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View Full Version : MVC2: Using Cable by FluffyXXL (repost)


taiji
06-04-2002, 08:56 PM
** After reading havoc's vault thread, it seems like a good idea, and a good way to start off the forum. ok let me say say this again, this is a repost! . THIS WAS WRITTEN BY FluffyXXL **


First off, this depends a lot on the team you're using and the set-up. I would always recommend using him on Anti-Air Assist as it allows you to counter to AHVB. If he's second or third in the rotation, this is usually your plan. If you're playing him first, you'll want to try to keep him alive to give you that option later. This can become a life-saver later when you're fighting that mid-game Sentinel/Commando.

Techniques:
-Cable is a very good air throw. You can use this to beat crappy rushdown characters when you don't have a reliable anti-air assist. Learning to wavedash to the proper position and SJ to throw people at SJ height is also key, especially in Cable v Cable fights.

-S.Fierce x4 is very instrumental in most fights. If you're trying a pseudo trap with S.Fierce x4, you have options. If you have a projectile assist (Storm, Spiral, or Sentinel Ground are common), you can work pseudo traps with S.Fierce x4, grenades, projectile assist and jab-viper beams. If it hits, you have more options. You can cancel into a Jab-Psimitar and AHVB from that. Also, with some characters, you can cancel into a tag right after the last Fierce fires off and combo into the tag safely. IIRC, you can do with Sentinel, but I can't remember anyone else off of the top of my head. This is extremely difficult to do.
Ex. With Cable/Sentinel, you can start a trap off of a lot of things like a throw, AHVB, J.Fierce, etc. Then, you can S.Fierce x1-4, call your projectile assist, and throw a short grenade to hopefully pin your opponent down. The short grenade should allow you to get off another S.Fierce again, unless you opponent calls an assist to eat the S.Fierce and jump away. Sometimes, if you do the trap wrong, your opponent can tag into another character and hit you out, so you better use it sparingly and be careful. If you spot it, you can cancel to Jab-Psimitar and if you time it right, you can trade with the tag.

-If you are going to do a regular viper beam, always use Jab. Especially when jumping/sjing, you don't want to be stuck floating in the air if you guess wrong or miss. Jab usually does a good enough job doing whatever you are trying to do, and it's less likely to get you killed.

-The fastest way for Cable to build meter in a pinch is OC.Fierce. When characters are running away from him, he can get a few off to build a bit of meter for himself. Also, you can learn the timing to do a few right before you go to guard break someone. That and the J.Fierce can get you that extra meter needed to get an extra AHVB off.

-Grenades can be useful in a lot of situations. Learn to hold and release grenades at specific times and for specific situations. You can use them to cut off particular parts of the screen to your opponent. Cable owns the majority of scrubby rushdown (=no air dash, ie. Wolverine) because you can grenade and release it directly above your head so that rushdown can't jump at you. Combine that with S.Fierce x4 and projectile assists, and there is really no way for scrubby rushdown to get in on him. Not tremendously instrumental against top tier, but it has its uses.

-When you see the term 'run away', it means exactly what it implies. You should be running. You should be mobile. 'Run away' means you should be jumping backward, SJing, or anything else like wavedashing and dodging that would not force you to stop your movement. Running away is blocking Magneto triagle jumps over and over again. Your goal in running away is to not get hit and hopefully trick your opponent into your assists so you can start traps, start patterns, etc.

taiji
06-04-2002, 08:58 PM
-When you see the term 'set-ups', it is referring to a repetitive pattern you get your opponent used to seeing that will lead him into whatever plan you have. If you do the same thing three times in a row, your opponent will begin to think you will do that all of the time, and will go for something again. You are setting him up to do it again, and he dashes into something like C.Short and you AHVB. That's what a set-up means. You have to be careful at highers level of play because better plays adapt faster, so a better player may only need to see something once to think you'll do it again. However, if you guess wrong, you can get set up. This is referred to as 'getting worked'. Half of the game of MVC2 is this mental mind game. Some the time, you're trying to get your opponent to do what you want him to do. The rest of the time, he's doing the same to you. There are also different types of set-ups. You can set you opponent up to dash at you. You can set him up to jump at you. You can set them up to SJ at you. You can set him up to air dash at you, at varying heights. You can set up your opponent to turtle. You can set him up to run away. You can set him up to trap. There are probably more, but I can't remember more set-ups off of the top of my head.
Ex. Wolverine dashes at you on the ground. In response, you call your AAA and jump backward a bunch of times. He blocks this pattern a few times and decides that he can wavedash under your assist and try to hit you safely. So, instead, you jump back once, and as he dashes, you stick out a C.short and combo into AHVB. Once again, better players will learn this after seeing this once, or maybe twice. Worse players won't learn and will call you cheap after you beat them. Don't worry, just tell them they 'got worked'.


Individual Match-ups:

Vs. Sentinel

This is probably the most common and at times difficult match-up. Most of the time, this occurs mid-game; it's your XXX/Cable/AAA against XXX/Sentinel/Commando. In this situation, both of you usually have a decent amount of meter. Cable would be at an advantage in a ground war, seeing as how S.Fierce x4 and the threat of AHVB kills Sentinel if he ever tries to C.Fierce, short-drones, or fierce-rocket punch. All of Sentinel's good ground tools are pretty much neutralized by AHVB. Sentinel has to use his flying and stomping, and Cable has to prevent that.

There are a lot of things going on in this match-up. For instance, depending on your AAA, you will do things differently and have an easier/harder time of things. Two of the easiest AAAs to use against Sentinel/Commando are Commando and Cammy. Commando cuts off one of the most vulnerable spots for Cable, which is just inside his Jab-Psimitar range. You can't really prevent Sentinel from getting his Unfly mode going, as just about everything you throw at him allows him to recover in the air. Sentinel with Unfly mode can be a real pain for Cable, especially if he gets by your AAA. In an air war, Sentinel has a slight advantage because his flight activation and recovery are so fast, and it's hard to get a multiple AHVB on him when he's that high off the ground. All of that said, the core of your strategy is going to boil down to one of two choices: you're going to focus on Sentinel and spend the ungodly amounts of meter necessary to kill him or you're going to focus on his helper and fry it with AHVBs.

IMO, the latter is a bit easier, as you can pretty much erase a character with 3 levels if you can uncombo AHVBs well and it also means the rest of the fight is going to be Sentinel with no AAA, which is much easier to handle. Either way, you pretty much have to try to keep Sentinel on the ground to do either strategy. If you're going to focus on Sentinel, you'll want to work a lot of S.Fierce traps, and to do so requires you do keep him at full screen and on the ground. Getting him there is the hard part. Keeping him there is easy.

If you're going to focus on the assist, you need Sentinel to be on the ground and blocking your AHVB so he can't hit you out of it. Getting Sentinel grounded involves a lot of SJing on your part. You have to work a good mix of making Sentinel SJ and you SJing at the same time. If you SJ and he does, SJ.Fierce and jab viper beam are good tools for you. If he doesn't jump, you can fall and SJ.Fierce again close to the ground and possibly hit Sent out of flight or you can to attempt a grenade. Which grenade depends on what you think your opponent is likely to do. If he's likely to wave dash or activate flight on the ground, throw a Short grenade. Chances are, it will probably be avoided but if Sentinel hesitates, it's there. If he is going to SJ after to activate flying, throw the roundhouse grenade and explode it where Sentinel would be going. BTW, you can also just do nothing

taiji
06-04-2002, 08:59 PM
If Sentinel avoided all of this, chances are he's flying and he's got the advantage at the moment if he puts himself in the correct position. You're going to have to use your AAA and Jab-Psimitars to get him down. If he takes position above you, he can stomp you with roundhouse and your Psimitars will miss. Also, if you call Commando and he scouts it, he can just fly over your head and dodge commando. If Sentinel hesitates, you can SJ.Jab and knock him out of flying, but if you try to SJ, you might also endanger getting hit by his Commando. This is one of those situations that determine who is the better player. If you can bait Sentinel into calling his assist at the wrong time, you can hit his assist with yours, nullifying that element. That will free you up to knock him down if your assist didn't hit him. At this point, he has to keep you down using his unfly games.

You can use a lot of methods to get him down, and some depend on what he's doing to keep you down. If he comes down and stays on the ground, you can pushblock him off and attempt to regain control with Jab-Psimitar (if he flys again) and S.Fierce X4 (at this point, he can HSF, to which you can Jab-Psimitar XX AHVB). You could also attempt to block everything, which could open you up for overheads and pushblock him off and call your assist when you can. You can also try to SJ and hit him down in between the holes and throw a grenade if you do.


Vs. Magneto
Cable is at a pretty big disadvantage in this match-up. Magneto is the best rushdown character in the game and Cable's biggest weakness is against rushdown. The majority of the time, you'll have this fight starting, so it will be Cable/XXX/AAA vs Magneto/XXX/AAA. The most common AAA for Magneto are Psylocke and Cammy. The best AAAs for this situation with Cable are Psylocke, Cyclops, and Commando. Psylocke can really help you in close and helps set up AHVBs. Cyclops can also set up AHVBs. Commando cuts of the portion of the screen directly in front of you and allows you a small amount of time to run away and as a side effect provides an adequate speedbump on the ground. The thing about Magneto is that his air dash is so fast and goes so far that he can still dodge practically any AAA you throw at him.

With that in mind, your basic strategy is to not allow Magneto to hit you. That seems rather obvious for any match, but this one is much worse. One triangle jump, one C.short, one launch, result in anywhere between 60-100% damage, but mostly around 60%. It takes him landing two good hits on the ground to kill you. It's close to the same for you, one helper = one AHVB attempt= 60-100%. However, it's much easier for Magneto to land those hits, and keep landing them, than it is for you to land two hits.

This match involves you doing a lot of jumping. If you stay on the ground, you risk him getting to you and landing that hit. At least if you're jumping back, the most he can really do is air throw you. He can't follow it up to closely becaues he'll run into your AAA. If you can establish full screen on him, S.Fierce x4 traps immediately. His only way around it is either jumping and air dashing (counter with Jab-Psimitar and continue pseudo-trap), SJing and air dashing (cancel to Jab-Psimitar if you see it early and run away some more, or just wait for recovery on S.Fierce and run away some more) or he can just wait it out and block until there's a hole and then jump/SJ and air dash while you're helper is on the screen. If he waits on you, don't go for another rotation of S.Fierce on him. Instead, jump back and see if he follows.

Once you get a feel for his basic attack pattern and you've shown him one of your own, you need to change up a bit. He'll expect one thing, and you know what he'll do, so try to counter it. Hopefully, you can force him to stay on the ground and run into your AAA so you can AHVB. Even Commando can set up AHVB if you think it's going to hit and even if it doesn't hit, it still pushes Magneto away and leaves you pretty far apart. You have to be careful to have some meter though. Don't blow it all on frivolous attempts to hit AHVBs. And don't worry about Magneto air throwing you because he's usually too far away to follow up consistently unless you get too close to the corner. When you're cornered, it's kind of a mixed blessing. On one hand, he can't go too far over your AAA and at the right distance he can't avoid it. On the other hand, if he's too close to you or is patient and your AAA misses, you're stick in the corner with Mags all over you. The consequences outweigh the benefits so you need to try to avoid corners. If you feel like you're getting too close to the corner, jump forward to try to get over him (yes, forward does exist in this match-up) and run the other way.

taiji
06-04-2002, 08:59 PM
cont.

Vs. Storm
This is another bad match-up for Cable. Storm has too many ways to mess up Cable and it's way to hard to land a decent AAA on her.

This match-up works a lot like the Magneto match-up, except her rushdown is a lot easier to handle and more open to AAAs. The other option Storm has is to try to run away and build meter, or DHC in with a lead and run away. If you're stupid and have no reflexes (or meter) she can attempt to use your stupidity to punish helpers with Typhoon XX Hail Storm. Again, the key is to run away and always move backward. If she has a lead and starts running away or tries running to build meter from the get go, you need to build your own meter. Mash on OC.Fierce. It doesn't build meter as fast, but you won't be too far behind.

