View Full Version : cable with magneto's projectile.
totalScrubPower
05-03-2003, 07:46 AM
I am having trouble finding a way to use magneto's projectile with cable. I am to used to using cyke with cable (Easy to punish people off of cyke). Any advice or tips.
I know that it comes out fast but it doesn't hold the opponent down as much as doom or cyke does.
So whats the advantage of magneto's projectile.
basic
05-03-2003, 11:46 AM
Um...
You can always do c.lk, c.mp, call Mag, s.rh XX AHVB.
S3nTiN3L
05-04-2003, 12:19 AM
cable/mag is preatty dam good. just got to know how to use it.
although your cable has to be quick.
here's a few things you can do
jump LP+mag,HP,land and AHVB off mags assist-
easy and good damage also very good for tri jumping freaks seeing cables jab is preatty dam good.
now if they dont tri jump or jump and you land chances are they will try to atack and get hit with mag assist(which is behind them) once you see this go for jump,lp,lp,hp,AHVB or S.hp or HK,AHVB
theres also LK+mag,LK,AHVB but if you add hk it might not work all the time.
the reson i said quick is alot of people run into mag alot and if you can react on it youl get alot of free AHVB's.
anyways im out
merdoc
05-22-2003, 05:33 PM
:confused: is this a good team for a rookie cable blackheart and magneto
ashurax
06-01-2003, 10:07 PM
another thing is wid cable/mag u can fill up the screen pretty quickly wid stuff. like i saw row playing cable/magz and he would call out magz assist, do TK grenade, then do jab viper beams until cable landed. then he would just call out magz assist again and repeat. anti-rushdown cable (if done correctly the viper beam prevents u from jumping out of the trap, the grenade serves as an obstacle to merely dashing straight to cable and under the viepr beam, and the magz projectile gives cable enough time to set this up).
PotatoMAN
06-24-2003, 06:21 PM
Cable with Mag's projectile assist -
I saw this in a combo video, and I am able to pull it off (just as long as your oponent is in the corner, and doesn't roll after the crackdown move). Combo looks like this:
lk->lk->rk->qcf+lk->call mag's assist while dashing to openent just close enough to otg lk->d+fp-> mag's assist will combo in->dash forward to do a standing fpXXAHVB. In the vid Hiryu took the combo further, but you can puss out and just throw out the AHVB. I like it, looks nice, and is something challenging to do with cable (other than AHVB all day).
A simple trap I do on noobz is just fpX4->mag's assist while tk grenade, and repeat.
BTW: I got it from a clip called MvC2 Team Combo vid by zeroblue and Hiryu.
totalScrubPower
09-02-2003, 07:26 PM
can someone post the cable with mag unescapable guard break. I don't know the exact timing, i just do, jumping fierce + magneto's projectile, land xx ahvb
GeekBoy
09-02-2003, 11:50 PM
It's the same as Cable's regular guard break, but before you do the j.FP, call Magneto, then wait for the opponent to fall into the beam if they block.
6-BLADE
09-28-2003, 06:48 PM
I beleive the same thing works also for Cable with Sprial(projectile assist), correct?
HawaiianRyan66
09-29-2003, 02:50 PM
Originally posted by GeekBoy
It's the same as Cable's regular guard break, but before you do the j.FP, call Magneto, then wait for the opponent to fall into the beam if they block.
I thought that you needed to add the hk grenade after the j.fp so if they take the hit, grenade hits, ahvb. if they push block, they fall into grenade.:D
Deathfist
09-29-2003, 05:53 PM
Originally posted by totalScrubPower
I am having trouble finding a way to use magneto's projectile with cable. I am to used to using cyke with cable (Easy to punish people off of cyke). Any advice or tips.
I know that it comes out fast but it doesn't hold the opponent down as much as doom or cyke does.
So whats the advantage of magneto's projectile.
WARNING: LONG POST ALERT
I have a question for Stiltman that is on the same subject as this. If it still works it will answer your question concerning what you can do with Mags-a when using Cable.
Stiltman, do you still agree with what you said in State of the Union 1? Here it is in case you were wondering what it is I'm talking about...
Originally posted by StiltMan
Okay, here's the general deal. Where the hell are you going to advance from on Cable/Mag-A?
Going to try rushing him on the ground? He calls Mags, throws a TK grenade, viper beams on the way down. If you got hit by Mags, you get shot, you die. If you didn't, the grenade's still in your way and the viper beam chips you down, and by the time you can move along the ground again he can call Mags again. The same series also cuts off basically every triangle jump angle you could try through the air starting from long range. If you don't have a counter-AHVB (which, last I checked, MSP doesn't) this sequence basically has very little answer from a ground-based opponent.
Once you get a little closer, then Cable's cr. fierce and psimitar start coming into play together with Mags. cr. fierce/Mags/psimitar simply says, "I'm sorry, you're not going to attack me right now." You can disrupt it with an AAA, but that requires you to actually get really close to him without leaving the ground, which the previous sequence more or less cuts off. Throw out grenades to fill the remaining holes and what are people going to do?
Throughout all of this, Cable's going to be an annoying bastard and not sit still a whole lot, and he's going to cover a lot more of the screen than even Magneto can move through particularly easy. And oh yeah, all of these sequences also force you to come in from very predictable angles if you [i]do happen to manage to get around all the crud Cable throws at you. Which, in turn, makes it ridiculously easy to block him if he ever gets there.
It's not a runaway defense. This is the mistake that Cables make on Magneto players around the rest of the country. They try to run and block and pray. Cable/Mag-A doesn't have to do that. He's going to move. He's going to put crap to fill every angle from which his opponent can mount a viable rushing attack. He's going to stay active -- not runaway, not praying he can manage to block things, but actively threatening the enemy regardless of which way he wants to move, and giving them no angles to come in on. It works with Mag-A, and it works in a somewhat bastardized super armor piercing form with Sent-A as well, which is one reason why Row uses Sent-A instead of Sent-Y.
And what it adds up to is a more or less unrushable Cable.
Random Comments:
-One perticularly nasty thing I noticed is that if Mags-a hits there is a good chance of getting blasted up into the grenade even if your reflexes are too slow to AHVB off Mags-a hits.
-The hit-stun is big on the Mags-a hits, but it's deceptively hard to detect. It is extremely tough to program youself to hit an AHVB on reaction [harder than Stilt says IMO] but not impossible. If I can AHVB off a Doom-a[variety] which has similar hit-stun at will and I have shitty reflexes, you can AHVB off Mags-a
I hope Stiltman responds or better yet, Rowtron. He's the one Stilt got it from...
Deathfist
09-29-2003, 06:29 PM
Here's a cute but stylish little combo...
jump hk [or lp,lk chain], land, dash dlk, dmk[optional], call Mags-a, ducking hp [2 hit], ScimitarXX AHVB Massacre
Hated One 8
09-29-2003, 10:14 PM
cable has fly mode and airdashing? wow
Deathfist
09-30-2003, 08:18 AM
Originally posted by Hated One 8
cable has fly mode and airdashing? wow
Oops, Wrong terminology. Editing second post. I'm sure everyone knows he doesen't have these by now, so I'll assume you were trying to be funny.
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