Cole Discussion Thread

Forward throw.

Thanks, that’s kind of a shame. Was hoping it was a move.

What BnB are you guys using for your comboes? I’m finding that when I’m midscreen that this combo works pretty well for me damage wise.
j.:hk:, :hp:, (linked)c.:mp:, :hp:, :hcf:+:2p:, :hp:, :dp:+:hp:.
If you include the it does about 440 damage for one bar which is pretty good and it puts you in a good position to create setups on the opponent, also gives you a good opportunity to tag your teammate in with a quick chained move into launcher after the wallbounce for extra damage and you can tag them after the combo ends.
On the downside though the full combo only works midscreen and the :hp: after the wallbounce is quite finicky (although it’s not neccessary since you can just use another faster normal instead) so I’m trying to find a good corner combo as well but unfortunately for the most part the damage I get off them hasn’t been excellent so far.

Thank you sooo much, I really needed something to practice. Never thought I wouuld be maining Cole, but I doubt I’m gunna do tournaments for this game.

i’m super pissed at 3 moves overlapping for him.
who thought of his moveset?
QCF HCF DP? literally like playing roulette unless you use the pad instead of the joystick.

Anyone found a decent string to do after a launcher? All I manage to get off is either m.punch -> h punch or m. Punch ->lightning hook. Granted I suck at linking anything in this game, i’m way too used to Marvel :-/

cole sucks =-[

This character is so goddarn awesome. I’m teaming him up with Julia, no idea why. I hope we Cole players will find lots of stuff to get stronger, I’m currently trying to find what can follow up a launcher and your partner’s shoryuken with Cole.

(Combo used was with Julia: s.lp s.mp s.hp launcher) You can do cr.mp, cr.mp xx Lightning hook (279 damages), cr.mp, cr.mp, st.hp xx EX lightning hook(296 damages), cr.mp, s.HP xx EX shockwave, jHP(295 damages) cr.mp, s.hp xx EX shockwave, s.hp xx shock grenade.(292 damages). The shock grenade on the last combo actually whiffs, so if your opponent do a quick recovery, the shock grenade will touch him in his guard (giving a near completely safe jump option, near cause I’m not sure if some chars can go through it with invincibility) or damages him (free combo) which can start with a j.HK. Here’s an example:
After launcher 292 damages combo: j. (grenade hits)HK, s.HP xx Heavy Amp Combo, follow up, follow up, cr.lp, s.lk, cr.mp xx Heavy lightning hook does 344 damages. Meaning that if you land that, you’ll get 636 damages for one meter!
Not only that, but you will force the opponent to roll once he understands he’ll be in either a pressure or a nasty combo, means you can predict where he’s going to roll, especiall when you’re in the corner. Note that you need to be midscreen/near but not so near the corner for the after launcher combo to work.

I’m using one that works anywhere on the screen, doesn’t cost meter too:
j.HK/HP, s.HP xx heavy Amp Combo (236P), follow up, follow up, cr.lp, cr.mp, cr.mp xx heavy lightning hook. Does 374 damages which is pretty nice.

Well, going back to the lab!

Why couldn’t shockwave be QCB+K?

Silly, silly silly input choices

Ah, thanks for the meterless combo, Boodendorf. I actually didn’t realize you could combo into c.LP from HP Amps. Really useful to know. Though, since I suck at DP motions (in combos only), I’ve been lazily ending the combo with Shockwave. Not much less damage, but I’m definitely giving up some wake-up options :frowning:

Also, for anyone having trouble with getting his Amp combo out and getting Shockwave instead, try doing the motion like this: :df::f::uf::hp:. Works for me every time. I find that I’ve developed the habit of always holding down-back, so if I try and move my stick straight down, it’s just a little bit back which registers as down-back. And since the game uses shortcuts… :db::d::df::f: counts as a complete half circle. Not sure if it’ll help anyone else, just throwing it out there.

I’m getting a HD PVR to record stuff tomorrow, I’ll be able to record a few more combos I’ve recently discovered. I’ll also be able to record my ranked matchs with my team, which is a good thing too.
I’ll also show some team synergy stuff with Cole and different partners.

I’m happy that I helped you Trekend, I sometimes use shockwave as an ender to gain more space.

I’m looking forward to seeing the videos. Online at college is crud, and none of my friends and I will ever get particularly good, so I have no qualms about using the lightning man. Especially since, you know, he’s the lightning man.

Thanks, just got the HD PVR. I messed around with it a little bit and got a bit more than 12 clips (each between 6-15 seconds) of combos. I couldn’t record everything I wanted to show because I need to work and to sleep. Expect this video to be up this week end.

What I pretty much got right now on my computer:
My no meter combo.
Swedish Chef’s one meter combo.(Obviously will be credited in the description)
Some after launcher combos.
Some counter combos.
Some tag in (what is it called when you tag in in the middle of a combo for one meter?) combos. Only with Julia right now, I’m going to try and do King, Hugo, Ryu and some other chars(not sure who), unless there are people willing in europe (Not too far away from France if possible) to do a team combo with me in the online training room if they know a character well.
A totally useless and extremely hard to do in a real match yet cool looking combo.
Random setups.

