All-star overview
Cole MacGrath is a master of disorienting Attacks and traps. While his Attacks are straightforward on the surface, many of them have secondary functions, such as homing or a quick infusion of AP, that are hard to predict. Cole isn’t the fastest character, but he definitely has more mobility options than most other All-Stars. Cole can change direction in a split second and facilitates great hit-and-run tactics. Cole builds AP by moving in with a quick combo, setting a trap, and then retreating or focusing on another target. Then, once Cole reaches 400AP, he can utilize his Level 2 Super attack, Ionic Freeze, to take on everyone else on the level at once.
WHAT DOES IONIC FREEZE OFFER TO PLAYERS, ESPECIALLY FROM A DISTANCE?
- Cole’s Level 1 Super attack requires aiming and enough time to be properly used. Ionic Freeze merely requires an opening.
- The Ionic Freeze covers the entire level and is tall enough to strike enemies standing on low platforms, as well.
- After the start-up, it comes out almost instantly, giving opposing characters almost no chance to dodge.
IT WORKS FROM FAR AWAY, IT COMES OUT FAST AS A WHIP, AND IT LEAVES COLE IN RELATIVE SAFETY—WHAT’S THE BEST WAY TO EARN THE 400AP FOR THE SUPER ATTACK?
-
Use Cole’s Sticky Grenade (
) to keep enemies guessing and set up Combos.
-
Ice Launch (
) and Ice Barrier (
) can launch multiple adversaries into the air, setting up a rewarding combo.
-
Force foes into tense situations by using the Redirect Rocket (
) to surprise them with Attacks and stop their Combos.
The Ionic Freeze is an extremely useful attack, and activating it should be your primary goal. It doesn’t guarantee a triple kill, but when used properly, experienced players can make sure that two or more characters are consistently caught in the blast. Cole works best at a distance, so it’s only fitting that his Level 2 Super attack works from long range and strikes extremely fast.
AT A GLANCE
Costumes
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SUPER ATTACKS
OVERVIEW
| AP Level | AP REQ | Name | Duration | Unique Commands | Notes |
|---|---|---|---|---|---|
| 1 | 125 | Human Bullet | Instant |
Hold
to keep foe suspended
|
Kills enemies caught in explosion |
Human Bullet: Upon activation of the Human Bullet Super attack, Cole pauses and charges his powers, generating a small radius of electrical power. A single character that is caught within that radius is paralyzed and lifted into the air by Cole’s powers. Pressing
lifts and fires the opponent away from Cole in one smooth motion, and the opponent is killed when it hits the wall. Holding
gives Cole time to aim to the left or right before throwing the enemy. If an enemy is hit by the thrown foe, then Cole earns two kills for the attack. Utilizing Human Bullet in heated combat is difficult, as aiming an enemy in a hectic situation is extremely difficult. Human Bullet is best used in one-on-one situations, or when you have a lot of breathing room and can take advantage of the situation.
| AP Level | AP REQ | Name | Duration | Unique Commands | Notes |
|---|---|---|---|---|---|
| 2 | 400 | Ionic Freeze | Instant | — | Ice continues until it hits a wall; ice falls down platforms |
Ionic Freeze: Cole’s Ionic Freeze attack sends a number of large icicles streaking across the level at high speed. The attack travels across the level in a straight line. When it encounters the end of a platform, the attack drops off the end and continues. The attack only stops and dissipates after hitting a wall. As a result, Ionic Freeze excels on levels with flat floors, but it isn’t as effective on levels that feature a lot of vertical walls or platforms. It takes roughly two full seconds for the attack to come out, so Ionic Breeze is best triggered from distance or safety. It travels fast enough that evading it is very difficult. The spikes on the icicles are tall enough to prevent characters from simply jumping over it, and double jumping over it requires more time than most enemies have to give. If you can put a little bit of distance between Cole and his adversaries, then you can use Ionic Freeze with impunity and go for multiple kills at once.
| AP Level | AP REQ | Name | Duration | Unique Commands | Notes |
|---|---|---|---|---|---|
| 3 | 675 | Electric Tornado | 10 seconds |
Use
/
to move tornado
|
— |
Electric Tornado: Cole’s Level 3 is an enormous tornado that lasts for 10 seconds and sucks up any nearby enemies before killing them. Cole activates the tornado from a position of safety, and the tornado itself is controlled with
and
. Electric Tornado is great on narrow or small stages but has issues on stages with wide-open areas. Since the Electric Tornado moves slowly, it can be difficult to chase down opponents that are doing their level best to dodge your attack. Trigger Electric Tornado when two or three enemies are in a group together, and never use it to kill just one foe. You’re in no danger when using Electric Tornado, but there’s no point in wasting 675AP for a whiffed attack.