When she's coming down, if she tries to chip with verticle typhoons, you need to just dodge and build more meter. Once she starts falling within your SJ range, she can't do another or you get a free AHVB. If you get caught up in one, it's hard times for you. As she comes close to the ground, you want to try to be as far away as possible and chip her with VBs on her way down. When you get full meter, you can try unload an AHVB for chip. Don't use all of your meters though. Save the rest in case something happens. Just use them one at a time so you always have at least 3-4. Anyway, as she goes up again, mash some OC.Fierce and be prepared to dodge typhoons.


Vs. Strider/Doom
A lot of people say this match is in Strider's favor, but I don't think so. There are a lot of factors, namely if Cable is first or second and if Strider is first or second. If both start, the advantage favors Cable. If one starts and the other doesn't, it favors whoever is second and if they are both second, it favors Strider, if his point gets 4 meters.

There are two things you need to do in this match. First, don't let yourself get put between Strider and Doom AAA. Constantly jumping back is usually enough for this. Pick one direction and keep going that way so that when Strider teleports, he never gets behind you. If not, you get to be the monkey in the middle and loose life. The best assists to have in this situation are ones with initial invincibility like Cyclops, Psylocke, Cammy, and Ken, whoever Commando still does an adequate job so long as you know the distancing you need to be at (or not be at) in order to call him. Other assists can be troublesome as well like Sentinel Ground and Storm Projectile.

In this match you'll want to try to focus on Doom. Your first priority if you don't already have it is to build meter. J.Fierce is always useful while jumping backward to avoid trappings. You'll want to rip off J.Jab-Viper beams (Fierce-Viper Beam is Strider will have to block it) here and there too in order to hit Doom away. Once you get enough meter, fry Doom. Hopefully, you can DHC for the kill and have a healthier character against a castrated Strider. If not, keep running away and don't worry about Ouro now because he can't chip all that much without Doom AAA. If, at some time in the match, you get the opportunity to fry Strider, like if you scout out a teleport, go ahead and spend the meter frying him. It usually only takes 2 meters to kill him. If Doom comes in next, you'll get the opportunity to guard break and if not, you still have a good grasp on the match.


Vs. Doom
IMO, this match should be highly in Cable's favor so long as you stick to only doing Jab-Viper Beams. Doom's main strategies are J.Fierce and SJ.Photons when he has no meter. When he does, it usually changes to rushdown. His rushdown can be stopped a lot easier than Magneto's by AAAs. In the meantime, Cable has to be S.Fierce-ing to keep Doom pinned and has to predict Doom's movement. Cable also can't be tempted to unload on an assist because the match against Doom can be much easier with meter than without.

taiji
06-04-2002, 09:00 PM
n an actual match-up, the core of Doom's strategy against Cable is to make him SJ when he doesn't. That way, Doom can pick which side of Cable he wants to be on when Cable lands and attempt to land a combo. The funny thing is, that's exactly what Cable can do to Doom in the process if you play the match-up right. Once in a while you will need to SJ just to show Doom that you will. If you wait passively for a while and watch, you can see if Doom will air dash up before he photons. If he doesn't, you basically have free reign to SJ and AHVB when he Photons. If not, then don't try, but instead wave dash under his photons and be right under him. From there, you can do one of three things: stay in front of him, go behind him, or SJ and throw him. This works against the majority of characters that don't have air dashes, or have already used them. It also doesn't work too well on characters that have better air throws or a lot better priority than Cable. You need to have the timing/practice/ability to know how to air throw him as he falls, but you should have developed that by now. If you can make him attack while he is coming down, it will be easier for you to land something as he's landing. Once you work him into a groove, then you'll be able to land things fairly easily. However, keep in mind that you need to be controlling him, and not him controlling you. Don't SJ too excessively because he can use the same SJing games on you too. Plus, he can air dash up and do Photon Array if you SJ too late and try for an AHVB.


Vs Spiral
This is probably the toughest fight for Cable. A very good Spiral can basically lock you down and you can't respond with anything because knives stick you and your assists. Even if you can get an opening, if you use anything with lag, she'll just teleport (which has instant activation) so once again, only use Jab-Viper Beams. The only times Spiral is open to attack is when she is summoning knives and when she is recoverying from a teleport.

You need to try to hit knives off of her before she can start her traps. Usually, you can rip of S.Fierces to keep her from landing from a SJ with knives or to try to pin her down when she has them. You helpers also provide decent walls when she's throwing knives at full screen.

Once you establish control, you need to continue to pressure with S.Fierce, Jab-Psimitars, and grenades occasionally. Even if she SJs and gets knives, you need to be ready with that S.Fierce as she falls or be ready to punish a teleport. If she ever gets a good knife trap going, you need to be patient and wait for an opening. She will either try to stop you from escaping or try too keep you in the trap. You have to dictate what she'll do. Keep in mind, if you get trapped, you will take a lot chip before you get out. Against better Spiral's, it will be more.


Vs Cyclops
This match is in Cable's favor for one reason; he can AHVB. The vast majority of Cyclops' strategy is to build up meter and then chip you with it for a lot of damage each time. The only character that can punish this is Cable.

Other than that, let Cyke build up his meter and try to build yours with OC.Fierce. You won't build as fast, but it's better than SJing and getting outprioritized by SJ.Roundhouse. As he comes down, try to make him fall on your AAA or Projectile assist and attempt to chip a bit. There's not too much else you need to do. AHVB limits the options Cyke has against you. Even without meter, Cyke can't do things like C.Fierce bullets because you can just do a J.Viper Beam and beat him out of it. Just be careful when he gets close in and don't try to retaliate against his high priority jump-ins. Block and push him away. Remember, blocking is free. There is no block meter, so don't try to counter.


Vs. Cable
This is by far, the gayest match-up in the game. It's also one I hate the most, because both of you should be trying to do the exact same thing and if both of you are good and wave dash well, nothing works.

taiji
06-04-2002, 09:02 PM
The core of this match is not played on the ground. It's all in the air. There are two safe things for Cable to do against another Cable: SJ and throw grenades and SJ and air throw when the other Cable is coming down from throwing grenades. You don't want to play on the ground much because you risk slipping up. If you feel comfortable being the aggressor, then by all means, play on the ground and try to land a C.short. Just be careful you don't get hit by one and then die. As I was saying before, one of the safest things to do is SJ and throw grenades. Usually, you want to throw a Short grenade and you want the opposing Cable to block it. However, the only time you get that option is usually after a throw or when you opponent does something stupid. If you're on the recieving end and Cable starts to throw a grenade from SJ height, by all means, start wave dashing. You don't want to block it. If you wave dash, you can get under him and work the same types of patterns you did against Doom when he comes down from his SJ. Depending on the assists in the situation, you can use S.Fierce x4 traps on Cable, but you risk getting you and your assist AHVBed at the very beginning. Just don't get greedy and try for a lot. The other thing you need to be doing is air throwing a lot. By now, you have to be able to SJ and snag people out of the air with air throws. More specifically, you have to be able to wave dash into position, SJ, and air throw people. If you do, this match becomes very easy. If not, you better be able to land C.shorts on the ground while not running into assists. Just keep your opponent guessing and don't do the same things a lot. When you start going through the motions and stop thinking, you get hit by AHVB.

If you get a good shot at a helper, by all means, fry it. Just make sure your opposing Cable is blocking. There's not much the opposing Cable can do if he leaves his Cyke assist hanging for example. If he SJs, you get another opportunity to hit him on the way down. Just be wary of SJ.Roundhouse because it has really wierd cross-up proporties.

I was bored at work and decided to put this on paper finally. I hope people can learn from this, and if you can't, then you just wasted a lot of time reading it. Ha ha.


** end of repost **
sorry for the whole mess of replys, but the new character limit is less that before

I own everyone
07-11-2002, 08:40 PM
wit cabel ya needz ta rememba dat hez gotz da range wit hiz 4 X HP gun. Hiz gunz travel full screenz like Felicias super

Some comboz for da man cable are:

s.lp, s.lp, hp x 4 viperbeeem, Huyp[er viperbeem

Therez diz thing called a AHVB X2 dat if yuz super jump and do da hpverbeem you can connect wit fallin opponents and before after gaurd crush! You can do thiz up to 3 times and dats why Cable is da assist killla!11

Some goodz teemz wit cable are

Cable/Spiral/Stridre
Cable/Shuma/Stirder
Cable/Mangeto/Strider
Strider/Cable/Psy
Rockman/CapAmerica/Cable

Remember to use beemz den DHC into anoter beem.

50mOrEcEnTz
07-11-2002, 08:50 PM
......shut up

golba666
07-11-2002, 09:03 PM
Originally posted by 50mOrEcEnTz
......shut up
lol thank u.

u dont own anyone uove been playing the game for a week

REALPLAYER
07-11-2002, 11:10 PM
Originally posted by I own everyone
wit cabel ya needz ta rememba dat hez gotz da range wit hiz 4 X HP gun. Hiz gunz travel full screenz like Felicias super

Some comboz for da man cable are:

s.lp, s.lp, hp x 4 viperbeeem, Huyp[er viperbeem

Therez diz thing called a AHVB X2 dat if yuz super jump and do da hpverbeem you can connect wit fallin opponents and before after gaurd crush! You can do thiz up to 3 times and dats why Cable is da assist killla!11

Some goodz teemz wit cable are

Cable/Spiral/Stridre
Cable/Shuma/Stirder
Cable/Mangeto/Strider
Strider/Cable/Psy
Rockman/CapAmerica/Cable

Remember to use beemz den DHC into anoter beem.

Survey says.....


NEWB!!!!


:lol:

neroiscariot
07-11-2002, 11:41 PM
dude , you have to most gangstah cable i have eva seenz....


go fuck yourself

KimMaster
07-12-2002, 12:43 AM
Originally posted by I own everyone
wit cabel ya needz ta rememba dat hez gotz da range wit hiz 4 X HP gun. Hiz gunz travel full screenz like Felicias super

Some comboz for da man cable are:

s.lp, s.lp, hp x 4 viperbeeem, Huyp[er viperbeem

Therez diz thing called a AHVB X2 dat if yuz super jump and do da hpverbeem you can connect wit fallin opponents and before after gaurd crush! You can do thiz up to 3 times and dats why Cable is da assist killla!11

Some goodz teemz wit cable are

Cable/Spiral/Stridre
Cable/Shuma/Stirder
Cable/Mangeto/Strider
Strider/Cable/Psy
Rockman/CapAmerica/Cable

Remember to use beemz den DHC into anoter beem.

Oh.. thanks alot man, I love your ministrat... it helped me out alot... where does it include that you should use the qcb + p move as much as you can....? :rolleyes: ...

KC0173
07-12-2002, 01:06 AM
is it me, or did that a while to decode?

shinobidj
07-12-2002, 01:35 AM
Originally posted by I own everyone

Cable/Mangeto/Strider


mangeto!!!

Paranoia EviL
07-12-2002, 01:38 AM
s.lp s.lp s.hpx4 doesnt even connect.

GeekBoy
07-12-2002, 02:04 AM
And I thought I had already discovered the epitome for the word "stupid".

Razor
07-12-2002, 02:05 AM
Didn't someone already do this?
Then in the end its all like, jeeez can't you guys take a joke?
But it seems more real when ya only got 2 posts.

da_dragon
07-12-2002, 03:31 AM
Originally posted by I own everyone
wit cabel ya needz ta rememba dat hez gotz da range wit hiz 4 X HP gun. Hiz gunz travel full screenz like Felicias super

Some comboz for da man cable are:

s.lp, s.lp, hp x 4 viperbeeem, Huyp[er viperbeem

Therez diz thing called a AHVB X2 dat if yuz super jump and do da hpverbeem you can connect wit fallin opponents and before after gaurd crush! You can do thiz up to 3 times and dats why Cable is da assist killla!11

Some goodz teemz wit cable are

Cable/Spiral/Stridre
Cable/Shuma/Stirder
Cable/Mangeto/Strider
Strider/Cable/Psy
Rockman/CapAmerica/Cable

Remember to use beemz den DHC into anoter beem.

