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| Just One Fix's Marvel vs. Capcom 2 Colossus Character Guide |
| For Arcade and Sega Dreamcast                               |
| Current Version: v1.4                                       |
| Last Updated: 02/23/02                                      |
|_____________________________________________________________|



+-----------------+
| 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
v1.4 - Changed my contributor name, my contact info, and a few other
things here and there



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| 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 |
+------+---------------------------------------------------+



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| 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."



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| 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.



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| 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



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| 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       |
+------------+---------------------------------------+



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| 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
either of these means:

E-mail - [email protected]
GameFAQs Message Boards - Ryuji Yamazaki

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
Just One Fix - for his superlative FAQ writing skills :)
Shannon Talbott - My kitten :)
Matt McDaniel ([email protected]) - For the Bio info
Jorge Hernandez ([email protected]) - For more Bio info
Your name here - for helping me out



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| Marvel vs. Capcom 2 Colossus Character Guide by Just One Fix (C)    |
| 2000 - 2002                                                         |
|_____________________________________________________________________|

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.