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: 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
, Cole can earn additional AP. When in trouble, use Amp Launch to toss the opponent high into the air, and then escape with a Grind (
).
| Name | Command | AP Penalty | Properties | Hit Effect | Notes |
|---|---|---|---|---|---|
| Body Toss |
Right stick
or
|
15% | Unblockable; 30AP of super armor | Eject tornado | — |
Body Toss: Cole swings around the enemy after anchoring the Amp on their body, and then uses that force to fling the foe in the opposite direction Cole was facing when the throw began. This throw is difficult to follow up on, but it is fantastic when you need to create some space between Cole and a challenger or force them into a Hazard.
| Name | Command | AP Penalty | Properties | Hit Effect | Notes |
|---|---|---|---|---|---|
| Amp Slam |
Right stick
|
15% | Unblockable; 30AP of super armor; Cole falls through thin platforms if no action taken by player | KD | Forces foe to fall through thin platform |
Amp Slam: The Amp 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 (Amp), 20 (Palm) | Random animation on final hit | Eject roll (Amp); crumple (Palm) | — | — |
| 2 | Grind |
|
— | Cole passes through opponents | — |
,
|
Press
to stop
|
| - | Gigawatt Blades Combo |
,
|
5, 20 | — | Full launch |
|
— |
| - | Leaping Shoulder Tackle |
,
|
20 | Leaves Cole airborne | Full launch | — | Action OK at top of leap |
| 3 | Amp Explosion |
|
20 | — | Lift | — | — |
| 4 | Thunder Drop |
|
20 | — | Butt-drop | — | Vulnerable during start-up |
The most important move in Cole’s
Attacks is definitely his Grind (
). It’s a fast dash that sends Cole shooting across the level horizontally. When he hits the edge of a platform, the dash stops, and he drops to the ground. Grind can be canceled in a pinch with
or used to set the Gigawatt Blades Combo or Leaping Shoulder Tackle. Gigawatt Blades Combo earns Cole a total of 25AP, in addition to fully launching an opponent. Jump canceling out of the Gigawatt Blades Comic opens the enemy up to an air combo, as well.
Grind is very versatile, and it can be used to both set up a lengthy combo or to escape from a particularly difficult foe. Grind passes through enemies like a dodge roll, as well, though Cole is not invincible when grinding.
The beauty of Grind is that it allows Cole to quickly move across the stage and instantly transition into a combo worth anywhere from 50 to 70AP. Another good idea is to use Grind to get close to an enemy, cancel the grind, and then immediately go into Amp Swing 3 for 30-40AP. When Amp Swing 3 ends, the opponent is either left to crumple or knocked away from Cole, giving Cole a chance to escape and set up another hit-and-run attack. Cole excels when you can gain a burst of AP and then retreat to regroup for another series of Attacks.
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 Cole toward foe or wall on contact | Stun | — | May only be done once until grounded; cancelable into any action on hit |
| 3 | Air Amp Explosion |
Air
|
20 | — | Lift | — | — |
| 4 | Air Thunder Drop |
Air
|
20 | Active until grounded; ground version occurs if done at low altitude | Butt-drop; lift (aerial foe) | — | Wider area of effect than ground version |
Cole’s Air Amp Swing 2 is useful to squeeze out a few more AP from the enemy in an air combo, and Air Amp Explosion is great at surprising foes from below. But for the most part, Cole’s air game is based around closing the range between Cole and his challenger.
Lightning Tether doesn’t earn a lot of AP (just 5AP), but it is invaluable as a combo extender. It pulls Cole toward an airborne enemy at a fast speed, and Cole can then continue his combo without a break. Cole’s Air Amp Swing doesn’t have a particularly long range, so Lightning Tether is perfect for getting just a little closer.
Getting suspended in mid-air by an enemy is no fun, but the Air Thunder Drop solves that problem with ease, in addition to being a powerful attack in its own right.
It forces Cole to fall to the ground, and the resulting impact hurts adversaries. The farther Cole falls, the greater the hit effect. When falling from a great height, afflicted opponents eject spiral out of the way.
