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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. | 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. | 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. | ||
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 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. | ||
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{{2 Column Flex|flex1=6|flex2=4 | {{2 Column Flex|flex1=6|flex2=4 | ||
|content1= | |content1= | ||
{{Content Box|content=''' | {{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. | ||
{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
* | * '''Damage:''' Colossus hits like a freight train and can absolutely shred lifebars with the right connects. | ||
* '''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. | ||
* '''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. | |||
}} | }} | ||
}} | }} | ||
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=== Assists === | === Assists === | ||
{{MoveData | {{MoveData | ||
|image= | |image=MVC2_Colossus_QCF_K_01.png | ||
|caption={{ | |caption={{lk}} Power Tackle | ||
|name= Dash Type | |name= Dash Type | ||
|subtitle=[[File:Alpha.png]] | |subtitle=[[File:Alpha.png]] | ||
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|Active= | |Active= | ||
|Recovery= | |Recovery= | ||
|AlphaCounter= | |AlphaCounter= {{lk}} Power Tackle | ||
|TeamHyperCombo= | |TeamHyperCombo= Super Dive | ||
|description= | |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. | ||
}} | }} | ||
}}<br> | }}<br> | ||
{{MoveData | {{MoveData | ||
|image= | |image=MVC2_Colossus_QCF_K_01.png | ||
|caption={{ | |caption={{hk}} Power Tackle | ||
|name=Anti-air Type | |name=Anti-air Type | ||
|subtitle=[[File:Beta.png]] | |subtitle=[[File:Beta.png]] | ||
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|Active= | |Active= | ||
|Recovery= | |Recovery= | ||
|AlphaCounter= | |AlphaCounter={{hk}} Power Tackle | ||
|TeamHyperCombo= | |TeamHyperCombo= Super Dive | ||
|description= | |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. | ||
}} | }} | ||
}}<br> | }}<br> | ||
{{MoveData | {{MoveData | ||
|image= | |image=MVC2_Colossus_5HK_01.png | ||
| | |image2=MVC2_Colossus_5HK_02.png | ||
|caption2={{hk}} | |||
|name=Launcher Type | |name=Launcher Type | ||
|subtitle=[[File:Gamma.png]] | |subtitle=[[File:Gamma.png]] | ||
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|Active= | |Active= | ||
|Recovery= | |Recovery= | ||
|AlphaCounter= | |AlphaCounter={{hk}} | ||
|TeamHyperCombo= | |TeamHyperCombo= Super Dive | ||
|description= | |description= Yeah it's... just 5HK. As with most launcher assists, this one's pretty awful. Don't bother picking this one. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |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. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= Colossus elbows the opponent in the stomach. Combo filler medium. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |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. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |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. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= Colossus does a side kick. Combo filler medium, but a bit worse than the others due to it's smaller range. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Recovery= | |Recovery= | ||
|Guard= | |Guard= | ||
|Special Property= | |Special Property= Launch | ||
|Cancel= | |Cancel= | ||
|Adv. Hit= | |Adv. Hit= | ||
|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |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. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= Colossus does a low straight punch. Your furthest reaching light by quite a margin, and finds use as an excellent low risk poke. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= Colossus does an upward angled punch. Combo filler medium, and probably the most consistent one on bigger characters. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |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. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= Colossus does a low kick. Useful because it's a low, otherwise it's pretty average. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= Colossus does a second low kick. Combo filler medium, useful to check opponents trying to hold up to chicken block. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |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. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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{{MoveData | {{MoveData | ||
|image= | |image= MVC2_Colossus_j.LP_01.png | ||
|caption= | |caption= | ||
|name= Air Light Punch | |name= Air Light Punch | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |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. | ||
}} | }} | ||
}}<br> | }}<br> | ||
{{MoveData | {{MoveData | ||
|image= | |image= MVC2_Colossus_j.MP_01.png | ||
|caption= | |caption= | ||
|name= Air Medium Punch | |name= Air Medium Punch | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= Colossus does a jumping elbow. Combo filler medium. | ||
}} | }} | ||
}}<br> | }}<br> | ||
{{MoveData | {{MoveData | ||
|image= | |image= MVC2_Colossus_j.HP_01.png | ||
|image2= MVC2_Colossus_j.HP_02.png | |||
|caption= | |caption= | ||
|name= Air Heavy Punch | |name= Air Heavy Punch | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= Colossus does a double hand dunk. Covers a nice area below Colossus for jump-in purposes, and hits pretty hard. | ||
}} | }} | ||
}}<br> | }}<br> | ||
{{MoveData | {{MoveData | ||
|image= | |image= MVC2_Colossus_j.LK_01.png | ||
|caption= | |caption= | ||
|name= Air Light Kick | |name= Air Light Kick | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |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. | ||
}} | }} | ||
}}<br> | }}<br> | ||
{{MoveData | {{MoveData | ||
|image= | |image= MVC2_Colossus_j.MK_01.png | ||
|caption= | |caption= | ||
|name= Air Medium Kick | |name= Air Medium Kick | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |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. | ||
}} | }} | ||
}}<br> | }}<br> | ||
{{MoveData | {{MoveData | ||
|image= | |image= MVC2_Colossus_j.HK_01.png | ||
|caption= | |caption= | ||
|name= Air Heavy Kick | |name= Air Heavy Kick | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |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. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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{{MoveData | {{MoveData | ||
|image= | |image= MVC2_Colossus_j.6HP_01.png | ||
|subtitle= Dual Clock | |subtitle= Dual Clock | ||
|caption= | |caption= | ||
|name= Air Forward Heavy Punch | |name= Air Forward Heavy Punch | ||
|linkname= | |linkname= | ||
|input= j. | |input= j.6{{hp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |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. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |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. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |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. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |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. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|image= MVC2_Colossus_K_Throw_01.png | |image= MVC2_Colossus_K_Throw_01.png | ||
|caption= | |caption= | ||
|name= Air Throw ( | |name= Air Throw (Punch) | ||
|linkname= Air Throw ( | |linkname= Air Throw (Punch) | ||