You dont own shit:lol: :lol:
And since when s.lp, s.lp, hp x 4 viperbeam, Hyper viperbeam connects? LMAO

Y2J_Joe
07-12-2002, 06:39 AM
SCRUB!!!!!!!!!!!

Aerial Assault
07-12-2002, 11:07 AM
I own everyone was gonna change his mind about making this thread...

But then he got high
(Backup singers: ooooooooooooooohhhh)
He was gonna stop using z's

But then he got high

Now his ass is getting flamed by everyone and we know why
Voices screaming...
SCRUB!!!!!!!!!!!
NEWB!!!!
go fuck yourself!!!!!!!


Cuz he got high

Because he got high Because he got high la da da da da da......

Spyro
07-12-2002, 03:08 PM
This is kinda funny IMO.

:p

Eternal Blue
07-12-2002, 03:44 PM
Actually, to make this thread a little more serious, and I've been trying some sort of lockdown with Cable/Sabretooth-B. I know it's not air tight but no trap is air tight or else it would be an infinite. Anyway, I do this:

s. fierce + assist, s. fierce xx jab VB, start mashing on fierce right away + pressing assist once again, then go into jab VB on the 4th s. fierce, repeat starting from the beginning.

I don't think its game breaking or anything of the sort, but its good to do on Magneto, Storm or Sentinel to get a little breathing room and build meter.

Do you guys have any better lockdowns than mine concerning these two? I'd like to know cause I suck at the Spiral/Sent or Spiral/XXX traps and this one is kinda easy and useful. It reminds me of Cable/Storm-G trap. I don't know which is better though.

Saby
08-05-2002, 04:58 AM
*bump*

This is a real good cable strategy guide that I think other cable users should look at and post in to keep it alive so we don't get like five different cable threads asking for stuff that's answered here.

*bump*

Th3 0N3
08-05-2002, 05:03 AM
like i said in the other thread, SRK needs to put these guides in there database.

FluffyXXL
08-05-2002, 10:26 AM
I'll be revising it after EVO, mostly because I know a lot of the information is old, and I want to see how EVO goes to see if I can get some real examples of things.

Crissaegrim
08-05-2002, 10:57 AM
Mr.fluffy this is the best cable guide i ever seen but can you give more examples for setups ?

For example : what i need to setup an opponent with storm for runaway,which assists are best for this purpuse

How to get opponent dashed into c.shorts ?
how to get opponent turtling ?
how to make opponent waste his supers in chip dam?
etc.

my question is how to make the oppponent to do always what i want him to do,which assist fits best in the different situtions,etc ?

and tips against BH with cable,thanks for your time, i hope yu can post up new info when you feel like it.....

FluffyXXL
08-05-2002, 05:21 PM
Originally posted by Crissaegrim
Mr.fluffy this is the best cable guide i ever seen but can you give more examples for setups ?

For example : what i need to setup an opponent with storm for runaway,which assists are best for this purpuse

How to get opponent dashed into c.shorts ?
how to get opponent turtling ?
how to make opponent waste his supers in chip dam?
etc.

my question is how to make the oppponent to do always what i want him to do,which assist fits best in the different situtions,etc ?

and tips against BH with cable,thanks for your time, i hope yu can post up new info when you feel like it.....

If I could do all of the things you ask, I would be the top seed at EVO this year :lol:. Seriously, you can't always know exactly what your opponent is going to do all the time. What you have to do is feel out the match a bit. Try some things and see what your opponent does. Try S.Fierce traps or TK grenades. Throw your assist out once in a while and just SJ to cover it if it gets hit. Try to pay attention to how your opponent reacts to the things you do, then try to figure out how you can use what you have to get some damage. Like, if you throw a TK grenade and your opponent wave dashes underneath it, he could do several things. He could SJ up and try to throw you. He could try to dash under you at the last second in hopes of crossing under you to get a C.Short. He could go under you, then go back under to further confuse you. You have to pay attention to what he does, cuz more than likely, he's going to do it again. Once you know how your opponent reacts, then you can use that information to set him up in the game. Like, if you come down with SJ.Jab and hit your opponent out of the air to pop him up a bit, land before he does, and then dash under him and come at him from the other side. Now, you just played the mind game on him.

But seriously, I have a bit of trouble understanding exactly what you are asking about for Storm. Could you clarify that a bit?

As for Blackheart, you have to ground him at one point. You really don't need your assist cuz you can usually just SJ up and make him block SJ.Fierce and Jab-Viper Beams to bring him down, then keep you distance so his assists won't matter, and do the same. You can get pretty intricate with grenades as well. Just keep in mind that you don't want to jump into an infinite and you don't want to SJ unless he does. Other than that, you can keep him on the ground with S.Fierce traps (but, know where the holes are) and chip him. If he does SJ.Roundhouse and you catch him, AHVB that shit.

astro86
08-05-2002, 05:50 PM
ok sorry if this was posted but i have been seeing alot of granades beign thrown doing the tiger knee motoin is this a mistake or those it have a use and i see this alot with sent assits? can u give me some feed back on this? cuz i dont see it doing much good.

orochi_shin
08-05-2002, 07:15 PM
Originally posted by astro86
ok sorry if this was posted but i have been seeing alot of granades beign thrown doing the tiger knee motoin is this a mistake or those it have a use and i see this alot with sent assits? can u give me some feed back on this? cuz i dont see it doing much good.


edit: Forget it

rice picker
08-05-2002, 08:14 PM
i think one reasen u do tk grenades is to fake the opponent out.if ur seen doing that alot theyll catchon.but if u see them try anything u can just cancel the grenade into a ahvb.its a setup.correct me if im wrong

Crissaegrim
08-06-2002, 11:41 AM
Thanks for ur time this is helping me a lot mr.fluffy !!!!
about storm is "if she´s running away like a bitch and i have an aaa like cike or psy,what can i do for getting her down ??"
my question was bad written in my last post,sorry.
or in the case shes rushing in a lot,what can i do for make her run away from me, is something i can do ?

Fluffy,do you live near from Ricky Ortiz plays ?? a friend of mine told me that,and if this is truth,is ricky still playing mvc2 ?

And what´s the best way to counter this :

I have my cable with full meter,I want to guard break a coming in cable with meter too, so i go for the s.fierce,land,ahvb guard break....
but he blocks the bullet and inmediately he does an ahvb so i dont have time to land and guard break him with my beam,so i get stucked in the floor and i miss my chance to kill him, what can i do ?
may i counter to cammy xx kba ?or is a way to evade this counter to the guard break with cable or a counter to this counter ?
i hope u dont get confused,i dont write english very well as u can see :)

THANKS FOR ALL THE TIPS !!
I REALLY APRECCIATE IT !!!:D :D

Storming Flower
08-06-2002, 04:02 PM
what the hell is OC Fierce?

taiji
08-06-2002, 04:59 PM
offensive crouch = df + fp

FluffyXXL
08-06-2002, 10:56 PM
Originally posted by Storming Flower
what the hell is OC Fierce?

Original Street fighter arcades had eight directions labeled on the machine. I use those conventions because I like them and because I'm an old fart.:cool: They are

U-> Jump
UF-> Forward Jump
UB-> Backward Jump
F-> Forward
B-> Block
DB-> Defensive Crouch (DC)
D-> Crouch
DF-> Offensive Crouch (OC)

I also use the standard names for the attacks. So, if you do a LP -> MP -> HP chain, I'd label that as

Jab -> Strong -> Fierce

even though Jab and strong are produced by the same button, they are different attacks so I like to make sure everyone knows that if I say

Jab, Jab,

that actually refers to two jabs linked together instead of

Jab -> Strong.

If you need more explanations on the conventions, go look for a James Chen faq for any VS game. I use the same system he does.

FluffyXXL
08-06-2002, 11:03 PM
Originally posted by Crissaegrim
Thanks for ur time this is helping me a lot mr.fluffy !!!!
about storm is "if she´s running away like a bitch and i have an aaa like cike or psy,what can i do for getting her down ??"
my question was bad written in my last post,sorry.
or in the case shes rushing in a lot,what can i do for make her run away from me, is something i can do ?

Fluffy,do you live near from Ricky Ortiz plays ?? a friend of mine told me that,and if this is truth,is ricky still playing mvc2 ?

And what´s the best way to counter this :

I have my cable with full meter,I want to guard break a coming in cable with meter too, so i go for the s.fierce,land,ahvb guard break....
but he blocks the bullet and inmediately he does an ahvb so i dont have time to land and guard break him with my beam,so i get stucked in the floor and i miss my chance to kill him, what can i do ?
may i counter to cammy xx kba ?or is a way to evade this counter to the guard break with cable or a counter to this counter ?
i hope u dont get confused,i dont write english very well as u can see :)

THANKS FOR ALL THE TIPS !!
I REALLY APRECCIATE IT !!!:D :D

Yes, I live near Ricky and he still does play.

As for Cable things, there is no one thing that will make Storm stop rushing you down except for an AAA. If you know when she won't get hit by it (there is a spot where if she rushes, she'll go past it) you can instead use that to your advantage by calling it out right after that. You usually have to block some in that case. There is no magic "you win" button. The best way to avoid getting rushed down is literally to avoid it. Don't stay in one place to long. Jump back (or forward) a lot. Stay mobile.

When she is running away, just use OC.Fierce to build meter and on her way down, try to jump up and make her block a Viper Beam. Make sure you have enough room for that though.

My best advice for guard breaking Cable is don't try it. Do the J.Fierce, and instead of AHVB, just super jump up and see if he wastes a meter. You might even be able to get above his beam and hit him out of it. The key thing is to look like you're trying to guard break so you don't waste the meter.

Crissaegrim
08-07-2002, 10:27 AM
Thanks Mr.Fluffy
Ok,so u live near from Ricky huh ? i hope u can told me in the next few days how he and u make it on EVO...

Two more questions if is not too much to ask for (this thread is more about my questions than about cable,je,je,je):

Which team do you think is the best (with cable) for beating team watts ? i know cable-commando is the best duo for the team,but which partner fits best ? Storm ? Doom ? BH ? Sent ?

And is truth that a new versus game is coming ? or is another joke ? if this is truth,do you know details about this ?

Thanks again for ur time
your friend

Crissaegrim

BmoreSentinel
08-07-2002, 12:16 PM
in guard breaking, i find it more effective to do jump fierce punch, wait, jump ahvb. alot of people are pushblocking and finding different ways out. if you see someone going for pushblock, just jump and do fierceXXahvb or just ahvb.
also, if you are cable and you are being guardbroke, pushblock and throw a roundhouse grenade. if the other person is just doing fierce, land , ahvb, then they will get caught by the grenade and you can ahvb. <- very useful

rice picker
08-07-2002, 12:18 PM
never thought bout using gnade.i always do a ahvb but that usually bak fires.thanx fer the tip

namo444
08-08-2002, 08:45 AM
Questions

In some of the MWC 6 videos, I saw SiN do a gaurdbreak where he j.fierce, then j.fierce again and cancels into AHVB. Does your opponent have to push block this for the gaurdbreak to work?


Against Storm, if she runs away, is it a good idea to follow her up there?


When fighting any rushdown charcters, which AAA are best used to fight them with?


In a fight vs Magneto, what's the best way to deal with him if he has Psy AAA behind him? AHVB Psy is not easy while Magz is all over you.

In a situation where Strider/Doom locks you into the trap, I know you can sj to avoid him, but if he activates orbs again, and then tries to continues the trap, what can I do?

BmoreSentinel
08-08-2002, 03:41 PM
the reason sin did J. Fierce, pause J. Fierce XX AHVB was because Justin was trying to pushblock it. pushblocking helps you avoid damage and possibly get out. if you do this to someone not pushblocking, you will most likely miss ahvb.

orochi_shin
08-08-2002, 06:37 PM
Originally posted by rice picker
i think one reasen u do tk grenades is to fake the opponent out.if ur seen doing that alot theyll catchon.but if u see them try anything u can just cancel the grenade into a ahvb.its a setup.correct me if im wrong

astro: Read that you numbnuts. That's the same thing I posted and I edited out because you said and I quote: "No way man, it comes out hella slow and it has lag." Bitch:mad: :p It is more used as like to keep the opponent on the ground.