If you keep in mind that Cole should hit and run, how to combine and fully utilize his AIR Attacks should become clear. Following a launcher with Lightning Tether, and then Lightning Tether with Air Amp Swing 2 is great, as the downward smash at the end of Air Amp Swing 2 gives Cole plenty of breathing room. Combine the Air Amp Explosion and the Air Thunder Drop to prevent enemies from attacking Cole from above and below simultaneously. Keep Cole’s attackers at a distance, and only get close to earn AP.
: TRIANGLE ATTACKS
GROUND ATTACKS
| # | Name | Command | AP Gain | Properties | Hit Effects | CI | Notes |
|---|---|---|---|---|---|---|---|
| 1 | Lightning Bolts |
|
5 | +35AP for five hits in a row | Stun (after five bolts) | — |
Hold
for rapid fire; press
or
to aim
|
| 2 | Sticky Grenade |
|
20 | Explodes after three seconds; sticks to walls and foes | Lift |
|
Repeatable |
| 3 | Redirect Rocket |
|
20, 30 (tag) |
Use
to tag object as target
|
Lift; eject tornado (tag) | — |
Homes in on enemies hit with
|
| 4 | Alpha Blast |
|
10 | — | — | — | Pushes back opponents |
Cole’s niche is playing keep-away and using fast strikes before either pushing the enemy away or beating a quick retreat. Alpha Blast is essentially a keep-away tool, as well as an easy source of 10AP. When triggered, Cole fires a column of energy that forces enemies back roughly a full character width. It earns 10AP with each strike, and it is a good tool for avoiding close-range Attacks.
Things get exciting when you factor in Lightning Blasts and Redirect Rocket. Lightning Blasts don’t inflict much damage, but Cole receives 35AP if he can successfully strike an enemy with five of them in a row. The blasts are effective from medium range and earn Cole 5AP with each successful strike.
The Redirect Rocket is a useful tool that requires a bit of forethought for proper usage. Cole fires a blast directly overhead that slowly floats into the air before dissipating. After a Redirect Rocket has been fired, Cole can redirect the blast by fighting a Lightning Blast. The blast selects a target for the rocket, which immediately changes direction and homes in on the target. The rocket does not pass through platforms, however, so aim carefully.
Sticky Grenades are a crucial tool in Cole’s arsenal. They travel in an arc through the air and explode after three seconds have passed. They stick to enemies, walls, and platforms, and they have a small area of effect when they explode. Sticky Grenades are invaluable and should be used to disrupt the enemy and force them to stay on guard and at a distance when facing Cole. If someone corners Cole, use Sticky Grenades to force them to retreat.
AIR ATTACKS
| # | Name | Command | AP Gain | Properties | Hit Effects | CI | Notes |
|---|---|---|---|---|---|---|---|
| 1 | Air Lightning Bolts |
Air (hold)
|
5 | +40AP for five hits in a row | Stun (after five bolts) | — |
Hold
for rapid fire; stops when grounded
|
| 2 | Air Sticky Grenades |
Air
|
20 | Explodes after three seconds; sticks to walls and foes | Lift | — | — |
| 3 | Air Redirect Rocket |
Air
|
20, 30 (tag) |
Use
to tag target
|
Lift | — |
Homes in on enemies hit with
|
| 4 | Air Alpha Blast |
Air
|
10 | — | — | — | Pushes back opponents |
Cole’s air
Attacks function almost identically to his ground
Attacks. Alpha Blast now travels in a downward and diagonal line instead of a purely horizontal one, for example. There are a few statistical changes, as well, but the way the moves perform and their usefulness remain unchained. The only difference now is that the Attacks begin in the air rather than at ground level.
Sticky Grenades are the most useful air
attack in Cole’s arsenal. While Alpha Blast is great for maintaining distance, liberal use of Sticky Grenades forces enemies to think twice before approaching Cole. They come out quickly, and their arc makes avoiding them a little more difficult than it looks. Cole can generally only throw one grenade per jump or double jump, but that’s plenty to enforce your personal boundaries. The three-second timer encourages adversaries to find safety rather than press the attack.
