View Full Version : Mega Man Vs. Cable
MMMasterSTE
12-21-2003, 05:40 PM
This match up is not as in Cables favor as I had previously thought, He still wins but not as easily. Recently I have been using some tatics that I see many Cables having difficulty in dealing with. As I have said, in this match you should be charging FP, turtling, and trying to chip. But more often I find myself not turtling,but wall bouncing to dodge AVB's, and poking in with C.Lk,C.Mk,C.Fk, then releasing a charged buster shot. Either way, Cable is OTGed by it, or in block stun.CapCom and Sentinal assist get stuffed by this alot as well. Most Cables, if they know how to play against Mega Man, wont even waste the effort of trying to get the poke in to kill you unless time is short and they are losing. Cable will mostly hang back and try to pin you with VB and AVBs, and try to predict you shooting a normal FP before they AHVB. The trick to getting around this is the wall bounce, by timing where on the wall you jump off of you can easily get out. Here I then rush up to Cable and go for the poke. Recently it has been VERY effective, now to find a better way to fight sent.....
Questions, Comments??
Deathfist
12-22-2003, 01:09 PM
That's very similar to one of my old strategies. I used Jin-b as a part of it. Turned the match upside-down in most cases. [No assists, no VB, no grenades, no jumping back. Too many ways for MM to punish these even mildly without worry]
Dasrik
01-05-2004, 04:59 AM
Yeah, MM requires wall jump to have a shot at taking on Cable. But I still disagree that you need charged shots to take him on. The only way Cable can shoot you on a late jump fierce is if he predicts it. You cannot react to it. So jump around and occasionally shoot fierces, and once the fierce is out use the cover to gain as much ground as you can.
Whereas against most characters I try for a shorts into DP as my B&B, on Cable I try to launch into aircombo ending in fierce. It keeps you close and if he doesn't have an AA you are guaranteed to be on him afterward.
You also shouldn't be afraid to do low roundhouse into fierce tornado hold... if Cable doesn't have access to an AA (either he doesn't have one or he's already called it), this is free and unshootable.
MMMasterSTE
01-18-2004, 09:56 AM
Originally posted by Dasrik
Yeah, MM requires wall jump to have a shot at taking on Cable. But I still disagree that you need charged shots to take him on. The only way Cable can shoot you on a late jump fierce is if he predicts it. You cannot react to it. So jump around and occasionally shoot fierces, and once the fierce is out use the cover to gain as much ground as you can.
Whereas against most characters I try for a shorts into DP as my B&B, on Cable I try to launch into aircombo ending in fierce. It keeps you close and if he doesn't have an AA you are guaranteed to be on him afterward.
You also shouldn't be afraid to do low roundhouse into fierce tornado hold... if Cable doesn't have access to an AA (either he doesn't have one or he's already called it), this is free and unshootable.
Your right about the Charged buster, it isn't worth it. The chip isn't that good and if he pushblocks and then calls assist MM's lag on the charged buster will get him shot. The best way to play since MM has so few safe things is to be lame and not do so much, shooting uncharged shots causiously pretty much like you said. Air Throw does wonders too since Cable should be doing a lot of normal jumping
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