I call [Sent drones (they hit, which opponent blocks) Tk Lk grenade ( grenade forces opponent to block)] S.Fp + Sent assist. Repeat bracket part.

rice picker
08-08-2002, 07:09 PM
whos astro are u talking to me?

Biff10426
08-09-2002, 09:59 AM
I think hes best with other beamer assists just to sit back, hop about and annoy the hell out of people, when they get greedy and try to thwomp your partner let em have a pistol and a viper, he works well with capcom's aa (well almost any character does), esp. if you can tag em with a grenade before capcom hits them...
overall its a character I dont prefer to use, but respect when used properly

FluffyXXL
08-12-2002, 09:16 AM
Originally posted by Crissaegrim
Thanks Mr.Fluffy
Ok,so u live near from Ricky huh ? i hope u can told me in the next few days how he and u make it on EVO...

Two more questions if is not too much to ask for (this thread is more about my questions than about cable,je,je,je):

Which team do you think is the best (with cable) for beating team watts ? i know cable-commando is the best duo for the team,but which partner fits best ? Storm ? Doom ? BH ? Sent ?

And is truth that a new versus game is coming ? or is another joke ? if this is truth,do you know details about this ?

Thanks again for ur time
your friend

Crissaegrim

Ricky couldn't make it to EVO

It really doesn't matter what Cable team you use against team watts. In theory, it should be Someone-that-can-beat-Blackhart/Cable/AAA(Cammy is best IMO). You could also start Cable, who beats Blackheart without even having to use his meter.

As far as I know, there is not a new versus game coming out. Capcom no longer has copyrights for marvel characters, so if there is a new versus game, it would have to be something else. I really don't think the versus series is dead though. I mean, look how long it took for capcom to make MVC2. I think it was 3-4 years after MVC1.

As for how I did at EVO, I assume you're talking about MVC2. I did pretty bad. Actually, I went out in 2. Although, I really didn't care too much about playing marvel. I didn't practice at all the past couple of weeks and I didn't get in any warm up matches before playing. I lost to some guy useing Magneto first. Sad thing about that is that I know i've beaten better magnetos in my day. But, I just wasn't prepared for it. Then, I lost to Psianyd from NW. I was just messing around in that one, cuz I really didn't care to advance. I pretty much went for CVS2 and ST. MVC2 I just played in because I was there.

FluffyXXL
08-12-2002, 09:31 AM
Originally posted by namo444
Questions

In some of the MWC 6 videos, I saw SiN do a gaurdbreak where he j.fierce, then j.fierce again and cancels into AHVB. Does your opponent have to push block this for the gaurdbreak to work?


Already been explained.

Originally posted by namo444
Against Storm, if she runs away, is it a good idea to follow her up there?

No. That would be a bad idea. there is no good reason to follow her. She can stay above you. Just sit on the ground, build meter while she plays up there, dodge any typhoons she tries to do, and then try to chip her as she comes close to the ground. You usually can pressure her enough to get her to stop running away.

Originally posted by namo444
When fighting any rushdown charcters, which AAA are best used to fight them with?

The good rushdown characters are hard to fight against in general because they dodge AAAs. There is no real magic answer to this one. That's partly why Cable looses to Magneto, Sentinel and Storm because they can get around AAA. I honestly would say that Psylocke or Jin is the hardest to get around, but then you have to play one of those two characters.

Originally posted by namo444
In a fight vs Magneto, what's the best way to deal with him if he has Psy AAA behind him? AHVB Psy is not easy while Magz is all over you.

Once again, Magneto is hard to fight. Just try to call you AAA after blocking Psylocke (which usually will miss magneto) to smack psylocke and keep running from Mags. If you can run enough and not get hit, you can do some damage to Psylocke. Just don't do anything risky and you should do ok. It's always best to try to land a AHVB on a helper and DHC Cable out because you don't want Cable in against Mags. Sentinel or Storm would be a better choice.

Originally posted by namo444
In a situation where Strider/Doom locks you into the trap, I know you can sj to avoid him, but if he activates orbs again, and then tries to continues the trap, what can I do?

Just run away. try not to block Doom, cuz there's where the damage comes from. SJ up and let him SJ up to catch you up there. It's way better to block a couple orbs at SJ height and pushblock than it is to get stuck on the ground and block Doom at point blank range.

Blue Beefman
08-12-2002, 10:36 AM
AHHHHHHHHH CABLE SUCKS!!!!!!!!

namo444
08-12-2002, 02:08 PM
Nice Avatar anyways Beefman,

Some more questions.


I've heard Cable/AAA should be able to give Sent some trouble. My AAA is usually either Cykes or Psy.


I remember seeing Rodolfo AHVB his opponent into the corner, dash foward, rh, and AHVB again. I've been tryin to nail this down just for show, but I seem not to be able to catch him with the RH.


I was wondering, against Doom, does Cable of the advantage, or is he at a disadvantage?

KC0173
08-13-2002, 12:16 AM
what i sometimes do if i'm getting rushed down is throw well place grenades, meaning that you don't hold them. usually, magneto will follow you're ass and may run into a grenade. but of course, he may be able to guard break you if you regular jump back and throw grenades. also, if you're jumping back and he's below you, a rh may connect if they don't expect it, then cancel to AHVB.

namo444
08-13-2002, 09:06 AM
My way of dealing is to call my Capcomm AAA :lol: and psimitar.... now he has to dodge 2 anti-air moves...

Pimpswitch EX+
08-28-2002, 06:05 PM
I hate how people Label Cable as"cheap" because he honestly isn't. He's easy to pick up, and yah, his moves are easy to do, but it takes alot of skill to use him correctly.

AirFalcon
08-28-2002, 07:26 PM
cable infinite?

rice picker
08-28-2002, 07:54 PM
Originally posted by AirFalcon
cable infinite?
ok correct me if im wrong but i beleave its on sentinel only in the corner,jumping hk dash in hp gnade.i dunno which nade it is or if it even matters.

LightningStorm
09-11-2002, 07:44 AM
Bump :bluu:

Guess I'll bump this cause Cable (and Magneto) are the last top tiers I'm trying to learn to play. I suck royally with both.

Naslectronical
09-11-2002, 09:44 AM
Originally posted by Pimpswitch EX+
I hate how people Label Cable as"cheap" because he honestly isn't. He's easy to pick up, and yah, his moves are easy to do, but it takes alot of skill to use him correctly.

Cable's not cheap, but even I have to say that it doesn't take a lot of skill to use him effectively. You might have to work harder against higher level comp, but it still doesn't make him anymore difficult to use. You don't even have to necessarily be a great player to win with Cable. As long as you know what you can punish with AHVB, how to combo into it, how to tiger knee it, a jumping fierce and grenade here and there, and what AAA's to use, you're pretty much good to go.

Cable isn't as strong as the rest of the Big 4 because unlike them, he really can't force his opponent to make a mistake. People usually loose to Cable when they get impatient and start taking unnecessary risks to land a hit on him, and then they or their helper end up eating AHVB's.

Cable punishes mistakes easier than anyone else in the game, but he can't force anyone to make any.

But yeah, Cable is the easiest top character to use. If you know that your opponent is better than you, then you should pick Cable.

Saby
09-27-2002, 10:10 PM
*Bump*

I was also wondering if cable gains anything from the new guard cancel technique. What's some new stuff he can guard cancel and punish that he couldn't punish before? Oh, and any new strats that were seen at evolution? Please post, thanks.

(And try to keep this thread alive for other Cable users.)

FluffyXXL
09-28-2002, 09:51 AM
Originally posted by Saby
*Bump*

I was also wondering if cable gains anything from the new guard cancel technique. What's some new stuff he can guard cancel and punish that he couldn't punish before? Oh, and any new strats that were seen at evolution? Please post, thanks.

(And try to keep this thread alive for other Cable users.)

There's a few things that Cable can do now with the new guard cancel technique. Mainly, he can AHVB Spiral/Sent trap while spiral is loading knives, he can AHVB Sentinel/Spiral trap and get both of them, and he can AHVB Blackheart when he's doing Inferno XX HOD.

I'm going to be real honest about it and say those things really don't impact his matches too much. I think AHVB Spiral/Sent trap is probably the most important of those three. Spiral/Sent actually uses that trap, so it's a useful tactic. As for the Sent/Spiral trap, I don't often see people using Sent/Spiral trap against Cable. Mostly, they'll be stomping Cable with Sentinel anyway, so they're not likely to play on the ground. And Cable already wastes Blackheart pretty good, so that match-up becomes more unfair. Now Blackheart can't even chip Cable safely.

And I also like the tech throw guard breaks. That's really fun.

09-28-2002, 10:18 AM
cable is way too good.

Btw, i wonder what the rankings are now for mvc2, i can't find any of nun's most recent jap ranking, and i can't find shady k's ranking of the best teams either? i fogot where cable stood in there?

popoblo
10-16-2002, 09:01 PM
i have a few questions...especially for fluffyxl cuz he really knows what he's talking about...

-what is the best team to use involving cable playing against a really good sentinel? i have bigger problems with sentinel than i do magneto.

-isn't there some quasi-trap that involves cable with cyc against sentinel?

thanks.

FluffyXXL
10-16-2002, 11:53 PM
Originally posted by popoblo
i have a few questions...especially for fluffyxl cuz he really knows what he's talking about...

-what is the best team to use involving cable playing against a really good sentinel? i have bigger problems with sentinel than i do magneto.

-isn't there some quasi-trap that involves cable with cyc against sentinel?

thanks.

If by 'good', you mean top level player playing Sentinel, then I'd have to say that IMO, Cable can't beat Sentinel anymore. The best example of this was Rodolfo vs JWong at ECC this past year.

Rodolfo was playing Cable/Sent-A (which handled a lot better than I would have thought, but i've never seen Rodolfo play outside of vids) against JWong's Sentinel (/Storm/Cammy, but they didn't factor into the match too much) and played the characters almost textbook. Cable was working the TK grenades, beams, and using Sent-A for chip/semi-traps. Sentinel SJed, and did almost nothing until he was right next to Cable and eventually SJ throws and simple S.J.Jab-> S.J.Strong XX Rocket Punch. Seriously, if you want to see how it's really supposed to be done, go to the 8 on the Break website and see if those videos are still there.

I will mention though, I haven't been playing MVC2 since EVO, and I have no idea how the timed pushblocking would effect that matchup. I would think it would give Sentinel the edge, mostly because if Cable ever came down with Viper beams to keep Sentinel down, Sentinel might be able to time a pushblock in order to get off a Rocket Punch. But, again, I don't get to play top level competition anymore, so I wouldn't no for sure.

popoblo
10-17-2002, 04:53 AM
Originally posted by FluffyXXL


If by 'good', you mean top level player playing Sentinel, then I'd have to say that IMO, Cable can't beat Sentinel anymore. The best example of this was Rodolfo vs JWong at ECC this past year.

Rodolfo was playing Cable/Sent-A (which handled a lot better than I would have thought, but i've never seen Rodolfo play outside of vids) against JWong's Sentinel (/Storm/Cammy, but they didn't factor into the match too much) and played the characters almost textbook. Cable was working the TK grenades, beams, and using Sent-A for chip/semi-traps. Sentinel SJed, and did almost nothing until he was right next to Cable and eventually SJ throws and simple S.J.Jab-> S.J.Strong XX Rocket Punch. Seriously, if you want to see how it's really supposed to be done, go to the 8 on the Break website and see if those videos are still there.

I will mention though, I haven't been playing MVC2 since EVO, and I have no idea how the timed pushblocking would effect that matchup. I would think it would give Sentinel the edge, mostly because if Cable ever came down with Viper beams to keep Sentinel down, Sentinel might be able to time a pushblock in order to get off a Rocket Punch. But, again, I don't get to play top level competition anymore, so I wouldn't no for sure.

what's the exact link to that site w those vids? so basically the key to beating a good cable with sentinel nowadays is just patience? and have you seen anything about that cable w cyc sentinel semi-trap?

FluffyXXL
10-17-2002, 04:44 PM
Actually, i just checked and the site for ECC7 is down. If you want the vids, you'd have to track someone down who has them downloaded.

