||
| General_Leo's Marvel vs. Capcom 2 Colossus Character Guide |
| For Arcade and Sega Dreamcast                              |
| Current Version: v1.3                                      |
| Last Updated: 07/08/00                                     |
|____________________________________________________________|



+-----------------+
| Version History |
+-----------------+

v1.0 - Initial release
v1.1 - Not much change in content, just fixed some spelling/grammar errors and 
spacing problems, and changed the wording here and there.
v1.2 - Added the Bio info, and fixed yet more spacing problems... :P
v1.3 - More Bio info



||
| TABLE OF CONTENTS |
|___________________|



+------+---------------------------------------------------+
| I.   | Introduction                                      |
+------+---------------------------------------------------+
| II.  | Bio                                               |
+------+---------------------------------------------------+
| III. | Pros & Cons                                       |
+------+---------------------------------------------------+
| IV.  | Standard Moves                                    |
+------+---------------------------------------------------+
| V.   | Special Moves                                     |
+------+---------------------------------------------------+
| VI.  | Hyper Combos                                      |
+------+---------------------------------------------------+
| VII. | Combos                                            |
+------+---------------------------------------------------+
| VIII.| Assists                                           |
+------+---------------------------------------------------+
| IX.  | Stylin' and Profilin'                             |
+------+---------------------------------------------------+
| X.   | How to contact me, credits, and legal mumbo-jumbo |
+------+---------------------------------------------------+



||
| I. INTRODUCTION |
|_________________|



Oh, woe are the overly-neglected, much criticized power/grappler characters in 
fighting games.  So what if they're big and slow?  Being able to take out that 
annoying pixie in only a scant few moves is it's own reward. :) And that's what 
this guide is all about - kickin' ass and takin' names with everyone's favorite 
metal-skinned communist mutant, Colossus. :)



||
| II. BIO |
|_________|



Huge thanks to Matt McDaniel for this info:

"Piotyr "Peter" Rasputin grew up with his family on a collective farm in Russia 
with his younger sister Illanya and brother Mikhail.  Peter was a hard worker, 
but soft spoken.  He loves drawing, and has for as long as he has known.  He is 
peaceful by nature, preferring non-violence whenever possible.  His mutant gene 
showed itself around 15, but he kept it out of view from his government.  
Anyways, when the original X-Men get abducted by a living island, Xavier calls 
for a new team, which has Storm, Wolverine, Banshee, Thunderbird, Nightcrawler, 
Sunfire, and Colossus.  This begins Pete's long association with the X-Men.  He 
fights with bravery, and skill, but does not kill.... except for one.  When 
Proteus, a mutant with more power than Magneto at first glance, runs amok and 
defeats the entire team, Colossus crosses the line and takes his life to prevent 
the brash young mutant from killing countless others.  He is deeply affected by 
this, but does not quit the team.  His sister and brother both developed powers 
as well, but Mikhail used his for evil.  Illanya was taken captive by Belasco 
for a number of years.  For some odd reason, a few years ago he had a brief 
stint in Magneto's Alcolytes. (If I find out why, I'll write again.) But now 
he's back on the X-Men, sort of in reserve status.  Heck, since Claremont came 
back I'm having a hard time following it."

And many thanks to Jorge Hernandez for the story behind Colossus joining 
Magneto:

"It happened in the X-Books Fatal Attractions crossover, a few issues before his 
sister Illiyana dies because of the Legacy virus and that affected Peter a lot.  
When the X-Men Blue and Gold Team decided to make an assault on Avalon 
(Magneto's Asteroid) Colossus gets angry because some of the words that Magnetro 
told him.  Angry, Colossus hits Bishop who's attacking Magneto and yelled to 
Xavier "I didn't fail to your dream Charles, but your dream failed me" he takes 
Magneto who's been seriously damaged and leave the X-Men for a long lonong 2 to 
3 years.
Then he decides to return tuo the X-Team known as Excalibur whose members are 
Nightcrawler, Shadowcat, Meggan, Sersi, and Captain Britain and then he returns 
to the X-Men Gold Team."



||
| III. PROS & CONS |
|__________________|



+------+
| PROS |
+------+

+ Incredible strength - Colossus can do some nasty damage in a short amount of 
time.
+ Incredible defense - Colossus takes only 80% damage from attacks, the second 
highest defense rating in the entire game (next to Sentinel's 75%).
+ Most of his moves have high priority.
+ His Super Armor Hyper Combo makes him almost friggin' unstoppable if used 
correctly.

