adv. Hit=
  |Adv. Guard= -
  |Adv. Guard=
  |Adv. Pushblock= -
  |Adv. Pushblock=
  |description= Iceman summons a massive chunk of ice, then drops it onto the opponent. The LK version drops the chunk straight down, while HK puts it at a downward angle away from Iceman. Does a good chunk of damage as any boulder should and has a big hitbox, but the recovery can be a little long so this one sees just a bit less use. Still nice for screen control, but use more sparingly than Ice Beam.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
|image= MVC2_Iceman_QCB_P_01.png
|caption=
|name= Ice Fist
|linkname= Ice Fist
|input= {{qcb}} + {{p}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Iceman freezes a chunk of ice to his hand. This is a powerup special. After this special is completed, the next three punch normals that Iceman lands will do 33% more damage. This has an unlimited time limit, and the buff does not go away when you whiff. It does decrease by one hit when your attack is blocked, however. You have full access to your toolkit while this is active, so if you have a bit of downtime, or your opponent is turtling up, there's no good reason to not be doing this for a free damage buff.
}}
}}<br>


=== Hyper Combos ===
 
== Other ==


{{MoveData
{{MoveData
|image= MVC2_Iceman_QCF_PP_01.png
|image=  
|image2= MVC2_Iceman_QCF_PP_Projectile_01.png
|caption=  
|caption= The only super you need
|name= Direction + Button Name
|name= Arctic Attack
|linkname=  
|linkname= Arctic Attack
|input= Direction + Button Icon
|input= {{qcf}} + {{lp}} + {{hp}} (Air OK) (Mashable)
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 809: Line 802:
  |Guard=  
  |Guard=  
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel= None
  |Adv. Hit= -
  |Adv. Hit=
  |Adv. Guard= -
  |Adv. Guard=
  |Adv. Pushblock= -
  |Adv. Pushblock=
  |description= Iceman powers up, then spews out a massive amount of ice particles that batter the opponent. This is Iceman's only super, but it's a good thing it's a good one. This can do really good damage when mashed fully, and can set up for DHCs with it's drag down property in the air. However, if you're looking for solo damage, a neat trick is to kara cancel Ice Beam into Arctic Attack, which will freeze you in place as you do the super, leading to much higher damage. Doesn't do as much chip as you'd like sometimes, but it's still a good one to have!
  |description= aaa
  }}
  }}
  }}<br>
  }}<br>
Line 820: Line 813:


=== Taunt ===
=== Taunt ===
[[Image:MVC2_Iceman_Taunt_01.png]]
static image goes here, unless youre jin or something
 
 
"Yeah!"




Line 830: Line 820:
First row: {{lp}}, {{hp}}, A1. Second row: {{lk}}, {{hk}}, A2.
First row: {{lp}}, {{hp}}, A1. Second row: {{lk}}, {{hk}}, A2.


[[Image:Mvc2-iceman.png]]
[[Image:Mvc2-colossus.png]] image of character colors go here




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

Revision as of 00:36, 14 September 2024

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.

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.

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.

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 colossus art.png

Character Summary

Special Moves

Giant Swing (Air OK)
  • Qcf.png+Lp.png or Hp.png
Power Tackle (Air OK)
  • Qcf.png+Lk.png or Hk.png
Hyper Combos

Super Dive
  • Qcf.png+Lp.png+Hp.png
Super Armor
  • Qcb.png+Lp.png+Hp.png
  • Grants Hyper Armor for 8 seconds.
Assist Types

Type α - Dash Type
  • Assist: Lk.png Power Tackle
  • Counter: Lk.png Power Tackle
  • Combination: Super Dive
Type β - Anti-air Type
  • Assist: Hk.png Power Tackle
  • Counter: Hk.png Power Tackle
  • Combination: Super Dive
Type γ - Launcher Type
  • Assist: Hk.png
  • Counter: Hk.png
  • Combination: Super Dive

Moves List

Assists

Dash Type
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 Type
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.


Launcher Type
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

-When grounded, Colossus 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

-When in the Normal Jump state, Colossus 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-colossus.png image of character colors go here



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
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Sentinel
Silver Samurai
Spiral
Storm
Thanos
Venom
Wolverine - Claw
Characters (Capcom)
Akuma
Amingo
Anakaris
B.B.Hood
Cammy
Captain Commando
Dan
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Guile
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Jill
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Ken
Mega Man
Roll
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Ryu
Sakura
Servbot
SonSon
Strider
Tron Bonne
Characters (Updating)
Morrigan
Characters (Old Pages)
Captain America
Sabretooth
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Wolverine - Bone
Charlie
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Zangief