Managing the Redirect Rocket is harder in mid-air, but there are still a couple sneaky tricks that are worth pulling. It is sometimes difficult to tell a Redirect Rocket from an Air Amp Explosion. It’s possible to fool your enemy into thinking that you fired an Air Amp Explosion, particularly if you’ve utilized that move previously. Fire off a Redirect Rocket when you double jump or use Ice Launch, and then quickly find a target to hit with a Lightning Blast.
Misdirection and discouragement are key components of Cole’s air game, and they can save the day here. Show that chasing Cole around the sky is more trouble than it’s worth by hitting enemies with grenades and rockets from every angle.
: CIRCLE ATTACKS
GROUND ATTACKS
| # | Name | Command | AP Gain | Properties | Hit Effects | CI | Notes |
|---|---|---|---|---|---|---|---|
| 1 | Frost Shield |
(hold)
|
Projectile value | Absorbs projectiles; two-second duration | — | — | Immobile while active; slow recovery |
| 2 | Freeze Rocket |
|
10 | — | Freeze | — | — |
| 3 | Ice Launch |
|
20 | Launches Cole | Full launch | — | Counts as double jump; disables air version |
| 4 | Ice Barrier |
|
20 | Ice duration of one second | Lift (direct hit) | Any attack | Attack OK moment ice is formed |
Cole’s
Attacks are great for setting up the combos that earn Cole the most AP. Frost Shield is a defensive maneuver that absorbs projectiles and adds their AP Gain value to his Super Meter. It lasts for two seconds, and Cole is immobile and open to attack while it’s active.
Ice Launch and Ice Barrier are both great moves to facilitate aerial Combos. Ice Launch has a narrower range than Ice Barrier but launches enemies high into the air, allowing for lengthier air Combos. Ice Barrier, on the other hand, is great for quick’n’dirty near-ground level Combos that earn upwards of 50AP at once.
Properly utilizing Cole’s Freeze Rocket requires a bit more thought. It has a long recovery period, and the freeze hit effect only lasts for a single second. Freeze Rocket is best used to facilitate another attack or fast retreat rather than serving as an attack unto itself. Use it to guarantee a combo opener or to freeze an opponent in place near a Hazard. Be wary when using it in groups, however, as Cole’s wind-up and recovery definitely put him in harm’s way.
AIR ATTACKS
| # | Name | Command | AP Gain | Properties | Hit Effects | CI | Notes |
|---|---|---|---|---|---|---|---|
| 1 | Air Frost Shield |
Air
|
Projectile value | Absorbs projectiles; two-second duration; slows descent | — | — | Immobile while active; slow recovery |
| 2 | Air Freeze Rocket |
Air
|
10 | — | Freeze | — | Long recovery |
| 3 | Air Ice Launch |
Air
|
20 | Can only be used once until grounded | KD | — | Counts as double jump; disabled by ground version |
| 4 | Air Ice Barrier |
Air
|
20 | Ice duration of one second | Lift (direct hit) | — | — |
Again, Cole’s aerial
maneuvers are nearly identical to the ground maneuvers. Air Frost Shield slows Cole’s descent as he falls and also absorbs any incoming projectiles. It isn’t as effective at reducing the speed of Cole’s descent as Static Thrusters, but Cole has a higher probability of getting a nice amount of AP if he blocks an attack with the Frost Shield. Whether or not that is a fair trade depends on the situation. The difference in speed between Air Frost Shield and Static Thrusters is tiny but can mean the difference between falling directly into a Hazard or combo and safely landing when an enemy is vulnerable. Stay cognizant of the situation, and be ready to adjust on the fly. Both are safe options, depending on the foe’s approach.
Air Freeze Rocket, when used in mid-air, freezes an adversary in place for one second before allowing them to air recover and fall to the ground. This allows you to either follow up with a combo or to simply leave them in place while having Cole retreat to get your bearings. It has a very short range, but it comes out quickly and can easily disrupt someone else’s gameplan.
Air Ice Launch and Air Ice Barrier provide Cole with great defensive options. Air Ice Barrier has a relatively large area of effect and can easily knock an enemy out of the air or stop an oncoming combo cold. Cole drops a heavy block of ice whenever he performs an Air Ice Launch, and that ice can stop the upward movement of another character and award Cole with 20AP in the process. Use these Attacks to keep opponents on their toes while moving into position to set up a strong offensive maneuver.
COMBOS
MAIN COMBOS
Note: All combos assume your character is facing the right side of the screen.
