User:Speedmccool25/sandbox: Difference between revisions

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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='''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].
{{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=
* Is in MvC2
* '''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=
* Is in MvC2
* '''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=MVC2 Psylocke QCF K 02.png
|image=MVC2_Colossus_QCF_K_01.png
|caption={{hk}} Psyblade
|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= Assist 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=MVC2_Cable_DP_P_02.png
|image=MVC2_Colossus_QCF_K_01.png
|caption={{hp}} Psimitar
|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= Assist 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=MVC2_Cyclops_QCB_01.png
|image=MVC2_Colossus_5HK_01.png
|caption={{hk}} Cyclone Kick
|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= Assist 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= MVC2_Colossus_jLP_01.png
|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= MVC2_Colossus_jMP_01.png
|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= MVC2_Colossus_jHP_01.png
|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= MVC2_Colossus_jLK_01.png
|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= MVC2_Colossus_jMK_01.png
|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= MVC2_Colossus_jHK_01.png
|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= MVC2_Colossus_j6HP_01.png
|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. {{f}} + {{hp}}
|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= Every character has at least one of the two, sometimes both.
  |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= Every character has at least one of the two, sometimes both.
  |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= Every character has at least one of the two, sometimes both.
  |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 (Kick)
|name= Air Throw (Punch)
|linkname= Air Throw (Kick)
|linkname= Air Throw (Punch)
|input= j.6{{hk}} // j.4{{hk}} near airborne opponent
|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= Every character has at least one of the two, sometimes both. Unless you're Thanos.
  |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= Special Move Name
|name= Power Tackle
|linkname= Special Move Name
|linkname= Power Tackle
|input= Motion + Button Icon
|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= Hyper Combo Name
|name= Super Dive
|linkname= Hyper Combo Name
|linkname= Super Dive
|input= Motion + Button Icon
|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>
== Other ==


{{MoveData
{{MoveData
|image=  
|image= MVC2_Colossus_QCB_PP_01.png
|caption=  
|caption=  
|name= Direction + Button Name
|name= Super Armor
|linkname=  
|linkname= Super Armor
|input= Direction + Button Icon
|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= None
  |Cancel=  
  |Adv. Hit=   
  |Adv. Hit=   
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= aaa
  |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]]




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




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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 of character colors go here
[[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
  • 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.
  • 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.
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 Colossus QCF K 01.png
Lk.png Power Tackle
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - Lk.png Power Tackle 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.


Anti-air Type
Beta.png
A1.png // A2.png
MVC2 Colossus QCF K 01.png
Hk.png Power Tackle
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - Hk.png Power Tackle 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.


Launcher Type
Gamma.png
A1.png // A2.png
MVC2 Colossus 5HK 01.png
MVC2 Colossus 5HK 02.png
Hk.png
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - Hk.png 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 Lp.png/Lk.png > Mp.png/Mk.png/Hp.png/Hk.png cancel tree.


Ground Normals

Light Punch
5Lp.png
MVC2 Colossus 5LP 01.png
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.


Medium Punch
5Lp.png after a Lp.png or Lk.png connects
MVC2 Colossus 5MP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Colossus elbows the opponent in the stomach. Combo filler medium.


Heavy Punch
5Hp.png
MVC2 Colossus 5HP 01.png
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.


Light Kick
5Lk.png
MVC2 Colossus 5LK 01.png
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.


Medium Kick
5Lk.png after a Lp.png, Lk.png, or Mp.png connects
MVC2 Colossus 5MK 01.png
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.


Heavy Kick
5Hk.png
MVC2 Colossus 5HK 01.png
MVC2 Colossus 5HK 02.png
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.


Crouching Light Punch
2Lp.png
MVC2 Colossus 2LP 01.png
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.


Crouching Medium Punch
2Lp.png after a Lp.png or Lk.png connects
MVC2 Colossus 2MP 01.png
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.


Crouching Heavy Punch
2Hp.png
MVC2 Colossus 2HP 01.png
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.


Crouching Light Kick
2Lk.png
MVC2 Colossus 2LK 01.png
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.


Crouching Medium Kick
2Lk.png after a Lp.png, Lk.png, or Mp.png connects
MVC2 Colossus 2MK 01.png
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.


Crouching Heavy Kick
2Hk.png
MVC2 Colossus 2HK 01.png
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 Lp.png/Lk.png > Mp.png/Mk.png/Hp.png/Hk.png cancel tree.


Air Light Punch
j.Lp.png
MVC2 Colossus j.LP 01.png
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.


Air Medium Punch
Lp.png after a Lp.png or Lk.png connects
MVC2 Colossus j.MP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Colossus does a jumping elbow. Combo filler medium.


Air Heavy Punch
j.Hp.png
MVC2 Colossus j.HP 01.png
MVC2 Colossus j.HP 02.png
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.


Air Light Kick
j.Lk.png
MVC2 Colossus j.LK 01.png
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.


Air Medium Kick
Lk.png after a j.Lp.png, j.Lk.png, or j.Mp.png connects
MVC2 Colossus j.MK 01.png
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.


Air Heavy Kick
j.Hk.png
MVC2 Colossus j.HK 01.png
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

Air Forward Heavy Punch
Dual Clock
j.6Hp.png
MVC2 Colossus j.6HP 01.png
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

Universal Launcher (Kick)
3Hk.png
MVC2 Colossus 5HK 01.png
MVC2 Colossus 5HK 02.png
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.


Throw (Punch)
6Hp.png // 4Hp.png near opponent
MVC2 Colossus P Throw 01.png
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.


Throw (Kick)
6Hk.png // 4Hk.png near opponent
MVC2 Colossus K Throw 01.png
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.


Air Throw (Punch)
j.6Hp.png // j.4Hp.png near airborne opponent
MVC2 Colossus K Throw 01.png
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.


Raw Tag
Lp.png+Lk.png // Hp.png+Hk.png
MVC2 Colossus Raw Tag 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Colossus' raw tag is pretty big, but otherwise average.


Snap Back
Qcf.png + A1 / A2
MVC2 Colossus 5HP 01.png
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

Giant Swing
Qcf.png + Lp.png or Hp.png (Air OK), rotate stick for more damage
MVC2 Colossus QCF P 01.png
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.


Power Tackle
Qcf.png + Lk.png or Hk.png (Air OK)
MVC2 Colossus QCF K 01.png
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

Super Dive
Qcf.png + Lp.png + Hp.png (Air OK), press D.png + P.png to dive early
MVC2 Colossus QCF PP 01.png
MVC2 Colossus QCF PP 02.png
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.


Super Armor
Qcb.png + Lp.png + Hp.png
MVC2 Colossus QCB PP 01.png
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

MVC2 Colossus Taunt 01.png


"Hah!"


Colors

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

Mvc2-colossus.png



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