As for the Cable/Cyke trap, i've never heard of such a thing.

Dasrik
10-17-2002, 05:06 PM
Originally posted by FluffyXXL
And Cable already wastes Blackheart pretty good, so that match-up becomes more unfair. Now Blackheart can't even chip Cable safely. Actually, that doesn't really matter. Guardcancel requires more than one blocked hit, and Inferno is only one hit on the ground, so if Inferno XX HOD is done to a standing Cable and he doesn't move between Inferno XX HOD*, then it will work.

*- That's the proviso. Even without guardcancel, Cable can still AHVB in between Inferno XX HOD anyway. So it doesn't affect it.

Rush_Clasic
10-20-2002, 11:30 PM
Can someone tell me if this combo works: j.hk, lp, mp, sj.lp, sj.lk, sj.mp, sj.mk, sj.hp, their character forced into corner, sj.hk (OTG), AHVB. After the last sj.hk I seem to be forced to far up to connect the AHVB. Am I doing it too slow or do I need to press down and mash or does it just not work? Also, instead of AHVB, sometimes I just lp, mp, but I can't follow it up. Is this also imposible? Should I just be using df.fp?

Blaziniflo
10-21-2002, 12:54 AM
Originally posted by Rush_Clasic
Can someone tell me if this combo works: j.hk, lp, mp, sj.lp, sj.lk, sj.mp, sj.mk, sj.hp, their character forced into corner, sj.hk (OTG), AHVB. After the last sj.hk I seem to be forced to far up to connect the AHVB. Am I doing it too slow or do I need to press down and mash or does it just not work? Also, instead of AHVB, sometimes I just lp, mp, but I can't follow it up. Is this also imposible? Should I just be using df.fp? The first combo does not work. The second combo you listed is a laucher. Explain a little more.

Rush_Clasic
10-21-2002, 02:01 AM
what I meant was: j.hk, lp, mp, sj.lp, sj.lk, sj.mp, sj.mk, sj.hp, they forced into corner, sj.hk (OTG), lp, mp, sj.........
can any move connect after the sj or do they go too high?
Also, is Cable superjumping out of lp, mp? I'm not sure if you just press up after you lp, mp, if that is considered just a normal jump.
Anyways, if that combo doesn't work should I just stick to: j.hk, lp, mp, sj.lp, sj.lk, sj.mp, sj.mk, sj.fp, blah blah corner, sj.hk(OTG), df.hp, sj..........?

Blaziniflo
10-21-2002, 02:22 AM
Originally posted by Rush_Clasic
what I meant was: j.hk, lp, mp, sj.lp, sj.lk, sj.mp, sj.mk, sj.hp, they forced into corner, sj.hk (OTG), lp, mp, sj.........
can any move connect after the sj or do they go too high?
Also, is Cable superjumping out of lp, mp? I'm not sure if you just press up after you lp, mp, if that is considered just a normal jump.
Anyways, if that combo doesn't work should I just stick to: j.hk, lp, mp, sj.lp, sj.lk, sj.mp, sj.mk, sj.fp, blah blah corner, sj.hk(OTG), df.hp, sj..........?

I'm not to sure about these. Go to gamecombos.com and check the team seattle combo vid. They do some shit with cable that whack, maybe that'll help you a bit. For combo wise, these could be fun. But if you're playing to win, if you land the j.hk, just follow up with a lk,mk, s.hk xx ahvb. That's all you need to start playing cable at a competition level. Any air combo with cable is just 1234 hk or hp when you catch them jumping toward you in the air. Anytime else, if there's an opening, just do the first combo and cancel in ahvb.

Saby
11-20-2002, 10:51 AM
I have a few Cable questions that I hope someone will answer.

1) What are some ways to combo into AHVB other than s.lk, s.mk, s.hk xx AHVB. For instance, I saw a vid where someone did c.lk, c.mk, c.hk and somewhere they called CapCom AAA which OTGed the oppenent and they wer able to combo into AHVB. so are there any other ways to combo into it with or w/o various other assits. And can that CapCom trick be done with cammy or ken AAA?

2) Also, what are some good traps/lockdown with Cable on point or as an assist? Traps with any character, not just top teirs, are what I'm hoping for, but traps involving top teirs would also be appreciated.

Thanks to anyone who replies, and I hope someone does before this thread gets buried again.

Saige
11-20-2002, 12:13 PM
Originally posted by Saby
I have a few Cable questions that I hope someone will answer.

1) What are some ways to combo into AHVB other than s.lk, s.mk, s.hk xx AHVB. For instance, I saw a vid where someone did c.lk, c.mk, c.hk and somewhere they called CapCom AAA which OTGed the oppenent and they wer able to combo into AHVB. so are there any other ways to combo into it with or w/o various other assits. And can that CapCom trick be done with cammy or ken AAA?


It's a waste of a meter but if you want to be flashy you could do c.hk, Time Flip, the future Cable will hit them on the ground (the Time Flip itself won't work but it knocks them off of the ground just a bit) and right after the Time Flip OTG's them, AHVB.

It's just for looks though, I personally wouldn't waste a meter when using Cable.

xBlackheartx
11-20-2002, 12:40 PM
i was wondering if it was worth it to do tiger knee grenades with cable????

BshidoHEAT
11-20-2002, 02:03 PM
Originally posted by FluffyXXL

As for the Cable/Cyke trap, i've never heard of such a thing.

If you can.. find out where the Evo 2002 vid is.. I think Xececutioner was playing Cable/Cyc and locked down a Sentinel pretty good in that vid.

(BTW.. I don't really know if Xececutioner was playing Sent or Cable/Cyc)

popoblo
11-20-2002, 02:16 PM
Originally posted by BshidoHEAT


If you can.. find out where the Evo 2002 vid is.. I think Xececutioner was playing Cable/Cyc and locked down a Sentinel pretty good in that vid.

(BTW.. I don't really know if Xececutioner was playing Sent or Cable/Cyc)

yep, that was what i was initially referring to, it looks pretty effective...against sentinel that is

FluffyXXL
11-20-2002, 05:50 PM
Originally posted by Saby
I have a few Cable questions that I hope someone will answer.

1) What are some ways to combo into AHVB other than s.lk, s.mk, s.hk xx AHVB. For instance, I saw a vid where someone did c.lk, c.mk, c.hk and somewhere they called CapCom AAA which OTGed the oppenent and they wer able to combo into AHVB. so are there any other ways to combo into it with or w/o various other assits. And can that CapCom trick be done with cammy or ken AAA?

Cable does have a slight bit of flash, but not as sophisticated as Magneto or Storm combos. If you really want to show flash, then learn to tiger knee cancel S.Fierce. It is possible, but it's not worth the effort of missing an opportunity. Most people will watch it and think it's no big deal, but it's one of those things that only has like, 1 frame to cancel. I know it has something to do with the fact that you can repeat S.Fierce, and the window for inputting another S.Fierce and the window to cancel a SJ motion are almost the same, so it's very difficult to do. The only other flashy thing I can think of with Cable is in the corner, you can combo S.Fierce XX Timeflip, grenade, C.FierceXX Timeflip, etc...

If you're just looking to figure out what will combo into AHVB, pretty much anything will. I remember some socal player (I think it was Genghis) saying something to the effect of "you can combo AHVB off of my fart assist" or something like that. I'm not sure, it was a while ago before the boards got erased.

Originally posted by Saby
2) Also, what are some good traps/lockdown with Cable on point or as an assist? Traps with any character, not just top teirs, are what I'm hoping for, but traps involving top teirs would also be appreciated.

Thanks to anyone who replies, and I hope someone does before this thread gets buried again.

There are a lot of traps for Cable/XXX, so I'm really not going to list them all. The main ones are Cable/Sentinel variants, that use either Sent-A or Sent-G.

Instead, I'll talk about Cable as an assist helping a trap.

The two assists that would allow you to trap easiest are his alpha and gamma assists. Alpha assist is the viper beam and Gamma assist is the grenade.

Everybody knows the old skool Spiral/Cable-A trap from a long time ago, so there really isn't a need to mention it here. You can use this assist with rushdown to make your opponent block just like any other beam assist type.

Cable-G is something i've rarely seen anyone use. I used to do a pseudo-trap with Megaman/Cable-G/Cyke-B. Cable-G worked really well with Megaman's general "throw things out there that are difficult to get around" strategy as the grenade exploded and/or when it hits, it holds someone up to get hit by J.Fierce. I would think this works well for any character whose objective is to fill the screen with difficult crap so you can't rush him down. But, no one ever uses it. Just think BBHood, Megaman, maybe even Strider. I don't know cuz in all honesty, I don't play this game anymore. It's pretty much dead here in my part of NorCal.

FluffyXXL
11-20-2002, 05:54 PM
Originally posted by xBlackheartx
i was wondering if it was worth it to do tiger knee grenades with cable????

It's definitely worth it. I saw some vids of Rodolfo vs JWong from ECC7 and that's pretty much all Rodolfo was doing. TK grenades with Sent-projectile assist. If you can get a hold of those vids, you'd see what I mean. Rodolfo didn't win that series, but it's textbook Cable and it's not like he lost to a scrub. I had the fortune of playing Ricky Ortiz before his last hiatus on the east coast and he was doing the exact same strategy on me. I felt pretty powerless to hit Cable. It's a very proactive strategy, but it allows you to be safe if your opponent does something out of the ordinary. In other words, it's the ideal trap.

Spider_Sting
11-20-2002, 09:45 PM
hahaha if anyone does normal jump gun xx grenade, expect to get ur ass fuckin RUSHED down... to whoever asked if it was worth it to do TK grenades... let me answer with my question... do you think its worth it to do TK-AHVB?!?! HUH? ?!?! HAHAHHA holy shit...

ok if you do TK grenade and Magneto DASHES under and TRIES to launch you, you can still block in the air... when you do a normal jump gun XX grenade, you can't block on the way down... plus TK grenades as someone said are cancellable with AHVB... so if you do a TK grenade and call sent gamma, and ur playin sent and he does an HSF to try and get you, you can CANCEL to AHVB and fry his ass.

I don't do anything BUT TK grenades anymore, unless you do a LOW jumping FP then EXTRA low to the ground grenade... but yu still cant cancel that shit if sent tries to be agressive.

That is all

color_wolf
11-21-2002, 03:51 AM
---1) What are some ways to combo into AHVB other than s.lk, s.mk, s.hk xx AHVB. For instance, I saw a vid where someone did c.lk, c.mk, c.hk and somewhere they called CapCom AAA which OTGed the oppenent and they wer able to combo into AHVB. so are there any other ways to combo into it with or w/o various other assits. And can that CapCom trick be done with cammy or ken AAA?---


There is a crapload of stuff you can do to link the ahvb. The most obvious is the s.lk, s.lk, s.hk. You can also c.hk, scitimar, ahvb. The one I love to do is j.hk, dash forward, s.lk,s.lk, 5x s.hp(gun), lp scitimar, cancel to ahvb.

Maverick01010
11-21-2002, 02:42 PM
Well another way to combo into Cable's AHVB with Captain Commandos assist is to:

j.hk, dash over c.lk, c.mk, s.hk + Capcoms assist and reverse tiger knee superjump sj.hp fall xxx AHVB!


I hope this helps you alittle!

Until Next Time...CABLE IS CHEAP!

popoblo
11-21-2002, 03:27 PM
Originally posted by color_wolf
---1) What are some ways to combo into AHVB other than s.lk, s.mk, s.hk xx AHVB. For instance, I saw a vid where someone did c.lk, c.mk, c.hk and somewhere they called CapCom AAA which OTGed the oppenent and they wer able to combo into AHVB. so are there any other ways to combo into it with or w/o various other assits. And can that CapCom trick be done with cammy or ken AAA?---


There is a crapload of stuff you can do to link the ahvb. The most obvious is the s.lk, s.lk, s.hk. You can also c.hk, scitimar, ahvb. The one I love to do is j.hk, dash forward, s.lk,s.lk, 5x s.hp(gun), lp scitimar, cancel to ahvb.

to put some more damage in there...

jump in hk, dash forward, standing lk, mk, hk (right after you press standing hk, press capcom assist), then AHVB. it's the same combo as you put, it just does a lot more damage.

