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

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  • vs Wolverine

Don't stand next to him on tech hit, he will be able to throw you first. He'll likely be rushing in, dashing and pushing buttons, attempting long blockstrings and possible overheads. Try and throw any gap in the blockstring, and/or SJ out if he's trying to put on overhead pressure.

  • vs Psylocke

Her fast jump and downward angled normals mean she can put repeating jumping pressure on you, as well as pressure you very hard from the ground. If she's linking normals in ground pressure, there's potentially a chance to throw her in-between. Shoulder charge can go through Psy-blast, but you pause as it pings off so you need to be close enough for it to hit her before she recovers.

  • vs Cyclops

Don't stand next to him on tech hit, he will likely be able to throw you first, however you might be able to outrange him.

  • vs Sentinel

A very hard matchup, possibly his worst. Sent can easily keep you out and wear you down. You need every bit of damage you can get in this matchup, even if it's just pinning him with jabs so you can get some block damage and build meter. Be careful of getting thrown through gaps in your attack strings, which is why it's critical to have meter for tech wrestling matches. A saving grace is that Sentinel takes more damage from throws.

Sentinel has a very short OTG time, so be careful when trying to get extra damage while he's on his back. He can quickly get behind an attack you try and punish you. This does mean you can pick him up off the ground quicker provided he didn't roll, just make sure you have the meter for tech wrestling. Head-dive super is never safe on Sentinel, only use it for kills.

This may be the worst matchup to use Super Armor in, since you can't build meter and Sentinel can counter throw, on top of his hits doing so much dizzy damage.

Trick: If you manage to pin a flight mode Sentinel at his lowest point near the corner, you can mash jab blockstun infinite him. There is no pushback and he can't unfly, he will be pinned until your jabs wear him down to nothing, then you can Super Dive him for the kill.

  • vs Silver Samurai

Sam has decent range and chip, but if you force trades and attempt to punch through his stars, you'll come out ahead. His pressure may seem good, but there are holes to jump and attack through.

  • vs Omega Red

Coil grabs will immediately end super armor.
Coils will however ping off the Shoulder Charge armor.
Omega Red can duck (neutral or defensive) Colossus crouching jab completely.


  • vs Colossus (self)

After an MK shoulder charge combo in the corner, the defending Colossus with his back to the wall has little to no option to escape a throw follow up outside of mashing and praying the attacker timed/positioned himself wrong. This means the attack can combo, throw reset, combo again to dizzy and do it all over until the defender is dead. Trap and potential escapes frame by frame : https://www.youtube.com/watch?v=CYXEZePVroA
Mashing throw generally does not work. In fact it may be impossible because his throwing seems disabled during his air recovery flip completely.
Mashing jab may or may not work (unless they mistimed). If they have equal meter to you, you'll lose the tech war since you burned meter first, unless they didn't mash all the way though. The only escape option is to try and super the throw reset if you are at full meter. This means if they try and set it up with a throw in the corner, don't tech that throw, instead wait for the reset if they're going for the Shoulder Charge corner reset.

Head-dive super is also not safe on Colossus should you land next to him, he can shoulder charge or super (if he has meter) for wakeup before you recover, although the timing can be strict. If it hits in the air and you land sooner than him + far away, then it's more safe.

Special Notes -- It appears that throwing is effectively disabled for Colossus after his hit recovery flip in the air. He is able to attack, but not throw, until his spin animation stops and his legs straighten out. Even then it's still disabled for several frames after. Throwing is re-enabled immediately upon landing. *#test_info


Testing Method: Tests using FBA-RR hitbox script show no potential throw range after the recovery flip at all until well in to his long recovery flip animation (when he's no longer a ball). Frame by frame tests of putting characters next to him on the way down for him to throw all failed to trigger one. He just attacks and doesn't throw.