All-star overview
Evil Cole provides an interesting conundrum: why should you use him over Cole, or vice versa? The answer is easy. Evil Cole is a more aggressive take on Cole, and his Attacks allow him to easily crush his foes from close to medium range. Considering how effective his Ionic Drain Super attack is, Evil Cole is a force to be reckoned with.
WHY SHOULD YOU PLAY AGGRESSIVELY AND BUILD UP TO A LEVEL 2 SUPER ATTACK?
- Evil Cole can earn bursts of AP quickly with minimum effort.
- Ionic Drain has an area of effect that is fantastic for close-quarters combat.
- Dominating the match with aggressive play results in efficient and effective AP gain.
HOW DO YOU EARN THE 325AP NECESSARY FOR IONIC DRAIN?
- Use Evil Cole’s THROWS in concert with ejections to safely earn AP.
- Punish characters that jump in with anti-AIR Attacks.
- Trap opponents with an Oil Spike to set up a long combo.
Play Evil Cole faster and looser than you would traditional Cole. Instead of hitting and running, stay in your enemy’s face, and keep hammering them with combo Attacks and traps. If you can lock them down and earn AP quickly, you can easily turn the tide of a match. Once you reach Level 2, continue earning AP, but begin looking for a way to catch at least two adversaries in the Ionic Drain.
AT A GLANCE
Costumes
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Rundown
SUPER ATTACKS
OVERVIEW
| AP Level | AP REQ | Name | Duration | Unique Commands | Notes |
|---|---|---|---|---|---|
| 1 | 125 | Human Bullet | Instant |
Hold
to keep enemy in place; release to throw
|
Kills foes caught in explosion |
Human Bullet: Evil Cole borrows a Super attack from his better-natured personality. This move functions identically to Cole’s version of the attack. Evil Cole flexes, generating a small radius of energy. Any one enemy caught within its radius is lifted into the air and suspended for a moment. Hold
to aim the attacker left or right. Release the button to shoot the foe in the indicated direction. Enemies that are struck by a thrown enemy are killed. Beware, however: it’s difficult to get multiple kills with this Super attack.
| AP Level | AP REQ | Name | Duration | Unique Commands | Notes |
|---|---|---|---|---|---|
| 2 | 325 | Ionic Drain | Four seconds | — | Active instantly; AP ejected from opponents once killed |
Ionic Drain: This is one of Evil Cole’s most crucial Attacks. He channels an enormous amount of energy through his body, creating a radius of malevolent energy. Any enemy that is caught within this blast is killed once Evil Cole stops channeling energy, and killed opponents drop AP. Getting a triple kill with this move refills your Super Meter three-fourths of the way to Level 1. This move is fantastic when Evil Cole is surrounded or near several adversaries at once. It has a nice range, but the move leaves Evil Cole vulnerable if it whiffs.
| AP Level | AP REQ | Name | Duration | Unique Commands | Notes |
|---|---|---|---|---|---|
| 3 | 750 | The Beast! | 15 seconds |
: fireball;
: energy beam;
: energy bubble
|
draws opponents to E. Cole
|
The Beast! One bonus of being evil is being willing to do whatever it takes to get the job done. Evil Cole opens himself up to the Beast and turns into power incarnate. He can fire energy blasts that can defeat several characters at once. He can also create a tether that forces enemies to approach him, leaving them vulnerable to his energy blasts. On top of that, he can fire a beam of energy into the air to prevent foes from escaping him by jumping over his head.
THROWS
OVERVIEW
| Name | Command | AP Penalty | Properties | Hit Effect | Notes |
|---|---|---|---|---|---|
| Amp Launch |
Right stick
|
15% | Unblockable; 30AP of super armor | Full launch | Combo starter |
Amp Launch: Evil Cole grabs his enemy, slides under them, and then knocks them into the air with the Amp. If you follow this throw with a jump and
, Evil Cole can earn additional AP. This move functions identically to Cole’s version.
| Name | Command | AP Penalty | Properties | Hit Effect | Notes |
|---|---|---|---|---|---|
| Body Toss |
Right stick
or
|
15% | Unblockable; 30AP of super armor | Eject tornado | — |
Body Toss: Evil Cole swings around the enemy after anchoring the Amp on their body, and then uses that force to fling his challenger in the opposite direction Evil Cole was facing when the throw began. Utilize this maneuver to force opponents into contending with Hazards.
| Name | Command | AP Penalty | Properties | Hit Effect | Notes |
|---|---|---|---|---|---|
| Choke Slam |
Right stick
|
15% | Unblockable; 30AP of super armor | Bounce | Combo starter; forces foe to fall through thin platform |
Choke Slam: The Choke Slam is a downward smash with the Amp that knocks the enemy to the ground. This move is best used to break the momentum of a foe, rather than as an attack that can be used to set up further Combos. The smash leaves Cole within striking range of the downed enemy, however, so be sure to protect Cole while his adversary’s invincibility frames are active.