+------+
| CONS |
+------+

- He's big, which makes him easier to combo.
- His movement speed is nothing to write home about.
- Nasty lag on whiffed specials and his Hyper Combos.
- The Power Dive, his only offensive Hyper Combo, is hard to connect except in a 
few situations and combos, due to it's awkward angle and long startup.



||
| IV. STANDARD MOVES |
|____________________|



NOTE:  All damage values in the following sections are from beating up on Cable 
(since he takes 100% even damage) in Training Mode.

+-----+
| JAB |
+-----+

STANDING - Not much to say about this one, other than it's fast and has good 
range.
DAMAGE: 6

CROUCHING - Almost the same as Standing, but Colossus punches with his other 
arm, and it has even more range.
DAMAGE: 6

JUMPING - Basically an aerial version of his standing Jab.
DAMAGE: 6

+-------+
| SHORT |
+-------+

STANDING - A quick knee with almost zero range.
DAMAGE: 6

CROUCHING - Standard issue toe kick with his outside leg.
DAMAGE: 6

JUMPING - Knee thrust.
DAMAGE: 6

+--------+
| STRONG |
+--------+

STANDING - An elbow to the gut.
DAMAGE: 9

CROUCHING - An uppercut not unlike Zangief's crouching Strong (it won't launch, 
though).
DAMAGE: 9

JUMPING - A downward elbow thrust.
DAMAGE: 9

+---------+
| FORWARD |
+---------+

STANDING - Straight forward side kick.
DAMAGE: 9

CROUCHING - Toe kick done with his inside leg.
DAMAGE: 9

JUMPING - The jump kick he does during a tag in.
DAMAGE: 9

+--------+
| FIERCE |
+--------+

STANDING - Colossus thrusts both arms forward and creates a big spark of energy.  
Great range, plus it knocks your opponent across the screen on a successful hit, 
but it's has bad lag.  Oh, and it penetrates Super Armor. :)
DAMAGE: 16

CROUCHING - A sideways axehandle blow that penetrates Super Armor.
DAMAGE: 19 (!)

JUMPING - A downward axehandle blow, and his jump-in attack of choice.
DAMAGE: 16

JUMPING (F + FP) - This one's hard to describe... :) Colossus turns sideways 
horizontally, and thrusts both his arms out.  Weird lookin'...
DAMAGE: 16

THROW (F + FP when close) - Colossus grabs his opponent and tosses him over his 
head and behind him across the screen.  You can OTG after this in the corner.
DAMAGE: 16

AIR THROW (any direction but U + FP when close in the air) - An airborne 
piledriver, with all the properties of the Roundhouse ground throw.
DAMAGE: 16

+------------+
| ROUNDHOUSE |
+------------+

STANDING - Field goal kick, which penetrates Super Armor and is also his primary 
launcher.
DAMAGE:  16

CROUCHING - Colossus does a 180 turn and sweeps.
DAMAGE: 16

CROUCHING (DF + RK) - His standing Roundhouse launcher.
DAMAGE: 15 (?)

JUMPING - A fast 360 spin kick - this is best used as an air-to-air attack.
DAMAGE: 16

THROW (F + RK when close) - A rather cool looking piledriver (in my opinion, 
anyway :) ).  Colossus crouches afterwards until your opponent starts to get up, 
making it impossible to follow up.
DAMAGE: 16



||
| V. SPECIAL MOVES |
|__________________|



Legend for this section:

QCF = Quarter circle forward
QCB = Quarter circle back
P = Any punch
K = Any kick
PP = Both punches

+----------------------------------------------------+
| GIANT SWING - QCF + P (can be done while airborne) |
+----------------------------------------------------+

DESCRIPTION - Colossus rushes forward, arm extended.  If it connects, Colossus 
swings his opponent around by his legs, creating a giant whirlwind as he rises 
into the air, then violently tosses the opponent across the screen.