I. Aginst grounded foe:
,
,
,
60AP
Cole’s bread and butter combo earns 60AP every time and is quintessential Cole. It combines a series of quick Attacks for fast AP gain and leaves Cole in relative safety at the end of the combo. He lands before the opponent, which means you have a chance to have him escape or press the attack with a Grind (
to press or
to escape), or even set up another attack, such as a Redirect Rocket (
).
This combo works well because it is easy to do. Connecting with an Amp Explosion (
) after a Leaping Shoulder Tackle (
,
) doesn’t always work, but the addition of a Sticky Grenade explosion keeps the enemy in place long enough to tack on the extra hit. As long as the grenade goes off after the adversary is launched into the air, the Amp Explosion hits.
II. Against grounded foe:
,
,
,
,
70AP
This combo is a bit more difficult to pull off, thanks to some tricky timing, but it’s well worth it. The tricky part is activating the Lightning Tether (
) as soon as possible using Ice Launch (
) and then immediately following it up with the Amp Explosion (
) before the enemy has a chance to perform an air recovery. With good timing, Cole moves closer to the foe in mid-air. With bad timing, Cole whiffs the Lightning Tether and either falls to the ground or is pulled toward whatever he tethered by accident.
III. Against grounded and cornered foe:
,
,
,
65AP
If you have an enemy pressed up against a wall, use this fast combo to earn 65AP. This combo works because the Sticky Grenade (
) that opens the combo actually explodes at the end of the combo, forcing the enemy to hit the wall. It isn’t a full wallbounce, but it’s just enough to put Cole’s opponent in the right place for the upward-moving Redirect Rocket (
). The Redirect Rocket would miss if this weren’t a corner combo, but the presence of the wall and the Sticky Grenade prevents foes from performing an air recovery and moving out of the way.
COMBO APPENDIX
| Combo | +AP | Notes |
|---|---|---|
,
,
,
|
55 |
Cole lands long before the enemy does, so follow this combo up with
or
,
as the opponent falls to keep them on their toes.
|
,
,
,
,
,
|
65 |
It requires tight timing, but nailing the
,
smashes the challenger to the ground, leaving room for Cole to float down.
|
ADVANCED STRATEGIES
Use Sticky Grenades to force enemies to keep their distance or to interrupt their Combos.
Grind (
) may be the most effective tool in Cole’s arsenal.
Play Cole like a boxer. Stick and move. Hit and run. Cole is at a disadvantage in close-quarters combat, thanks to the start-up time and low striking power of Lightning Blasts. At the same time, Cole soars when you play him as a disruptive character. Harass the opposing characters with a constant onslaught of Sticky Grenades, Freeze Rockets, and Redirect Rockets. The less comfortable they feel getting close to Cole, the less likely it is that they’ll be able to earn a ton of AP while battling him.
Don’t play it too safe, however. Don’t forget the “stick” in “stick and move.” Grind lets Cole quickly close the distance between himself and an opponent and provides an escape route, as well. Take your Combos 50-70AP at a time, and then back down for a breather before rushing back into the fray. Keep an eye on the adversaries you aren’t currently engaged with just to be sure that they don’t stop your Combos cold.
When facing groups of enemies, use Sticky Grenades and Redirect Rockets as crowd control. They come out slowly, but players are going to try to have their characters avoid the Attacks on instinct, so get some distance and go wild. Firing a Sticky Grenade and immediately following it with an Induction Grind can catch an adversary mid-counterattack, even if they block the grenade.
Mix it up. Grinds are essential, but use Freeze Rockets and Ice Barriers to stop your enemies dead or to force them into a juggle. Cole’s moves fit together like puzzle pieces, but make sure to vary the order you use them in. Sometimes transitioning from a Freeze Rocket to a Sticky Grenade becomes predictable, which means that Cole is going to be mercilessly punished for his repetition.
Use AIR Attacks like Lightning Tether or Ice Launch to alter Cole’s position or your enemy’s position. Characters jumping after you can be shut down with a well-timed Ice Launch, while Lightning Tether can grab an opponent that’s just a little too far away and pull them into striking range.
Stick and move strategies work best, and let Cole build up to his Level 2 Super attack quickly. Once you reach that level, use the move as soon as possible, preferably when every enemy is on the lowest floor of the stage. Knocking an attacker away with an Amp Swing 3 and then activating the Super attack is particularly effective.
Lightning Blasts can be a useful move for earning AP, but the move is difficult to pull off in match play.