|input= j.6{{ | |input= j.6{{hp}} // j.4{{hp}} near airborne opponent | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= Colossus does a jumping powerbomb. Basically the same thing as his grounded kick throw, with the same slow recovery. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= Colossus' raw tag is pretty big, but otherwise average. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |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. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image= MVC2_Colossus_QCF_P_01.png | ||
|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= | |name= Power Tackle | ||
|linkname= | |linkname= Power Tackle | ||
|input= | |input= {{qcf}} + {{lk}} or {{hk}} (Air OK) | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|Adv. Guard= - | |Adv. Guard= - | ||
|Adv. Pushblock= - | |Adv. Pushblock= - | ||
|description= | |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. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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{{MoveData | {{MoveData | ||
|image= | |image= MVC2_Colossus_QCF_PP_01.png | ||
|image2= MVC2_Colossus_QCF_PP_02.png | |||
|caption= | |caption= | ||
|name= | |name= Super Dive | ||
|linkname= | |linkname= Super Dive | ||
|input= | |input= {{qcf}} + {{lp}} + {{hp}} (Air OK), press {{d}} + {{p}} to dive early | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |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. | ||
}} | }} | ||
}}<br> | }}<br> | ||
{{MoveData | {{MoveData | ||
|image= | |image= MVC2_Colossus_QCB_PP_01.png | ||
|caption= | |caption= | ||
|name= | |name= Super Armor | ||
|linkname= | |linkname= Super Armor | ||
|input= | |input= {{qcb}} + {{lp}} + {{hp}} | ||
|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= | |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. | ||
}} | }} | ||
}}<br> | }}<br> | ||
=== Taunt === | |||
[[Image: MVC2_Colossus_Taunt_01.png]] | |||
"Hah!" | |||
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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-colossus.png]] | ||
{{Navbox-MVC2}} | {{Navbox-MVC2}} | ||
[[Category: Marvel Vs. Capcom 2]] | [[Category: Marvel Vs. Capcom 2]] |
Revision as of 23:38, 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. 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.
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
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.
Strengths | Weaknesses |
---|---|
|
|
Character Summary
- Giant Swing (Air OK)
+
or
- Power Tackle (Air OK)
+
or
- Super Dive
+
+
- Super Armor
+
+
- Grants Hyper Armor for 8 seconds.
- Type α - Dash Type
- Assist:
Power Tackle
- Counter:
Power Tackle
- Combination: Super Dive
- Type β - Anti-air Type
- Assist:
Power Tackle
- Counter:
Power Tackle
- Combination: Super Dive
- Type γ - Launcher Type
- Assist:
- Counter:
- Combination: Super Dive
Moves List
Assists
Damage | Startup | Active | Recovery | Alpha Counter | Team Hyper Combo |
---|---|---|---|---|---|
- | - | - | - | ![]() |
Super Dive |
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. |
Damage | Startup | Active | Recovery | Alpha Counter | Team Hyper Combo |
---|---|---|---|---|---|
- | - | - | - | ![]() |
Super Dive |
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. |
Damage | Startup | Active | Recovery | Alpha Counter | Team Hyper Combo |
---|---|---|---|---|---|
- | - | - | - | ![]() |
Super Dive |
Yeah it's... just 5HK. As with most launcher assists, this one's pretty awful. Don't bother picking this one. |
Normal Moves
-When grounded, Colossus has the 2-Hit type Magic Series, meaning they can follow the /
>
/
/
/
cancel tree.
Ground Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Colossus does a quick jab. Your fastest light normal by one frame, and has some uses as a quick poke with minimal recovery time. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Colossus elbows the opponent in the stomach. Combo filler medium. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
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. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
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. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Colossus does a side kick. Combo filler medium, but a bit worse than the others due to it's smaller range. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Launch | - | - | - | - | |
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. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Colossus does a low straight punch. Your furthest reaching light by quite a margin, and finds use as an excellent low risk poke. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Colossus does an upward angled punch. Combo filler medium, and probably the most consistent one on bigger characters. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
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. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Colossus does a low kick. Useful because it's a low, otherwise it's pretty average. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Colossus does a second low kick. Combo filler medium, useful to check opponents trying to hold up to chicken block. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
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. |
Air Normals
-When in the Normal Jump state, Colossus has the 2-Hit type Magic Series, meaning they can follow the /
>
/
/
/
cancel tree.
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Colossus does a straight punch. Air chain starter, and also has quite a few active frames, so potentially useful in air-to-air situations. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Colossus does a jumping elbow. Combo filler medium. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Colossus does a double hand dunk. Covers a nice area below Colossus for jump-in purposes, and hits pretty hard. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
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. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
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. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
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. |
Command Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | None | - | - | - | |
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. |
Universal Mechanics
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Launcher (away) | - | - | - | - | |
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. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
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. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
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. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Colossus does a jumping powerbomb. Basically the same thing as his grounded kick throw, with the same slow recovery. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Colossus' raw tag is pretty big, but otherwise average. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
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. |
Special Moves
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
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. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
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. |
Hyper Combos
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
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. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
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. |
Taunt
"Hah!"
Colors
First row: ,
, A1. Second row:
,
, A2.