Jab makes it go a short distance and recover quickly; Fierce goes a long way but 
has horrible recovery if blocked.  
Which brings me to my next point - don't let the fact that the Giant Swing is a 
command throw make you think it's unblockable, because it isn't! :) Never fear, 
though - it's still quick enough to use as punishment or for the occasional 
surprise attack, and it can even be comboed into and off of in a few situations!  
How many command throws can you say *that* about? :) Oh, don't forget to 
frantically spin the joystick 360 degrees if it connects, because it makes 
Colossus spin your opponent faster and adds extra damage.
DAMAGE (w/o joystick spinning): 24
DAMAGE (w/ joystick spinning): 36

+-----------------------------------------------------+
| POWER TACKLE - QCF + K (can be done while airborne) |
+-----------------------------------------------------+

DESCRIPTION - Colossus glows and rushes shoulder-first into his opponent.

Short goes forward both in the air and on the ground, Roundhouse goes upward 
diagonally on the ground and downward diagonally in the air.
Wow, this is a great move. :) It's fast, goes a long way, highly damaging, high 
priority, easily comboable, can be cancelled into the Power Dive, and snuffs 
single hit projectiles (he stops after this, though, unlike the Charging 
Star)... *takes a deep breath* whoa, that was a mouthful. :) Anyway, use this as 
often as you can get away with it, but be careful, because if it's blocked or 
the ground to air version whiffs, Colossus somersaults away wearing a huge sign 
that says "Please punish me with a nasty super!" :)
DAMAGE: 25



||
| VI. HYPER COMBOS |
|__________________|



+------------------------+
| SUPER ARMOR - QCB + PP |
+------------------------+

DESCRIPTION - Colossus poses and lets out a yell, then he begins flashing, and 
gains a modified version of Hyper Armor.

Move over Juggernaut - who's unstoppable now? :) This move gives you Hyper Armor 
for a short time, with it's most significant limitations removed - it doesn't 
hamper your mobility, and you can still block!  Needless to say, go nuts on the 
pixies with Giant Swings and Power Tackles.  Be careful against powerful 
opponents or those with beam supers, though (beam supers still do added damage 
:( ).

+----------------------------------------------------+
| POWER DIVE - QCF + PP (can be done while airborne) |
+----------------------------------------------------+

DESCRIPTION - Colossus rises straight up, then comes down at an angle head-first 
like a human torpedo.

Ok, I'll be the first to admit that this isn't the most useful super in the 
world.  However, it has some quirks you can use to your advantage.  It hits on 
the way up, but it's difficult to do so unless your opponent is right above you.  
You can also make Colossus dive early by hitting D + P or K, which is not only 
useful as a surprise tactic, it's necessary to get the Power Dive to connect in 
combos.
DAMAGE (going up): 10
DAMAGE (coming down): 40



||
| VII. COMBOS |
|_____________|



Legend for this section:

JP = Jab punch
SK = Short kick
SP = Strong punch
FK = Forward kick
FP = Fierce punch
RK = Roundhouse kick
C. = Crouching
J. = Jumping
-> = Cancel into...

Due to Marvel vs. Capcom 2's open-ended combo system, I won't list every single 
combo variation Colossus can do, just the easiest and most useful ones.  Feel 
free to put your own spin on my examples. :)

+----------------------------+
| Combos you can do anywhere |
+----------------------------+

1) SK->FK->SK Power Tackle

2) C.RK->SK Power Tackle

3) C.FP->Giant Swing
You have to be close and cancel the C.FP super fast.

4) J.FP/J.RK->Giant Swing/Power Tackle

5) RK, J.JP->J.SK->J.SP->J.FK->SK Power Tackle/Power Dive
If you end with the Power Dive, wait a split second before diving so that both 
the upward and downward hits connect.

NOTE:  You can stick a J.FP or J.RK in at the beginning of all of these except 3 
and 4 to increase the number of hits and damage done.

+---------------+
| Corner Combos |
+---------------+

1) J.FP/J.RK->Giant Swing, C.RK->SK Power Tackle->Power Dive
Massive damage! O_o Dive immediately to be sure the Power Dive connects.  You 
can also start this with his FP throw, then C.RK->etc., etc....

2) RK, J.JP->J.SK->J.SP->J.FK->SK Power Tackle->Power Dive
Crazy damage here, too. :) Stick a J.FP or J.RK in at the beginning for more 
hits and damage.  Also, you can be more lenient on your dive timing because your 
opponent is falling.



||
| VIII. ASSISTS |
|_______________|



+-------+
| ALPHA |
+-------+

Assist - Short Power Tackle
Counter - Short Power Tackle
Team Hyper Combo - Power Dive

This might as well be Colossus' only assist, as it's far better than his other 
two.  Gettin' pressured?  Shoot Colossus' out for some breathing room.  Opponent 
throwing projectiles endlessly?  Fire off Colossus and use him as a human 
shield. :) Or you can use him to set up a super... the possibilities are 
endless.