Maverick01010
11-21-2002, 04:06 PM
Another fun thing to do with Cable when you are bored is instead of using the s.hk you can swap it with a s.hp or you can use c.hp and just as teh bullet leaves the gun cancel it to a AHVB kinda hard to do it and have the bullet shoot aswell so I would just cancel the first hit of the c.hp. Another great way to link a AHVB is to have Cable/Mag-a and go :

j.hk dash over s.lk, s.mk c.hp + mag-a xxx scimitar AHVB its does alot of damage so use this if you use Cable with a magneto team.

Also if your opponent is in the corner you can basicaly do the same combo only let the c.hp shoot bullet and xxx Time Flip then sj. grenade dash over s.hk xxx AHVB and bam you have a dead character.:lol:

mike.m
11-21-2002, 06:35 PM
you do alot of damage by dashin c.lk,s.fpX4XscimitarXXahvb, if you link sentinel in there{you can actually link in a double set of fp's with sent} you can do over 100 damage with just 1 super.

Wildcat
11-22-2002, 03:11 PM
Here's Something I Wanna Discuss: Now I'm high, so give me a break, but I think this aspect of Cable needs to be discussed more. And with this being the "Official" Cable thread, I think it's a pretty fucking sad excuse of one of the 4 best characters in the game, part of the "God-Tier" as we say. Anyway, there's more to him than just s.FPx4xxs.lp scimitarxxAHVBx4, grenades and the SFRH. I want all of Cable to be looked at, and I don't even think Fluffy's thread does him justice. Here's my ideas on him:


First: The thing that does him absolutely no justice at all, and it should be: His anti-air assist.

Cable's anti-air assist oughta be considered among the top 10 best anti-airs in the game... (Capcom Jin Psylocke Cyclops Cable Cammy Doom BlackHeart IM/WM Shotos (Ken) ) in no particular order.

Cable is invincible while he's jumpuing out, so if you're using him to stop rushdown, then you're actually pretty good to go, cuz mag's quick lk's won't knock him out. He leads with his Scimitar in the move, cancelling out projecticles, but not multi-hit beams (i've seen it) and just trading a hit. His anti-air is also MULTI-HIT on the ground vs. non tiny chars (MM/R/S). His anti-air OTG's opponents. His anti-air can go through T.Bonne proj. assist at cretain times (mostly in the beginning, his scimitar being forward goes through the projectile and hits before the rings can reach Cable. Also concerning T.Bonne, if you are playing a character with super armor, then you can feel free to rushdown, Cable's anti-air will use the super armor buffer to take TBonne out during the assist at pretty much any moment during it (rarely is he overpowered). Making him even more deadly with Sentinel since you can launch the point or assist character out of the assist since it is MULTI-HIT ON THE GROUND (told you it was good). That can lead to a juggled assist to death in the air with LK's (if the point dies, or even for a little bit because the assist carries them off screen so high).

His assist IS full screen (limited it goes slow, but it still is full screen). I use team Storm/Sent/Cable, so he comboes PERFECTLY with that team as well. Storm can ground chain into Cable AAA and go into a hailstorm for 1/3 a bar of damage, not bad for a simple 3 button combo, an assist, and a super. And if the hail falls right, you can cancel from the hail into a Lightning Attack, pray you hit them, and cancel into Lightning Storm, pretty much a dead character since the Hail resets. ESPECIALLY IF you DHC of Doom that shit w/ Sentinel. (BEST TEAM EVER!!!)

Uhm...

Other Points:
-Use his assist to cut off parts of the screen, it's angled rise can be used to trap in the corner (no jumping out) and to cut off the top or bottom of the screen from your opponent depending on where you are when you call it out.

-If you trade hits with the opponent, it still sends them flying, giving you time to recover.

-If it connects and their assist connects on you, you will recover first since Cable's AA will bring them off screen, and Cable will be safe as well.

-If 1/3 of screen or less away, it will safely go through an AHVB and take out Cable.

-Nice Combo: Storm on point w/ Cable AAA
c.lk, c.lk, otg c.hk + assist, Hailstorm

Sure it's Rollable, but noone EVER would expect this. It looks flashy too, since noone does it.

-Non-Rollable Hail Combo:
c.lp, c.lk + assist, s.lk, s.hk (assist hits)xxHailstorm

-Capable of being EASILY used to guard break into a super or a manual launcher, even if they pushblock.

-Big character, if blocking a super like ProtonCannon or MOB, call out Cable and use him as a shield so you can counter super.

-

Yea, so that's his assist, there's a lot more, but I can't think right now, so gimme a break or something, lol. but yea, I'll post more on that later.

As far as his unique handling style goes, don't stick to the basic thing of grenades, viper beams, and proj. assists...Vary it up, keep them guessing. Keep them pinned with SFRH's, tk'd grenades, standing grenades, sj.grenades, scimitars when you get them into the corner, jump ins, rushdowns w/ assists, pin them down, do whatever, use EVERY move in his arsenal. The key here is to PLAN AHEAD, know what you want to do and make sure you can follow it up w/ something so that you can continue the lockdown. Crackdowns (QCF+K) are especially useful if you want to get to your opponent quickly and keep them in block stun while sent's assist follows you into them and keeps them in more block stun, allowing you to c.lk, s.lk, s.fpx2 + assist on first FP, FPx4 + assist xx hp viperbeam. Builds meter too. Don't stick to runaway with grenades and an assist, attack, then switch to trapping, then runaway, you change easily change the tables with Cable. Bait out assists with a fake rushdown and pullback with a AHVB into infinity. Cable isn't a runaway character.

Random Points w/ Cable:

-Scimitar OTG's stuff...

-Summers Family Roundhouse (SFRH) Simply owns. Seriously, in Cable vs. Cable matches you can safely jump in at the opposing Cable and call an assist because he will try to AHVB but the range and speed of the SFRH will get in an tag him out of any chance he had at killing your assist.

I'm too tired to write anymore, I'll be back later, but use this as a start, please. Cable has SO much more to do.

Dasrik
11-22-2002, 03:46 PM
Nice post, but just some random notes of correction.

Originally posted by Wildcat
Cable is invincible while he's jumpuing out,Simply not true. Cable can get hit out clean by moves like Mags jump fierce.

And if the hail falls right, you can cancel from the hail into a Lightning Attack, pray you hit them, and cancel into Lightning Storm, pretty much a dead character since the Hail resets. ESPECIALLY IF you DHC of Doom that shit w/ Sentinel. (BEST TEAM EVER!!!)You can't LA xx LS after hail storm, since you are in normal jump state afterward.

-Non-Rollable Hail Combo:
c.lp, c.lk + assist, s.lk, s.hk (assist hits)xxHailstormIf you're using Storm/Sent/Cable, why not just do standard AC Lightning Storm, HSF combo?

Cable isn't a runaway character.:lol:

Wildcat
11-22-2002, 04:17 PM
Alright, the only thing I'm going to give you credit for on correcting me on is that Hailstorm xx LAxxLS thing. I forgot about that, but I swear I did it once, I dunno. As far as the other things are concerned though:

I've seen Cable's AA beat out Mags j.hp, I think it all depends on the timing and positioning, because in my case Cable may have been in a different animation than yours. But Cable's pulling out of the scimitar is instantaneous and I call it invincible, but it's more like going to trade hits all the time, since it doesn't flat out beat moves, it just gets rid of them.

And for that combo, I tihnk it looks flashier, noone else does it, so it'll be different, it does MORE damage, and you don't need Sentinel in your team to do it.

And Cable isn't runaway, you just gotta know how to play him. I can take out Magnetos no problem, build meter with him, and keep you pinned, Cable is versatile.

Magnetro
11-22-2002, 09:18 PM
heh i posted these combos on the mag thread but i think they belong in the cable thread so here they go I used Row's team but you can exper.... umm :
TL=Time Flip
oh yea i know these are gonna be nearly impossible to connect but still if you do you know what to do after the timeflip...

1st one: TF Jump up then lk grenade (hold the button down) \/ taunt AHVB .... ::why this works the last hit of the TF will knock them into the gradade::

2nd one: TF Jump up hk grenade \/ (hold the button down) then around the last hits snap back AHVB ::why this works when you snap them back and hopefully you held the button down] then the grenade will hit them for some reason then just ahvb::

3rd one: TF jump up lk grendade (hold it) as the opponent flies of by the other cable's shot DO hp XX tag mags in ...... ::why this works ok the hp will hit them into the grenade then your grenade will be coming then you have already switch out then all the things will connect:: heh from there you can do anything basicallly:D

NerenatwaH
11-23-2002, 12:47 AM
lately i've been thinking that Cable isn't at that HUGE advantage against Mags that people have been saying.

i used to think he was.....but i think that Magnetos have a hard time fighting Cables that utilize their grenades well in thier runaway game.

along w/ AAA's as well.


thoughts?

FluffyXXL
11-23-2002, 02:52 AM
Originally posted by Wildcat
I've seen Cable's AA beat out Mags j.hp, I think it all depends on the timing and positioning, because in my case Cable may have been in a different animation than yours. But Cable's pulling out of the scimitar is instantaneous and I call it invincible, but it's more like going to trade hits all the time, since it doesn't flat out beat moves, it just gets rid of them.

And for that combo, I tihnk it looks flashier, noone else does it, so it'll be different, it does MORE damage, and you don't need Sentinel in your team to do it.

And Cable isn't runaway, you just gotta know how to play him. I can take out Magnetos no problem, build meter with him, and keep you pinned, Cable is versatile.

I'm gonna be nice today, cuz some of this is just not right.

As for as Cable AAA goes, it is decent, but not as good as you claim it to be. It does not (I repeat, does not) beat out jump-ins, especially ones like Mags J.Fierce or Roundhouse, as you claim. It does have a very slight amount of invincibility on the ground, but far less than any of the better AAAs. Like, Cable will hit Doom out of his AAA, but ends up trading hits for it. That's not good, cuz that means Cable is still on the screen. Not a good thing. And I would never (and I do mean never) risk trying to beat Tronne assist with Cable AAA. You mess up, that's over half of Cable's life. I would not take that risk with the character that usually decides the match.

As far as Cable not being a runaway character, that's just wrong. What al quida network have you been hanging out on that you don't know that Cable is a pure runaway character. When you play Cable, you get your Reeboks on and run for it. You don't win matches by rushing down with Cable. Cable has not priority, and just isn't safe against any of the top tier, and a lot that aren't.

FluffyXXL
11-23-2002, 03:07 AM
Originally posted by NerenatwaH
lately i've been thinking that Cable isn't at that HUGE advantage against Mags that people have been saying.

i used to think he was.....but i think that Magnetos have a hard time fighting Cables that utilize their grenades well in thier runaway game.

along w/ AAA's as well.


thoughts?

It depends on the situation. I personally don't have problems with the Mags I face the majority of the time. However, keep in mind I don't fight the best Magnetos in the country. They're not bad, just not the best.

Anyway, the real point here is that I think in short bursts, Cable is at the advantage. If you're in a tournament where it's a one game match, I think it favors Cable a little bit more (I play Cable with Sent and usually an AAA too FYI). A sly Cable can get away with dodging Mags for one match. But, in a longer series of matches, say 3 of 5 or 4 of 7, then it gets harder to consistently avoid Mags. You try to zig when he catches you zagging, then it's pretty much GGPO.

I think in the long run, it's easier to catch a Cable that it is to avoid a Mags. In a one game series, it's anyone's game. It just boils down to who has more dirty tricks, and that's where Cable can shine. However, Cable's bag of tricks only goes so far, and Mags will get his patterns and set him up better, so in a longer series, Mags can do what he does best and get a read on his opponent and dominate.

Colin
11-23-2002, 08:03 PM
The main reason Cable's AAA sucks is because IT'S CABLE who is the most important guy on your team probably. He comes out, goes really high, and stays out for a long time. You don't want to risk losing a lot of damage off of your Cable because you needed an AAA at the time. Usually I'd rather lose the char I'm playing to the rushdown I'm facing than call out Cable and get him hit with a tempest/hailstorm dhc or something similar. The main use of cable AAA is to alpha counter and cancel to ahvb, i really try not to use it for anything else unless I'm really sure of the results.

