MVC 2: Colossus

Well, that’s your opinion. I like dash for greater invincibility (beats Psylocke and Capcom assists on simultaneous call, AA doesn’t), faster start time, and less recovery time on a whiff. And it’s a counter-call assist punisher, which AA isn’t. I consider Colossus-dash to be a straight counter for teams that rely too much on Psylocke-A.

AA is probably better against Sentinel/not Capcom. It’s definitely better against Cable, but Doom buttergun just beats it when used properly.

-DFA

he is the good assist

Colossus/gambit projectile

j.hk, dash c.lk, c.hk, assist, lk power tackle, s.hk, sj.lp, sj.lp, lk power tackle.

insane damage no super, add super if in the corner.

I’m starting to learn Colossus myself because of the obvious advantages that he has. For one, he’s damn near counters rushdown teams; on point and as an assist. Plus, he does a great job against 3 of the “Big 4” characters. For example:

Magneto: Turn on Hyper Armor, and Magneto can do nothing
but throw or runaway. A good Magneto will most likely try to
run away until your timer goes out. Still, he has no hovering
abilities like Storm, nor does he have a double jump. So I just wait for him to land, and proceed to TK shoulder tackle or if I’m
real close, I’ll throw him. J. FP works wonders against Magneto, and if it connects while he’s on the ground, then launch into AC XX Power Dive. Considering that Magnus’ stamina isn’t very high, this should nearly kill him.

Storm: She can run away from you, which can be annoying. But
like Magneto, I use TK Shoulder tackle or jumping F+FP. The only difference is that I’m careful with my assists, so they don’t eat a hailstorm. Like has been said so many times before, DON’T FORGET THE C. RH! I’ve found that the timing to roll after the C. RH is very very tight. You literally have to have split second timing or else you will get hit by the shoulder tackle.

Cable: Most smart Cable’s will tend to SJ+gunshot or grenade to keep you pinned. If they do, sj … I turn on the hyper armor and proceed to rush him down. Since he has no air dash to speak of, he can’t really run away from Colossus. Also, if you’re able to get under Cable, and he’s still throwing grenades or gunshot … try to surprise him with a Power Dive :wink: I call it “hell from below” This can be a hard match for Colossus if Cable has a good AAA, but it’s by no means a no-win situation.

Sentinel: AHA! During this fight, Shoulder Tackle is your friend. Basically, it makes it impossible for Sentinel to get his stomping game on. Like Cable, I turn on the hyper armor and rush him down. If he tries to runaway flight, usually I do sj f+fp … which beats almost anything he has. If I get close I usually TK Shoulder Charge/c. rh XX TK Shoulder Charge/throw him. You can also bait his HSF and counter it with a Power Dive.

I recommend having Commando on your team if you’re playing someone who has Storm or any character that can effectively runaway from Colossus. Colossus does have one bad matchup–and that’s against Spiral. He can’t do shit against Spiral’s traps. But then again, there’s no character in the game that doesn’t have at least one bad matchup.

Right now I’m experimenting with Colossus/Storm/Captain Commando, and having good results.

Tell me what you think

–Benjamin

Very nice post…
I like playing marrow with collosus…I have a thread on that…
Other than that…nothing to say that I haven’t already…

For the record, Super Armor doesn’t work against Magneto. He can punch throw and snapback to deactivate it (and if you’re in the corner, you can’t mash out). Granted, it means using a level, but since when does Magneto have trouble building meter?

Also, I don’t know if it’s been mentioned, but Power Dive is instant when done in the air. That means you can punish a lot of things you wouldn’t expect Colossus to be able to punish (like a whiffed standing jab). This is also good for DHCs (coughcoughHailstorm).

sent/colo is too good. short, flight, short + colo** , fierce, lp rp

Colo is the shit.

Well…outside the corner…it’s pretty much a free Shoulder Charge/Giant Swing if you try that (I beat some Mag at the last second with that) :D. And the throw itself does 8 points of damage or something. Magneto’s best idea vs. super armor is just to run like a bitch. Colossus can’t really build enough meter to sustain the armor. If you’re going to use meter to kill armor, just run til his timer is down to half, then jump back and tempest.

yeah! a good mag wouldn’t be even thinking of attacking collosus when powered up…I don’t really powerup unless I have meter to burn…And powering up is pretty risky (not extremely risky,“pretty”)…in itself…

Colossus got gusu throw range. Most of the time, i throw with him alot, and most of them are accident. Abuse it!!, too bad his super jump, can’t super jump that damn high to catch people’s floating.

I actually like his superjump…very good and confusing…for cross-ups

Colossus is good I guess. my only problems with him is that they made him slower then he should be ( even though it equals out on his power). Also he is too damn stiff. I never seen any character that damn stiff before. He fights like a robot. They should have made him more limber.

I totally agree…he is very stiff looking…and he doesn’t seem to flow like a human…moves robotic like…and his air throw is the single most stupid looking thing in the entire game…they should have animated collosus a little better with a little more detail…

MvC2 colossus

never seen anybody use him but me i wanna see if theres any tips i havent tried

MvC2 colossus

Well Im not an expert colossus user, but here what i got.

Stuff About him:
1.) Colossus QCF dashes go through alot of stuff. For example. If you face magneto and he does a ground magnetic grab while you are in the air then QCF HK while in the air the grab will hit but not acually grab him. Theres many instancess where this might happened but i dont know them all.

2.) For his Assist , i like dash becuase, if you sweep with someone one (in my case Juggs) the dash will hit the person then juggs can do his HCF lp into his head crush which does alot of damage. But everyone tells me to put him in anti-air becuase when you call the assist he will come out from where you charcters is instead of from behind you (which dash assist does). Im havent really tried his throw assist eaither.

3.) Someone told me that i have ballz for use colossus on point. But IMO hes ok on point with somone like sentinel ground assist, just advance or keep away doing sentinel ground assist and with colossus jump or sj doing HP(while pressing foward). Beware of Cable and his AHVB though.

Combos:
Jump in HK, c.lk ,c.hk+assist Juggernaut dash, QCF lk (This can be done with other assist or without any assist.) It is possible for the opponent to roll out of this after the c.hk.

IN corner
HK. sj magic seris, QCF hk, QCF hyper combo

What i need
1.Somone that can combo his QCF lp or Hp move
2.THe guard break for this guy
3. Use of his super armor

deep c hp, qcf hp for some reason this combos and then of course spin the joystick or d-pad for major damage

use the super armour like you would use iron gief but you can block

Opponent in corner. j.Roundhouse XX Fierce Giant Swing / d.c.Short (otg) > s.Roundhouse /\ sj.Jab > sj.Short > sj.Strong > sj.Forward XX Short Power Tackle (Forward) XX Super Dive
[10 hit]

full death combo

yea… that combo is so sweet :cool:

The best way to use Super Armor I would say falls into 2 ways…

  1. Some type of trap. I use Sent Ground’s assist while Jumping and doing d+hp. It’s got nice priority, and they won’t be able to dash under and combo me. Sent’s drones will chip and his hammerfist can get a free hit or two, and it’ll build meter nicely.

  2. If you have a lead when it’s down to 1v1, it’s a good way to run down the clock. If they rush just launch them. Other than that, they can’t do much to but chip.