: SQUARE ATTACKS
GROUND ATTACKS
| # | Name | Command | AP Gain | Properties | Hit Effects | CI | Notes |
|---|---|---|---|---|---|---|---|
| 1 | Amp Swing 1 |
|
5 | — | — |
|
— |
| - | Amp Swing 2 |
,
|
5 | — | — |
|
— |
| - | Amp Swing 3 |
,
,
|
30 | — | Eject roll | — | Random animation on final hit |
| 2 | Grind |
|
— | — | — |
,
|
Press
to stop
|
| - | Gigawatt Blades Combo |
,
|
5, 20 | — | Full launch |
|
Action OK after second hit |
| - | Leaping Shoulder Tackle |
,
|
30 | — | Eject tornado | — | Action OK at top of leap |
| 3 | Amp Blast |
|
20 | — | Lift | — | — |
| 4 | Thunder Drop |
|
20 | — | Butt-drop | — | — |
The vast majority of Evil Cole’s
Attacks function similarly to Cole’s
Attacks. Grind (
) is still an essential part of Evil Cole’s offensive strategy and an extremely effective way to cover great distances quickly. Amp Swing 3 (
,
,
) is a great combo, but now it always results in an eject roll, rather than a random crumple after the third strike. Gigawatt Blades Combo (
,
) remains a viable and effective opening salvo in a combo. Evil Cole’s Thunder Drop (
) remains the same, as well.
Knowing and understanding the differences between Cole and Evil Cole are essential to properly playing Evil Cole. Leaping Shoulder Tackle (
,
) for Cole is an effective launcher. For Evil Cole, Leaping Shoulder Tackle THROWS the foe into an eject tornado, which is difficult to follow up on without the use of a wallbounce and fantastic timing. Expect to see variations minor and major on the Attacks that Evil Cole shares with Cole, and make it a point to drill so that you don’t accidentally attempt a Cole combo with Evil Cole.
Evil Cole’s unique
attack is Amp Blast (
). Evil Cole quickly draws and sheathes his Amp in one smooth motion, creating a spark of energy above and to the side of his body. This speedy move can strike a standing or airborne enemy with ease and earns 20AP upon completion of the attack. This is a useful tool, as it allows Evil Cole to counter incoming AIR Attacks in addition to setting opponents up for air Combos.
AIR ATTACKS
| # | Name | Command | AP Gain | Properties | Hit Effects | CI | Notes |
|---|---|---|---|---|---|---|---|
| 1 | Air Amp Swing 1 |
Air
|
5 | — | — |
|
— |
| - | Air Amp Swing 2 |
Air
|
20 | — | KD | — | — |
| 2 | Lightning Tether |
Air
|
5 | Pulls E. Cole toward foe or wall | Stun | — | May only be used once until grounded; cancelable into any action on hit |
| 3 | Air Amp Blast |
Air
|
20 | — | Lift | — | — |
| 4 | Air Thunder Drop |
Air
|
10, 10 (impact) | Larger AoE than ground version | Lift | — | Can hit on descent; ground version used at less than full jump height |
Evil Cole’s Air Thunder Drop (
) is a great attack for dropping in on an opponent from above (simply hold
to pass through any thin platforms in your way), but it is less effective as an anti-air attack. Air Thunder Drop only strikes enemies as Evil Cole hits the ground, not as he’s falling, and then again once the shockwave hits. You can’t knock adversaries out of the sky with an Air Thunder Drop, but it does provide a great way to escape from danger after being juggled or knocked into the air. After performing an air recovery, use Air Thunder Drop to safely plummet out of the sky.
Amp Blast (
) and Lightning Tether (
) are both great moves to maintain air Combos and close the distance between Evil Cole and his enemy. Amp Blast has a surprisingly large effective range and can strike challengers from a slight distance that would be otherwise inaccessible. It’s a great finisher for a combo but difficult to work into the middle of Combos. It lifts opponents into the air, and Evil Cole begins falling immediately after connecting with the attack.