-Colin

Wildcat
11-24-2002, 02:09 PM
Colin, shouldn't you like, never call an assist out unless you're pretty sure of the results? Spamming assists WILL get them killed. Only time you should call out an assist if you're not sure of the results is when you are rushing down and have called out a proj or ground covering assist to hold them in place or some block damage or whatever.

Don't say anything about it Cable going too high. What about Cammy? Ken? Cyclops? Their AAA's go higher than Cable, and are left hanging out there more too. I'd say that Cable's only problem w/ his AAA are lack of invincibility and it's not instantaneous screen covering. No, it's not the best, but i don't think it should be considered complete shit either.

I'd rank it among hte top 10 anti airs in the game. Which is pretty good considering what the top 10 anti airs in the game actually are and what their properties are.

And Cable ISN'T the main character on my team. Storm is, Cable is there for backup if my Storm doesn't work right. Sent is my assist, he's only in the 2nd position for the DHC of Doom.

Dasrik
11-24-2002, 03:22 PM
Originally posted by Wildcat
I'd rank it among hte top 10 anti airs in the game.Anti-airs better than Cable:

* Cyclops - duh.
* Captain Commando - duh.
* Cammy - Partial invincibility, speed, damage.
* Ryu - Startup invincibility, damage.
* Ken - Total invincibility.
* Iron Man - damage, space control.
* War Machine - ditto.
* Jin - Invincibility, cross-up protection.
* Captain America - Knocks assists off-screen no matter what.
* SonSon - High priority and sets up combos.

I'm not even counting Doom and Blackheart AAA, which I don't count as anti-air assists per se.

Naslectronical
11-24-2002, 03:40 PM
Psylocke AAA is also better than Cable.

NormalGuy
11-24-2002, 04:16 PM
Originally posted by Dasrik
Anti-airs better than Cable:


* Cammy - Partial invincibility, speed, damage.


I thought Cammy has invincibility until she hits something, is that why you gave her a partial?

Colin
11-24-2002, 11:50 PM
All I'm saying is that cable AAA is dangerous to use, more so than cammy. If I lose Cammy it won't bother me nearly as much as if I lose Cable, trust me. Especially when I've seen Cable AAA not even work the way it is supposed to to begin with. It comes out at a bad angle and has very little invincibility.

-Colin

Dasrik
11-25-2002, 05:27 AM
Originally posted by Naslectronical
Psylocke AAA is also better than Cable. Guile's and Charlie's are, too. I can't believe I forgot those. And I said partial for Cammy because she will bounce off certain things.

taiji
11-25-2002, 12:38 PM
i remember once at jamesgames awhile back, david lee told me that japan consider's cable aaa to be the best in the game, now i dunno if he was telling hte truth, or just making me feel better after losing like 10 in a row to him :lol:

Naslectronical
11-25-2002, 01:09 PM
The only thing that's really good about Cable AAA is that it can be cancelled into AHVB. There's really nothing special about it at all.

All the other good AAA's have invincibility, speed, damage, space control, set up combos etc, AND some of them can be cancelled into damaging HC's when used as counters.

Psylocke: Counter Psyblade XX Psionic Butterflies DHC Tempest/Hail/Proton Cannon/HSF for half life gone

Cammy: Counter Cannon Spike XX KBA

Iron Man: Counter Repulsor Blast XX Proton Cannon

War Machine: Counter Repulsor Blast XX War Destroyer

Capt. Commando: Counter Captain Corridor XX Captain Sword

Sonson: Counter Rising Staff Attack XX Dildo of Doom(don't know the names:lol: )

BshidoHEAT
11-25-2002, 01:14 PM
I don't think WM's AAA is that great... I mean sure it probably does the same damage as IM's but it lacks range.. and I think it's faster...

Originally posted by Naslectronical


Sonson: Counter Rising Staff Attack XX Dildo of Doom(don't know the names:lol: )

LOL!!!!!!! :lol:

Blaziniflo
11-25-2002, 02:24 PM
we were playing the other night and I did a low ass ahvb on mixup. He push blocked and did a ahvb back at me before I hit the ground. I think it was a guard cancel. He was in the air and so was I. But I'm talking my cable was like an inch off the ground. This changes everything w/ cable vs. cable matches.

FluffyXXL
11-25-2002, 04:03 PM
Originally posted by Blaziniflo
we were playing the other night and I did a low ass ahvb on mixup. He push blocked and did a ahvb back at me before I hit the ground. I think it was a guard cancel. He was in the air and so was I. But I'm talking my cable was like an inch off the ground. This changes everything w/ cable vs. cable matches.

Cable vs Cable should be about TK grenades and air throws. Anything else will open you up to getting hit by something. I think the most recent impact on this match-ups was in the MVC2 advanced video showing how to guard break after a tech hit. That changes things more than what you're talking about.

RedTide
11-25-2002, 04:16 PM
Originally posted by taiji
i remember once at jamesgames awhile back, david lee told me that japan consider's cable aaa to be the best in the game, now i dunno if he was telling hte truth, or just making me feel better after losing like 10 in a row to him :lol:

The only reason I can think of, is that it's so easy to set up IM's infinite off of Cable's AAA, since they rank IM so high in Japan. But in that case, I'm surprised they don't rank Psylocke's as high then.

Blaziniflo
11-25-2002, 05:30 PM
Originally posted by FluffyXXL


Cable vs Cable should be about TK grenades and air throws. Anything else will open you up to getting hit by something. I think the most recent impact on this match-ups was in the MVC2 advanced video showing how to guard break after a tech hit. That changes things more than what you're talking about. this was after i dumped 3 bars and killed his ironman

mike.m
11-25-2002, 05:57 PM
It was REALLY wierd but i did pushblock and i WAS able to ahvb him before he landed..

Wildcat
12-21-2002, 05:32 PM
Something to add to Cable's list of things to punish you with....

Some of you might know this, some might not....it's just something that's interesting to me.


Now the way I play Cable on point w/ Sentinel assist or any ground covering assist is basically a trap that evolves from move to move. I just think in my head what I wanna do next to make sure that my opponent can't get out of it. So this is where I find something out that's pretty interesting and gives Cable even more of an edge.


In my way of trapping, crackdowns are used in some instances. If I need to get close to my opponent, and want to keep moving with a pretty high priority move, HK crackdown is what I use. I knew this was rollable from the start, but I began to think. What if they don't roll, what can I do then, because crackdown pushes them so far away, it's almost a waste of a move, right? NOPE!!!

If the opponent doesn't roll from the crackdown (I hardly ever see it, mainly due to the consequence I will post below this) then you can TK AHVB the shit out of their point character. It really puts them in a GREAT position for AHVB'ing them. The timing is tricky at first because you have to wait so long to cancel, unlike Cable's other moves, but once you get the timing, it's easy.

Now let's say they do roll. Call out an AAA and try to cross them up w/ a wavedash c.lk, s.hk, TK AHVB. W/ the AAA and them rolling, this gives a good opportunity to punish your opponent.

Now I know Crackdown has mad lag, but that's why you need the ground covering, or lockdown assist for you. (Sent and Doom work best for me, Storm after them). As for the anti-air? I suggest Psylocke, seriously. She'll give you the opportunity much like Cyke or another of Cable's favorite setup assists. Just jump back AHVB. Don't TK it, they sit in the air long enough to not have to, plus they might fall in front of the beam and you cold miss them totally or they'll get caught right at the start of it, limiting damage to be done.


I am going to attempt to work this into my arcade play in the near future and will post the results. I see a good possibility for this and it might make Cable even more dangerous than he already was.


Please don't flame, I do know what I'm talking about, lol.

eks
12-21-2002, 06:18 PM
Originally posted by mike.m
It was REALLY wierd but i did pushblock and i WAS able to ahvb him before he landed..

i wont claim im an expert on this, but i think i have an idea on how it works from shady and genghis. im pretty sure that this works only when 2 or more bars are used, ie, pushblock between the 1st and 2nd ahvbs, and then you are free to move afterward and ahvb back.

so yeah, still pretty useful, but i think you have to have something to pushblock otherwise it wont work, and you cant just pushblock with 1 ahvb. i could be wrong but im pretty sure it's how it works, so play around with it and see if im right

FecalPenance
12-21-2002, 07:58 PM
an airborn cable can punish another cable's ahvb without guardcanceling if the attacking cable is more than a couple inches off the ground (rare but I've seen it)... never heard of punishing low ahvbs without alpha countering, they're the definition of fucking safety...

edit: regarding psylock's aaa, it has shitty priority... it loses to any good assist and trades with good regular attacks... but she still knocks you to the floor when she trades...

FecalPenance
12-21-2002, 08:58 PM
Originally posted by eKiN
i wont claim im an expert on this, but i think i have an idea on how it works from shady and genghis. im pretty sure that this works only when 2 or more bars are used, ie, pushblock between the 1st and 2nd ahvbs, and then you are free to move afterward and ahvb back.

so yeah, still pretty useful, but i think you have to have something to pushblock otherwise it wont work, and you cant just pushblock with 1 ahvb. i could be wrong but im pretty sure it's how it works, so play around with it and see if im right

almost man...

the ahvb is an example of a move that has a lot of quick hits so you can't pushblock during it... and even if you pushblock as it ends the enemy cable's 2nd ahvb would negate your pushblock so you don't even have the choice of eating it or calling in your assist to die... you're right about shady discovering this though...

Wildcat
12-22-2002, 12:07 AM
Originally posted by Dasrik
Anti-airs better than Cable:

* Cyclops - duh.
* Captain Commando - duh.
* Cammy - Partial invincibility, speed, damage.
* Ryu - Startup invincibility, damage.
* Ken - Total invincibility.
* Iron Man - damage, space control.
* War Machine - ditto.
* Jin - Invincibility, cross-up protection.
* Captain America - Knocks assists off-screen no matter what.
* SonSon - High priority and sets up combos.

I'm not even counting Doom and Blackheart AAA, which I don't count as anti-air assists per se.

Okay, after extensive testing, here's what I came up with in terms of what AAA's beat out Cables and vice-versa. Properties..etc... I'll get as much into detail to show you that Cable DOES have good priority and it beats out a lot of those AAA's and serves a better purpose.. Then after that I wanna get a little more indepth as to how I use Cable's AAA now, since my last post about it my style has changed slightly and his assist serves a different purpose to me.

Cyclops- He wins, hands down, unless Cable is called out significantly afterwards. Cyke's invincibility and sweeping motion simply own him, but don't do much damage. I prefer Cable's assist to this however because of the fact that Cable isn't just dangling in front of the opposing point character. Also, if Cable connects, the scimitar will carry opponent up and offscreen, and assist further, allowing for a possible snapback with your point and assist death. Cyke does not allow as much time, especially on traded hits, as his assist doesn't carry the opponents as far.

CapCom - Okay, CapCom's assist is clearly better, but Cable outprioritizes it, it's all positioning. If you're in melee range, Cable is safe and will hit point, just outside of melee range, Cable takes capcom and point. Outside of that range, Cable trades hits, trades hit and hits point (1 hit), or loses to CapCom. In most cases Cable loses to Capcom which im not afraid to admit, because that assist owns.

One minor note on that tho. anywhere outside of melee distance, if cable is called slightly after CapCom, he wins 100% of the time.

Cammy - Same deal as Cyke, only I think Cammy has more of a Cable type range and uses her body instead of scimitar. The invincibility factor makes her win here.

Shotos - They win, same deal with invincibility. Only way Cable can win is if he's called out slightly later than the assist and gets under them w/ his scimitar.

IM/WM - Cable owns these, hands down. Cable will get in and beat the hell out of both of them unless IM's RB is aimed toward the ground the exact instant Cable lands to start.

Jin - Jin wins, hands down. Invicibility kills Cable.

Captain America - Trade hits or Cable wins if called out at the same time at any distance other than fullscreen. But who calls out an AAA at full screen anyway? Also, Cable's assist carries assists off screen further if it connects fully. If it trades hits then it simply carries them to the top of the screen, still good time tho.