+------+
| BETA |
+------+

Assist - Roundhouse Power Tackle
Counter - Roundhouse Power Tackle
Team Hyper Combo - Power Dive

I can't really think of any reason why you'd wanna use this assist, unless 
you're fighting an opponent who likes to stay airborne the entire match (either 
through a flight ability or constant super jumping).  Even if that's the case, 
the Alpha assist still outweighs it in sheer versatility.

+-------+
| GAMMA |
+-------+

Assist - Standing Roundhouse
Counter - Standing Roundhouse
Team Hyper Combo - Power Dive

Um, this blows. :) It has almost no range, 'cause it's a short range attack to 
begin with, and Colossus appears where you're standing when you call him.  And 
even if it connects, you can't follow it with an auto super jump, you have to 
manually super jump after your opponent.  The only positive I can see in this 
assist is that it could set up some supers, but you can do that and about a 
hundred other things with the Alpha assist.



||
| IX. STYLIN' AND PROFILIN' |
|___________________________|



Here are descriptions of Colossus' various poses:

+---------------+----------------------------------------------------+
| INTRO         | Drops from the sky, then throws his arms and head  |
|               | back and yells.                                    |
+---------------+----------------------------------------------------+
| TAUNT         | Thumbs his nose and grunts.                        |
+---------------+----------------------------------------------------+
| TAGGED IN     | Throws his arms and head back and yells.           |
+---------------+----------------------------------------------------+
| TAGGING OUT   | Hunches over and growls.                           |
+---------------+----------------------------------------------------+
| ASSIST CALL   | Thumbs his nose and growls.                        |
+---------------+----------------------------------------------------+
| WIN           | Throws his arms and head back and laughs.          |
|               | Turns his back to the screen, flexes his arms, and |
|               | says "Goodbye!" in Russian.                        |
+---------------+----------------------------------------------------+
| TIME OUT LOSS | Slumps over and hangs his head in shame.           |
+---------------+----------------------------------------------------+

And here are his available colors:

+------------+---------------------------------------+
| Button     | Costume / Skin                        |
+------------+---------------------------------------+
| JAB        | Red & Yellow / Silver                 |
+------------+---------------------------------------+
| SHORT      | Orange & Light Yellow / Light Purple  |
+------------+---------------------------------------+
| FIERCE     | Dark Red & Yellow / Dull Silver       |
+------------+---------------------------------------+
| ROUNDHOUSE | Light Red & Orange / Gray             |
+------------+---------------------------------------+
| ASSIST 1   | Light Pink & Dark Yellow / Light Pink |
+------------+---------------------------------------+
| ASSIST 2   | Dark Pink & Olive / Light Olive       |
+------------+---------------------------------------+



||
| X. HOW TO CONTACT ME, CREDITS, AND LEGAL MUMBO-JUMBO |
|______________________________________________________|



If you have any questions, contributions to make, error/typo corrections to 
inform me of, or positive/negative feedback, you can contact me via any of these 
means:

E-mail - milleret@flash.net
GameFAQs IRC Chat - Ryuji_Yamazaki
GameFAQs Message Boards - Ryuji Yamazaki
ICQ UIN - 11596958 (I'm always in Invisible mode, though)

Thanks to:
Capcom - for making Marvel vs. Capcom 2
Marvel - for creating Colossus and lending their license to Capcom
GameFAQs.com - for hosting my FAQ
General_Leo - for his superlative FAQ writing skills :)
Shannon Talbott - My kitten :)
Matt McDaniel (daslapstick@hotmail.com) - For the Bio info
Jorge Hernandez (carnagespider@hotmail.com) - For more Bio info
Your name here - for helping me out



||
| Marvel vs. Capcom 2 Colossus Character Guide by General_Leo (C)     |
| 2000                                                                |
|_____________________________________________________________________|

I don't mind what you do with it, just don't alter it and try to pass it off as 
your own, and don't sell it.  If you plan to put it on your site, just let me 
know, and give me the URL.