I’m pretty much going to extend most of this and maybe include other stuff too such as meter wasting combos.

Edit: Oh and this video might be pretty ugly since it’s the first time I’ve ever edited something. I’m pretty much cutting parts I don’t need and putting everything together in the right order.

Unfortunately the approx 680 damage two-combo you are talking about with Cole is pretty complicated and is just not as effective as what other characters can do. Works for Cole though so I guess we’ll stick with it.
Can someone explain the Volzar trap to me? I’ve seen it but if the grenade and drop can both be blocked high, how does it end in a hit and not just a blocked drop?

Is it possible to just upload a few vs. videos with Cole in them? Really there’s only 2-3 on youtube, and I feel seeing him in action is something we desperately need.
In order for us to use Cole effectively, we need to come up with some kind of strategy, the Volzar thing is a good start if it works. With his low HP and poorly designed specials it seems like he cannot play the game as well as the vast majority of the cast, which means he has to force them to play on his terms. But what terms are those?

^Well I was going to first do the basics “guide” video and then some new ranked matchs before recording anything related to online endless/ranked mode since I only have old ranked/endless videos where I wasn’t just as good as now (doesn’t mean I’m actually good lol.) but I can record and upload an old set of matchs with a friend in endless (Cole/Julia vs King/Chun) if you want tonight.

I play a rather defensive Cole, mostly using nades to force them to jump so I can catch them with the thunder whip. I build up meter with Cole so that when I’ll switch with Julia I’ll get in good damages. I don’t only do that but I’m not sure how to explain how I play, would be better for you to see. Seems like Voltzar plays an agressive Cole from his video tho so then again it might be up to preferences.

I don’t really understand Voltzar’s trap either btw.

Edit: Also, did anybody know that j.LP and j.MP are pretty decent air to air and that his j.LP is actually a 2 hits attack similar to Ryu’s j.MP, without the juggle property unless CH tho :/.

Yeah yeah no rush at all. All the stuff you are doing is greatly appreciated.
Unfortunately I cannot add anything except that I’m enjoying Thunder Drop as a means to punish raw tags. I feel it won’t work well against people who rarely do it raw, but of you can anticipate the obvious raw tag and start up a thunder drop then you’ll hit them right when they switch in for a free combo on the new character.
The closest thing I have to a style with Cole is a bit of a long-range wakeup game, sounds similar to yours. Setting up nades when they are down is fun, and ideally they lead into a Hook (and you start over) or a jumping in thunder drop in which you end the combo with an Amp or Shockwave, which puts them far away on the ground for you to do it again. This is what I’m talking about:
[media=youtube]XBo5ksmuPTk[/media]

I’m gonna make a video topic later after classes that just showcase some Cole stuff on youtube. There’s nothing really special out there so far or involving any big players, but I feel concentrating any Cole play in one area can help us analyze matchups and style and the like.

Any thoughts regarding Cole’s place on a team? I always played him second due to his horrible HP, but Boodendoof’s video showed me how silly that can be. The round starts with Cole at nearly his perfect range from the opponent, he does not eat up any meter unless you want to extend combos like crazy/combo Super after a Thunder Drop, and switching Cole in puts him in the close range he does not favor. Plus, if you get the better of them and predict a switch, you can Thunder drop into a big combo for free on the switch in to really give them a disadvantage. Seems like the Battery Man is a pretty good battery man after all.

As for who to play him with…I have no idea. Just been using the 2-3 other characters I kind of know how they work with him, and no real synergy has happened yet: Cole/Steve having the most.

Gonna do a gem and team synergy topic later tonight.

Well I always thought that Cole should be first because he builds up meter really fast, especially with meter gems on. Not only that, but he can play a decent zoning game and chew on both time and the guy’s lifebar. Once your second character comes in after you manage to tag him safely, you’ll pretty much try to get in big damages with power gems. There’s also the reason that I’m waaay too scared to raw tag in Cole and get him killed in one combo lol.

Also remember that tagging in from Cole during a combo can get you good damages, but tagging from another character to Cole won’t usually. I’m trying to find a decent combo with Julia tagging in Cole but I only found combo into DP from Julia, tag in Cole s.HP xx HP hook which isn’t that great.
Oh and to me, characters that are good with Cole are character that have high damage output, something Cole doesn’t have. Also a character with a minimum of 1000 health imo.

man sucks that these forums aren’t as active as the others :confused: im really looking forward to putting cole on my team. steve fox being in there for sure. what synergy does cole n steve have together?

As in Shoryuken’s forums or Cole’s in comparison to the rest?
For the latter, yeah. Being a PS3 exclusive Cole is banned in tournaments, making those involved in that scene ignore him completely. Also dat lifebar.

I’m terrible with Steve (a damn shame, I wanna use him), but I imagine their synergy would be rather good. As Boodendorf shows Cole is a good opening character because he rarely uses meter and can zone away from an opponent at the start. Meanwhile, Steve is a great secondary and needs meter to pull off his amazing combos. Cole is also a mid-long range character who plays relaxed and groovey, whereas Steve is directly in their face, covering both bases a little.