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Colossus moves and strategies: Marvel vs. Capcom 2

Last updated on Aug. 3, 2009

8 Comments

Colossus moves and strategies: Marvel vs. Capcom 2

Special Moves

Joystick Joystick Joystick Joystick Joystick (Rotate 360) (Can also be done in the air)
Giant Swing
Colossus dashes forward his hand out, if he catches the other player he'll begin to spin them around. If you rotate the joystick 360 degrees multiple times, you'll increase the damage of this move.

The Hard Punch Giant Swing has slightly more range than the Light attack. This move can be blocked.

Joystick Joystick Joystick Joystick Joystick (Can also be done in the air)
Power Tackle
Makes you dash forward and if you land this attack it will knock your enemy back a ways. This blows through some projectiles and is wicked easy to combo into.

The Light Kick Power Tackle travels straight across the screen, regardless if you do it in the air or not.

A Hard Kick Power Tackle on the ground travels diagonally up-towards, which works as anti air. While jumping, it flies diagonally down-towards, and it will even slide along the ground for a short distance.

Hyper (Super) Moves

Joystick Joystick Joystick Joystick Joystick      Joystick Joystick Joystick or Joystick (To do an early dive)
Super Dive
Colossus jumps up into the air and does a head dive at his enemy. If you don't press down + an attack button to make him dive faster, this attack won't connect unless the other fighter is around full-screen's distance.

Joystick Joystick Joystick Joystick Joystick
Super Armor
Most attacks will not stagger Colossus when he has Super Armor, which lasts for about 10 seconds.

This allows him to rush down his opponent, and even if they try to sweep him or do most attacks, he can simply walk through them or suffer very little push back for being hit, but he still takes damage while this is active.

Command Normals

Joystick Joystick Joystick (In the air)
Slide Body Press

Assists


     Type Partner Assist Variable Counter Variable Combination
A Dash Type (L) Power Tackle (L) Power Tackle Super Dive
B Anti-air Type (H) Power Tackle (H) Power Tackle Super Dive
Y Launcher Type Standing Hard Kick Standing Hard Kick Super Dive
Move strengths for assists:
• (L) next to the move stands for Light.
• (H) next to the move stands for Hard.

Posted by anon. on August 3, 2009 at 12:08 p.m. #1

Yum Colossus.

 

Posted by big red on August 4, 2009 at 12:58 a.m. #2

his supers are so bad they could only be made in the soviet union

 

Posted by ED on August 13, 2009 at 6:01 a.m. #3

Giant Swing = coolest super move ever

Not too good, though

 

Posted by anon. on August 17, 2009 at 6:14 p.m. #4

Colossus does REAL SOVIET DAMAGE.

 

Posted by Afro on August 18, 2009 at 10:57 p.m. #5

His super is good if you know how to do it you can deal massive damage.

 

Posted by SilkyDynamite on September 16, 2009 at 6:17 a.m. #6

Roundhouse launcher,and air combo: Jab,Short,Jab,Short-Power Tackle->Super Dive. 98 damage against Cable. Be sure to hold down and drum any attack button to pull off the quick dive as early as possible. In the corner, you can pull off four attacks during the air combo and follow up with the power tackle -> Super Dive which will connect going up and down for 128 damage against Cable. It's worth a shot against a blocked/missed switch out character. This combo is only good against cable, cyclops, cpt commando sized characters though...

 

Posted by Dbz1995 on January 1, 2010 at 12:08 p.m. #7

Collosus' Hyper Moves are actually pretty useful as surprise attacks.

 

Posted by fuzzymoochicken on March 8, 2010 at 3:55 p.m. #8

I like to use Colossus when I see people go for the lame OTG combos (primarily most Jill and Guile players you'll find online). His super armor will frustrate the hell out of them. Back him up with a Sentinel or Doom assist for extra frustration. =)

 

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