Air Amp Swing 1 (
) and Air Amp Swing 2 (
,
) function similarly to Cole’s Air Amp Swings and make great finales for Combos. Air Amp Swing 2 ends with Evil Cole smashing the enemy to the ground. Evil Cole lands shortly after the opposing character does and is ready to attack before they can stand up. Take advantage of the situation by preparing a Thunder Drop (
) to hit them as soon as they stand, or skate away with an Grind (
).
: TRIANGLE ATTACKS
GROUND ATTACKS
| # | Name | Command | AP Gain | Properties | Hit Effects | CI | Notes |
|---|---|---|---|---|---|---|---|
| 1 | Lightning Bolts |
|
5, 20 (explosion) | Opponent explodes after five hits; explosion only hits nearby foes | Shock (after five hits) | — |
Hold
for continuous fire; press
/
to aim
|
| 2 | Double Grenade |
|
10 per grenade | Creates second grenade on impact | Lift | — | — |
| 3 | Tripwire Rockets |
|
20 per rocket | Rockets come together on impact with wall or opponent | Lift | — | Rockets don’t join together if initial hit is blocked |
| 4 | Nightmare Blast |
|
30 | — | Eject spiral | — | — |
Evil Cole has at least one thing over Cole: he’s much better at playing keepaway. Like Cole, Evil Cole isn’t necessarily a combo-heavy character, or even a speedy combatant. He needs space to work, and acquiring that space requires a feasible gameplan. Building that gameplan requires exploring the properties and uses of Evil Cole’s Attacks. Where Cole’s Alpha Blast pushes opponents back slightly, Evil Cole’s Nightmare Blast (
) simply hits them so hard that they eject spiral away. On medium-sized levels, this means that Evil Cole puts almost half the level between him and his adversary with one attack.
A nice tactic to take advantage of that space and figure out exactly how attentive your enemy is to give Evil Cole’s Lightning Bolts (
) a try. Hold
to fire several bolts at once, and see if your challenger eats each bolt. Careful players are going to be watching for this attack, but if it works, then you’ve found a hole in their defense.
Evil Cole’s Double Grenade (
) is an upgrade to Cole’s grenades, and the new mechanics make it very effective in match play. Instead of throwing a single grenade that explodes after a brief countdown, Evil Cole pitches one grenade that explodes as soon as it stops moving. That explosion spawns a second grenade that floats directly upward from the explosion point before exploding itself. Touching an enemy makes the second grenade explode even sooner.
Tripwire Rockets (
) is a new addition, and it’s a ferocious anti-air attack, despite its long start-up period. Evil Cole fires a blast into the air that stretches out into a wide beam. That beam can catch several characters at once, whether they jump into it or are struck from below.
AIR ATTACKS
| # | Name | Command | AP Gain | Properties | Hit Effects | CI | Notes |
|---|---|---|---|---|---|---|---|
| 1 | Air Lightning Bolts |
Air
|
5, 20 (explosion) | Opponent explodes after five hits; explosion only hits nearby foes | Shock (after five hits) | — |
Hold
for continuous fire
|
| 2 | Air Double Grenade |
Air
|
10 per grenade | Creates second grenade on impact | Lift | — | — |
| 3 | Air Tripwire Rockets |
Air
|
20 per rocket | Rockets come together on impact with wall or opponent | Lift | — | Rockets don’t join together if initial hit is blocked |
| 4 | Air Nightmare Blast |
Air
|
30 | — | Eject spiral | — | E. Cole hovers during attack |
Evil Cole’s airborne Nightmare Blast (
) is just as useful in the air as it is on the ground. Evil Cole fires the wave of force at a downward angle, and affected enemies eject spiral away. A nice bonus is that Nightmare Blast has an extremely long range. A Nightmare Blast fired at the top of a double jump still affects grounded opponents, knocking them even farther away from Evil Cole.
Lightning Bolts (
) and Tripwire Rockets (
) are solid moves that don’t necessarily work in combos. Tripwire Rockets comes out slowly, making it tough to link with an ongoing combo, while Lightning Bolts don’t force other fighters into a vulnerable hit state until five bolts strike them. When you factor in the fact that Evil Cole is falling as he uses these moves, it’s plain to see that incorporating these Attacks in air combos is going to be the exception, not the rule.
The opposite is true of Double Grenade (
). Evil Cole’s twin Attacks are spectacular combo finishes, and if both explosions hit the same opponent, Double Grenades can keep an enemy busy while Evil Cole floats to the ground and prepares the next wave of Attacks. On top of its obvious direct effects, Double Grenade gives Evil Cole the opportunity to disrupt everyone else’s gameplan. Pitch grenades at the top of a jump every once in a while, and try to trap other characters with them. Interrupt their combos, stop them from advancing, and make it a point to keep them airborne and vulnerable.
