X-Men: Children of the Atom/Colossus/Combos

From SuperCombo Wiki

These combos are a basic guide, and written in mind with being humanly possible in a real match. Tons of variations exist for almost everything, but the goal is combos for real game play. A few exceptions would be versus characters where there are no practical combos, only difficult ones.


Dizzy any feather to heavyweight anywhere except Iceman and Spiral (and is quirky on Silver Samurai)-
HP toss up, s.HK xx sj, air throw, land, LK shoulder charge
Silver Samurai variant:
HP toss up, jump up and air throw down, dash.c.LK, s.f+HP


Corner Juggle Loops (Middle to Heavy):
d.c.mp, [d.s.lk, c.mp] x N, replace the s.LK with s.LP-LP if they get too high.


Corner Relaunch Loop 1 (Feather to Heavy)
Initial Launcher: Dash.c.MP, s.HK ^
Air Combo: sj.HK (slight wait) sj.HP (land)
Relaunch: s.LK, c.MP, s.HK ^ (repeat air combo)
When you superjump after the launcher, there's a slight delay as you're going up with the HK so they doesn't get popped too high. The HP should hit them a little in to their flip animation.
Akuma/Gouki and Iceman may require timing adjustments. Gouki can often be popped too high and require more delay, and possible omitting of the ground s.LK. Iceman folds a bit during his hitstun and may sometimes slip out.
For Silver Samurai, Initial Launcher is Dash.c.MP, c.MP, s.HK ^ . Relauncher may also be s.LK, c.MP, s.LK, s.HK ^ (repeat air combo). Sam requires more consistent timing or he will fall out.


Versus Sentinel/Colossus Infinite:
[MK shoulder charge (cancel immediately after hit), jump toward j.HK, land s.LK, s.HK, tiny wait] xN
This is very difficult to keep going. Sentinel's stage (pillars) requires a s.HK once before the first shoulder charge to start the loop.
Hold back and mash kick to cancel the shoulder charge ASAP (has to register after the hitstop), but don't mash so much you end up kicking on the ground.
You can add in a throw after the s.HK and it may combo or it may cause a hard to escape reset.

An even more difficult variant of above -
[Tiger-knee'd MK shoulder charge (cancel immediately after hit), dash s.LK, s.HK, tiny wait] xN

MP Ground Throw, Sweep, Reset:
- MP Throw, c.HK xx MK Shoulder Charge and immediately cancel -> OTG throw.
Works on everyone but Sentinel. If the opponent doesn't immediately roll or try to reversal getup, they will be picked up.

Ground Dizzy Setups: (so you can start a combo with the OTG lift)
The "Ground Dizzier" is F+HP. By itself this move is enough to put any character in Yellow. In a combo, it'll ground dizzy any character only a few hits in*.
--Easiest setup is Tornado Grab near the corner (mash hard), and combo F+HP (doesn't work if it doesn't combo). It'll dizzy anyone, even Sentinel, though you do have to mash harder for it to work on him.
--MP throw, F+HP (must combo). Works anywhere.
(dizzies Cyclops, Omega Red and Akuma**)
--(variation) HP throw up, HK launch, sj, MP/HP throw (combo), F+HP (dizzy) works on:
Omega Red, Silver Samurai, Akuma (near corner), Cyclops (anywhere).
--(corner) Jump in D+HP, dash in (as deep as possible) C.MP, F+HP. Works on:
Psylocke, Cyclops, Iceman, Omega Red, Wolverine (right corner only?)
For Silver Samurai, add in dashing standing LK, C.MP before the F+HP.
--dash jump-in D+HP, F+HP
(works on everyone up to and including Omega Red.)
-- (anywhere) Jumpin d + HP, dash s.LK, f+HP quick dizzy anywhere, feather to lightweights.
For medium to heavy use dash s.LP instead of s.LK

∗ May not work if the character is in "extended dizzy" state, which basically would be (EXAMPLE): Character is dizzied, you jab them but jab doesn't combo, then you go into infinite, it will take FAR more hits than usual to re-dizzy the opponent. (Another Example) You start your combo/infinite on them, but they recovered from the dizzy (but didn't block). This puts them in "extended dizzy" as well.

∗ ∗ Akuma won't be ground dizzied (guess they forgot to give him that state), he'll simply stand up in a normal dizzy animation.


Toss Up, Knock Down Mixup:
(won't work on superheavies)

  • HP Throw (Hold LEFT for the grab then hold up to toss upwards), s.HK ^ sj.down+HP, come down on them as they bounce recover for a potential mixup or another difficult to AA sj.down+HP

You can leave out the launcher and just jump up and knock them down after the grab, it's generally easier (and getting another big hit in) with the s.HK. Because of the way the screen scrolls as he grabs the opponent, you are much more likely to get a crossup chance when you grab them holding left as opposed to right, provided your back isn't near the wall. A crossup may occur when initially grabbing with right, but seems to be more character/timing/positioning specific.