Cole

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Cole
>1 Cole >Blue Cole



Moves[edit]

you should already fucking know these dipshit.

Supers[edit]

lv1: specialdelivery.jpg. basically, you pick up the enemy, and throw them across the screen. you can get a double kill with nice timing, and sometimes, if you are lucky, and you have enough good karma, you can get a triple kill. you can stall it by holding the super button (but it doesnt catch more than one). use the stall to catch people who are jumping. there is a hit confirm for it.

lvl2: long line of icy spiked ice. you throw out a line of spikey ass ice. if you are on top of something, dont worry, the ice line will continue downward (though it can be stopped by destructible items and walls for some reason). its kind of like radecs lvl 2 in a way, just not as fast. can get easy tripple kills if you use it right. has the same hit confirm as the lvl1.

lvl3: fucking tornado motherfucker. you control a fucking tornado. it is most usefull in ffa. it can travel from one side of the screen to the other if you instantly press left at the begining, and go right once you catch the fucker(s) you were wanting. can net up to 3 kills in both ffa and 2v2. have fun controlling a fucking tornado.

Strategies[edit]

so you wanna play good cole eh? good.

your main game with cole is going to be getting in either your lightning tether or your grind, and combo from there.

based on characters and what they do, you may have to use different walk ins.

cole is really good against slys, radecs, drakes, and krati when you use his grind, tether, and frost shield effectively.

against radecs, you always know that they will go in the corner and use there sniper, so use frost shield and gain ap. if they get smart, they will start to use their machine gun (and you can absorb those bullets for some reason)so you will need to play it safe from then on. when fighting against most radecs, they usually try and get you away from them so they can use their sniper, so either abosorb that shit or get up in his face and use ice combos.

krati are annoying, lets face it. their most recent nerf that makes their forward square (anti nuclear sword grab)unsafe on whiff is a good time to freeze them with your freeze rocket. if this is the "square square square" type, make sure you are at a close enough range to use your tether, but far away enough so his squares dont hit you. against good krati, you will need to be very versatile, so use your grind into air dodge when needed to escape outta some nasty shit they know.

now i know what you are thinking: "good cole counters sly? pffff, naaah..." well guess what... "yeah huh!" if you are facing a "slide pooper" (uses nothing but rail slide, electro roll, and counter)the best set up you have is your circle arsenal. he slide poopin? down circle before he gets to you. air slide poopin? up circle brah. he electro rolling? bitch please, i have some ice to put up your ass, down circle. that bitch ass racoon using counter a little too much? fool him out with a tether into air dodge cop out, or grinde and cancle with circle and grab his ass all up the wall. if the sly cooper is smart, he will use his barrel more than often, because that thing is your only enemy when it comes to sly. use your down circle when you are near a sly with a barrel on, either that or an airial up circle yo.

these tactics are pretty much good on anyone else, but they work best with the main three listed.

Combos[edit]

square, square, square (non crumple)= 40AP

square, square, square (crumple)= 30AP

(grind) square, air forward square, square, square= 55AP

(grind) square, air forward square, down circle= 50AP

up circle, air forward square, square, square= 50AP

forward circle, (grind) square, air forward square, square, square= 65AP

air forward square, air down circle, forward circle, air forwards square, air down circle, air forward square, air forward circle, air forward square, air down circle= 130AP

air forward square, air down circle, forward circle, air forwards square, air down circle, air forward square, air down circle, air forward square, air down circle= 140AP

down square, forward circle, down circle, air forward square, air forward circle, air forward square, air down circle, air forward square, air down circle = 145AP

down square, forward circle, down circle, jump forward square, air forward circle, up circle, up triangle, triangle= 150AP

down square, forward circle, (grind) triangle, air u triangle, air forward square, jump forward square, triangle (make sure it zaps them TWICE)= 150AP.

air forward square, air down circle, forward circle, lvl1

air forward square, air down circle, forward circle, lvl2

&grind) triangle, air foward square, lvl1