: CIRCLE ATTACKS
GROUND ATTACKS
| # | Name | Command | AP Gain | Properties | Hit Effects | CI | Notes |
|---|---|---|---|---|---|---|---|
| 1 | Giga Punch |
|
10 (tap), 20 (charge) | Chargeable; 40AP super armor during fully charged attack | Butt-drop (med charge); crumple (full charge) |
,
,
|
Cancels pause charge progress; full charge can be stored |
| 2 | Firebird Strike |
|
30 | — | Eject spiral | — | — |
| 3 | Hellfire Rockets 1 |
|
5 | — | — |
|
— |
| - | Hellfire Rockets 2 |
,
|
5 | — | — |
|
— |
| - | Hellfire Rockets 3 |
,
,
|
10 | — | Full launch | — | — |
| 4 | Oil Spike |
|
10 | Trap remains active for three seconds | Traps opponent for two seconds | — | Only one trap out at a time |
Here’s a new wrinkle for Evil Cole: Giga Punch (
). Giga Punch is just a normal flaming punch when you tap
, but holding
unlocks its true potential. A charged Giga Punch earns Evil Cole 20AP and makes the enemy butt-drop on a medium charge and crumple on a full charge. On top of all that, the charge persists even when you aren’t pressing
. This allows Evil Cole to cancel out of the Giga Punch before swinging his fast and resume charging later. If you achieve a full charge, but cancel out of the Giga Punch, then that charge is stored until the next time you press
. Cancel out of the Giga Punch by pressing
,
, or
. The most effective cancels are
and
, as Evil Cole performs a dodge roll that can pass through enemies. Experiment with using Oil Spike (
) to trap your opponents before unleashing or building up to a fully charged Giga Punch.
A great follow-up to a fully charged Giga Punch is Evil Cole’s Firebird Strike (
). After a brief start-up period, Evil Cole coats himself in flame and launches himself forward. Enemies struck by this attack eject spiral away. Transitioning from a charged Giga Punch into a Firebird Strike is an easy and rewarding combo that leaves Evil Cole with plenty of space to go on the attack.
Evil Cole’s three-stage Hellfire Rockets (
) are another killer anti-air attack. Pressing
once creates a burst of flame above Evil Cole’s head. Pressing it three times results in a beefy combo that can knock enemies out of the sky and ensure that Evil Cole has control of the airspace around him. Use Hellfire Rockets to wrap up Combos or punish overeager foes. The final hit can strike standing opponents, as well.
AIR ATTACKS
| # | Name | Command | AP Gain | Properties | Hit Effects | CI | Notes |
|---|---|---|---|---|---|---|---|
| 1 | Air Giga Punch |
Air
|
10~20 | Chargeable; Super Armor on charged version | Butt-drop (med charge); crumple (full charge) | — | Full charge can be stored |
| 2 | Air Firebird Strike |
Air
|
30 | — | Eject spiral | — | — |
| 3 | Air Hellfire Rockets 1 |
Air
|
5 | — | — |
|
— |
| - | Air Hellfire Rockets 2 |
Air
,
|
5 | — | — |
|
— |
| - | Air Hellfire Rockets 3 |
Air
,
,
|
10 | — | Full launch | — | — |
| 4 | Oil Spike Drop |
Air
|
10 | Trap active for three seconds; not active until grounded | Traps opponent for two seconds | — | Only one trap out at a time |
Evil Cole is in the enviable position of his aerial
Attacks behaving the same as his grounded
Attacks, which only extends his AP-earning potential. If you eject an enemy in mid-air, use Air Firebird Strike (
) to give chase. Even if the Firebird Strike doesn’t connect, Evil Cole should land close enough to the target to either attack them on wake-up or force them to stay in a defensive position.
Using Oil Spike Drop (
) from above is another great way to set up a combo. Have Evil Cole leap over an enemy’s head and drop the Oil Spike. By the time Evil Cole lands, the opponent should be trapped and open for attack. Oil Spike isn’t much use in the middle of a combo, but trapping adversaries in a vulnerable position is a great way to begin a combo.
Air Hellfire Rockets 3 (
,
,
) can be positively devastating during match play. It’s flashy and explosive, and catching an enemy in the attack knocks them even higher into the air. Chase them down once they begin falling and continue to attack. Treat Hellfire Rockets 3 as the most unpleasant surprise ever, and whip it out every chance you get.