SonSon - Fuck her priority, Cable owns this shit hands down unless he's on his way down and she's called out. I was curious as to how it was going to react, but laughed when Cable was owning her and hre "priority".

Here's some extra ones I did myself:

Tron proj - As long as you're blocking, Cable will hit her. If you get hit, then Cable will just jmp in, taunt, and get buried. If you're blocking the rings, Cable outprioritizes that 100%.

Doom - Trades hits or Cable wins as long as the rocks aren't leaving his body. It would be stupid to call an assist out of doom's rocks are on screen tho. Shame on you.

Hulk/Colossus - Trades hits mostly. Hulk will win sometimes vs. Cable and Cable will win sometimes vs. Colossus. It's all basically timing and positioning.

Guile/Charlie - They win, the flash from the flash kick kills Cable. oh well. You shouldn't have to rely on Cable's aaa if you're playign vs. someone who uses Guile. :lol:

Sakura Dash - Peope are talking about how it eats up Beams and projectiles. Cable trades hits with it, leaving her open for mad punishment.


----

Okay, now that that's done. I want to discuss the usage of Cable's AAA in my team and how he is a WORKING character. He has his uses and only at certain times, not a general good assist like Capcom, Cammy, or Cyke (top 3 in game bar none)

My team is Storm A / Sent Y / Cable B

Cables Purpose - Combo into Hailstorm, Help Sent in Fly mode (more on this later), CAHVB, Punish assists into Hail, etc....

The main thing w/ Cable is that he IS on screen a while with limited invincibility, but with Storm and Sent on point, they are more than enough to cover for him on his way out. So it's basically, rushdown, call Cable, if it hits, hailstorm with storm OR if you're using Sent on the ground, launch them out of it or HP RPxxHSF. If Sent is flying, follow the hit character to the top of the screen, HP throw lk, lk, dp RP. If Cable is blocked, resume rushdown after his blockstun is gone (while blocking ithink it does 3 hits on the ground, plenty for either of them to recover and resume rushdown).

Cable AAA also owns flying Sents. If Storm is on point vs. flying Sent: Call assist, immediately hailstorm. Cable will trade hits w/ Sent if he does the wok or stomps and protects storm while hail loads up. Sent can't recover in time to block it. You're saying something tho... what if Sent flies over it? He can stomp Storm, Right? WRONG!!! Cable's AAA is one of the few with this odd property, if even anyone elses does this. Lets say you call Cable out and get crossed up, the oppoent is on the other side. Most assist (cyke, cammy, ken, etc...) will continue on their path. Not Cable. He will turn around and face your oppoent and let the scimitar go, reversing the crossup. His "lag" (it's not lag, he just doesn't do the assist as SOON as he's on screen, he lands first, and while he's waiting to land he's invincible, can't be hit while jumping in. Cable's AAA own's flying Sents. And if you're using Sent w/ Cable's AAA? Just fly w/ the other Sent and call him out. The one time I advise against this is if the opponent is using one of the top 3 assists. You comonly see these with Sentinel, especially Capcom and Cammy. Cable WILL lose to these in an air battle, in which case I suggest you keep storm on point and use the previous strategy.

Other points about Cable's assist

-Trades hits with pretty much every other assist in the game or beats it out (as long as it doesn't have invincibility)

-When Cable trades hits, the scimitar takes the assist off screen (off regular screen, not the whole thing) and Cable simple bounces back and jumps off, no worries. Sure his assist doesn't do major damage in trading hits, but it gives snapback opportunities with Storm on point.

-If Cable hits the assist char. it takes them off screen for about...2-4 seconds depending on the characters weight.

-Lets say you both call out AAA's and Cable's hits their point char and assist and Storm is hit as well and their point character dies due to the assist. Storm has a year and forever to recover before the assist lands, plenty of time to get in position to launch to death.

-The whole reverse cross-up factor about his assist simply owns characters who try to superjump over it. Versus a quick character you can expect them to dash down and resume attacking, the scimitar will hit them and take them off screen. Giving you time to set up and attack on the character coming down.

-Cross-up factor can also own rushdown. Tri-jumping over the head of Storm will result in eating a scimitar.

-If it hits, all 8-9 hits of it will connect. Unlike Cyclops who will more than likely hit you once if it connects anywhere outside of standing position.

-Cable's scimitar will go through photons and take out Dooms. See him super jumping? Call Cable out, Hailstorm. At the very least you'll get chip damage if he blocks, and cable stays safe.

-CAHVB: Nothing can compare to this. Mostly results in a dead point or assist character, or in the best case, both.

-Versus MOB,SOB,PC and other Beam supers: Anywhere from halfscreen distance in, Cable will take them out of their super, but so will many other assist, this is just something he can do as well.


Okay, I have more stuff, but I can't quite think of it all right now. My point mainly is that his assist is specific. Use it in certain situations to own with it. This is not an assist to spam or call out at any ole' time. Be good with it, Cable is precious, make sure you can protect him. He definately has his uses and in this team, I definately rank him amongst the top 10 AAAs in the game (not bad considering his lack of invincibility. He sets up for damage mostly, and gives time to recover, breath, or snapback to kill the assist. In the corner, a sent in unfly with Cable's aaa can keep the opponent pinned for a while. Fly, lk, hk + assist, wait, lk, hk, unfly, lk, hk, land, s.lk, s.lp, lp rp, HSF. Sure pushblock owns it, but with Sent on point w/ unfly you don't really need to worry about pushblocking. Elaborate on this as it is a very shitty example.

Anyway, I'm done. I'm sure ill be back tomorrow with more stuff, or maybe in like 10 minutes. I dunno...

Musker
12-22-2002, 12:28 AM
Good post full of good info... I dont remember if you mentioned this in your post, but if it does connect, the opponent doesnt have time to punish, because by the time they get back to the ground cable is out like a fat hoe in dodgeball.

Cable is too good :eek:

Wildcat
12-22-2002, 12:44 AM
Ah yes, I forgot a few things. Told you I'd be back !


With Sent on point:

Cable can do fast fly combos with Sent but it's not really worth it. Unless you wanna get fancy I suggest NOT doing any, and just rely on it's usage to setup HSF.

Wait, Sent has an unblockable c.hp now...right? So let's see...scimitar hits point character and we have an instant HSF!!!! Sure it's hard to time, but still possible, and with the assist falling slightly behind the point char (if it hits them) then tehy'll fall into the HSF and eat the rest of them too. Wonderful wonderful things.....

Edit:

OH yea, it OTG's too. I said this on my first rant a few pages back, but I want it to be up here. This is useful for setting up an extended combo against an unrolled opponent (storm's c.hk works good, the scimitar pushes them slightly out of range of s.hk). Then follow up with a LA xx LS.


I think tomorrow I'll post my new trap info w/ Cable. It's pretty good and even locks down Mags and Storms o.O ??:eek:

Re-Edit:

Not to mention his AAA makes for the easiest guardbreak (other than his own) in the game anywhere on screen, even better in the corner. It doesn't push them away, hits multiple times, making pusblocking pretty obsolete vs. this. And even if they do manage to pushblock, Storm or Sent are surely quick enough to dash back in and punish as their s.hk launchers have ridiculous range/priority over jumping normals.

Oh yea, it also sets up IM and Mags infinites very well. That multi-hitting on the ground thing really works well, eh? With mags you need to manual sj.hk into it to start it though. But it still sets up nice. Kinda makes Psylocke obsolete, eh?

eks
12-22-2002, 01:58 AM
Originally posted by FecalPenance


almost man...

the ahvb is an example of a move that has a lot of quick hits so you can't pushblock during it... and even if you pushblock as it ends the enemy cable's 2nd ahvb would negate your pushblock so you don't even have the choice of eating it or calling in your assist to die... you're right about shady discovering this though...

this has nothing to do with who discovered it. i have talked to genghis about this, and i KNOW that pushblocking can allow you to move after 2 ahvbs where you wouldnt normally be able to.

FluffyXXL
12-22-2002, 03:03 AM
Originally posted by Wildcat


[sniped to save bandwidth]



Ok, I want to try to set the record straight. Cable's AAA is horrible. No disrespect to anybody, but let's get honest now.

It's only invincibility is right when it comes out. After that, you're ass out. If there's any sort of projectile on the screen (Sent drones, tron rings, etc.) or a AAA with more invincibility, you're ass out. If the distance isn't point blank, you're ass out (think IM assist as Cable comes down). All of those assists Wildcat listed that Cable can beat are very specific. Must be right up next to you. In all reality, if your opponent is that close to you, then they must be playing Storm or Magneto, which very easily avoid AAAs, especially Cable's.

So you see, there really is not point to try to debate that Cable's AAA is useful, cuz it really isn't. In general, there are only three AAA (aside from ones like Doom's and BH which aren't used as AAA) that are playable and they are Cyclops, Cammy, and Captain Commando. You could count Psylocke as the fourth if you want to, but I only see her used in MSP, which doesn't need her IMO.

Wildcat
12-22-2002, 03:58 AM
Actually Fluffy.... you don't HAVE to be upclose for a lot of it. And the reason I stated all of that is because I play a team where you are constantly up close to your opponent, and if you didn't read the whole post, I said I was describing specific strats for MY team, and how Cables AA is a working assist.

And to counter your points:

Cables assist flat out owns Tron. It can be halfway thru, starting, or ending. Cable's AA owns it because of the scimitar. Only time he gets hit is if the point char gets hit and he doesn't do his move.

IM: I also said that he complete outprioritizes this assist unless he lands right on top of the RP going downforward as SOON as he jumps in, which is very ray seeing sa how that's right at the beginning of the attack.

Sent: If in range, Cable will either trade hits w/ the drones and hit sent + point or will get under drones and take them both up to the top of the screen...

Also, here's some more points i figured out in the meantime.

-Cable's AA will trade with Hail if you're 1/3 screen distance or in.

-Cable's AA will go right through Magneto's shockwave and take him out.

-Cable's AA goes through demons cleanly....

Once again though, I am stating this for use with my team, Storm/Sent/Cable. A team where you are constantly on your opponents ass, so you dont need them to be rushing you down to trade assists or whatever the fuck. The only assist which cleanly beat cable are Cammy,Cyke,Jin,Shotos and Guile/Charlie


Addendum:

Other things Cable's assist will deal damage to:

-Juggs dash assist will either trade with Cable or get eaten alive, mwahahaha!

-Cable can jump through Storm's Whirlwind and take her out


Tada, even more stuff that Cable outprioritizes. I gotta go to work and don't get out for 8 hours so I can't do much in the name of MvC2 until then, so just toy around with this stuff. I wanna see what other supers it gets through too. Oughta be pretty interesting...

Oh Yea- As a final note to THIS post. Cable's hit range for his AAA is approximately 1/2-1/3 screen distance away. It varies based on the attack he's going against, but for the most part all of everything I posted works best right inbetween those two or closer. Enjoy.

FluffyXXL
12-22-2002, 12:03 PM
sigh...

Originally posted by Wildcat
Actually Fluffy.... you don't HAVE to be upclose for a lot of it. And the reason I stated all of that is because I play a team where you are constantly up close to your opponent, and if you didn't read the whole post, I said I was describing specific strats for MY team, and how Cables AA is a working assist..

And I use Iron Man/Storm/Cable and Cable is my only AAA, so I too know how and when to use it.

Originally posted by Wildcat
And to counter your points:

Cables assist flat out owns Tron. It can be halfway thru, starting, or ending. Cable's AA owns it because of the scimitar. Only time he gets hit is if the point char gets hit and he doesn't do his move.

Actually, if Tron has already thrown a ring, then he gets hit unless his point blocked the ring. IMO it is not worth calling Cable AAA into Tron, especially when the margin of error and the damage that can be done with Tron are so high. Risk-reward factor is way off balance in that exchange.

Originally posted by Wildcat
IM: I also said that he complete outprioritizes this assist unless he lands right on top of the RP going downforward as SOON as he jumps in, which is very ray seeing sa how that's right at the beginning of the attack.

Again, if the distance is off even slightly, Cable gets hit. Or at least he can be punished.

Originally posted by Wild