Surprisingly, Air Giga Punch (
) functions in mid-air just as it does on the ground, with one exception: you cannot cancel out of a charge in mid-air. Beyond that, however, you can charge Giga Punch in mid-air, cancel it when Evil Cole hits the ground, perform a launcher, leap into the air, and then trigger the fully charged Giga Punch in mid-air for solid AP gain. If Evil Cole is jumping and not attacking, you should be charging up a Giga Punch, just in case.
COMBOS
MAIN COMBOS
Note: All combos assume your character is facing the right side of the screen.
I. Against grounded foe:
(fully charged),
50AP
Earning 50AP for just two inputs makes this combo one of Evil Cole’s most basic, but it’s still very rewarding. The most important part of this combo is ensuring that you have a fully charged Giga Punch (
) available at all times. Charge the attack when jumping or traveling, or even during combat. Take advantage of the ability to cancel out of the charge by dodge rolling, and use those rolls to avoid Attacks from your foes. Once your Giga Punch is fully charged, be aware of Evil Cole’s position when you use it. If he’s too close, Evil Cole passes through the enemy when punching, which means that the input for the Firebird Strike (
) must be reversed.
II. Against grounded foe:
,
,
45AP
This is a great combo to use when approaching an enemy. Evil Cole sprints in with an Grind before transitioning to a Giga Blades Combo (
,
). Evil Cole has several different options to follow this launcher with, but the simplest is sometimes the best. Use an Amp Blast (
) to knock the opponent even higher into the air. They are most likely going to perform an air recovery before Evil Cole can chase them into the air, but 45AP is a solid harvest for Evil Cole.
III. Against grounded foe: (air)
,
,
,
50AP
Keep your enemy guessing with this combo. Leap over their head and drop an Oil Spike (
) on their heads. By the time Evil Cole hits the ground, the Oil Spike should have just begun to trap the opposing character. Immediately break out an Amp Swing 3 (
,
,
), and enjoy the quick AP gain. Jumping puts Evil Cole in a small amount of danger, but it’s worth it for the brief disorientation it’ll bring your foes.
COMBO APPENDIX
| Combo | +AP | Notes |
|---|---|---|
,
,
,
,
|
45 | Minor variation on Combo II with a different height for the enemy. |
,
,
,
,
,
|
55 |
This combo hinges on catching the opposing character with the Lightning Tether in mid-air. You can also end this combo with
.
|
ADVANCED STRATEGIES
Keep the air clear with Hellfire Rockets.
Incorporate traps into your gameplan to set up strong Combos.
Evil Cole is, overall, a more aggressive version of Cole. He has better close and medium-range options than Cole, but his most expedient Combos don’t earn AP as quickly as Cole’s basic Combos do. This means that you have to make up for that gap by staying on the offensive. Don’t give players a single moment to let their characters recover. Hammer them with Firebird Strikes (
) and Double Grenades (
) when Evil Cole is at medium range, use an Amp Blast (
) every time they jump in and try to begin a combo, and employ Hellfire Rockets 3 (
,
,
) liberally.
Evil Cole is great at earning AP in bursts. His easiest combos tend to earn between 40AP and 60AP. You should employ a rush-down strategy rather than waiting to respond to an enemy’s attack. Evil Cole’s anti-AIR Attacks and Firebird Strike are extraordinarily useful ways to stop an enemy’s attack before it even gets started, so get in their face instead of having Evil Cole hanging back.
Distance is important to Evil Cole’s strategy. If Evil Cole is at a distance from his challenger, you should either be having him avoid a Super attack or preparing to rush in and gain AP by way of a combo or powerful attack. Evil Cole needs 325AP to perform an Ionic Drain. Assuming that you’re earning an average of 50AP per combo, you need at least seven, but more likely eight, completed Combos to perform Evil Cole’s Ionic Drain Super attack.
Earning 325AP can take quite a while, relatively, particularly during a four-player match. This means that you need to stay focused and keep Evil Cole on his enemies. Any time spent avoiding Attacks is time spent not earning AP. Time is AP, so don’t waste any of your time.
Evil Cole is more than capable of solid and speedy Attacks for quick AP gain. Use his Leaping Shoulder Tackle (
,
) in a corner to force an enemy to wallbounce. While they’re busy trying to perform an air recovery, throw a Double Grenade (
in mid-air) after them. If they aren’t paying attention, the Double Grenade hits, and you get 20AP for free with not a chance of reprisals. You can even perform a Firebird Strike after a Leaping Shoulder Tackle to decrease the distance between Evil Cole and his opponent at the end of the Leaping Shoulder Tackle. Stick close, and keep them locked down.
Lightning Blasts can be a useful move for earning AP, but the move is difficult to pull off in match play.