View Full Version : [Newbie] Cable Thread - Q & A (How to do AHVB inside)
MMMasterSTE
04-20-2003, 06:00 PM
This is a thread where newbies can come and ask questions and have them answered. Ask mainly beginner questions and be warned that any topics created that can fit in here will be merged into this thread.
If you need to know something really basic like "how do I do a hadouken, or cable grenade special move?" go here and find the name of the character you are looking for and you will find a move list: http://www.gamefaqs.com/console/dreamcast/game/914427.html
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As for how to peform the AHVB this post should help:
ok... that's not hyper viper beam... coincidentally, i was just practicing that combo right now... its a combo called AHVB x3.
it's a super jump, ahvb, land, repeat...
easiest way to do it... TKAHVB
down, down/forward, forward, up/forward + PP
do that three times..
aim the first down, the second 2 up.
Keep in mind that the TK (or tiger knee command which comes from the old command for a move called the "tiger knee") is basically combining super jumping and the motion of the move so the air version comes out immediately. This also works with nearly every air special move and super.
- Higher Jin, MvC2 Forum Moderator
WARNING: Most of the posts in the begining of the page are mainly for archive purposes. Please go to the end of the thread to answer more recent questions.
I need help, my Cable is garbage and he's a really big part of my team, My problem with Cable is im too trigger happy, especially in tournament play, this of course leaves me to get stomped on and AHVBed to death( I can ussually still kill a good sent, Cable vs. Cable is my biggest problem), I know this is more mental then anything, but I dunno, I've tried everything....maybe someone can gimme some advice???
onehitkill
04-23-2003, 11:50 AM
Cable vs Cable matches are gay pure and simple. But if u come across one best thing u can do is be patiant when playing him mixup what u do wit pressure moves and Throw ALOT. that's all i can think of for now...
Deathfist
04-24-2003, 09:00 AM
Mention the 5 tournament Cable teams that give you the most trouble and this way we can analyze them.
I probably won't be much help, I hardly play at all anymore.
ViperDude
04-24-2003, 09:49 AM
uh dont throw with cable. his throw sucks you gotta be in close for i think like .40 seconds and you're likely to get caught with the three kick combo while doing that. Air throwing happens a lot mostly by accident though.
btw,
less than .40 sec does that hop roundhouse kick which is something you probably don't want to do
MMMasterSTE
04-24-2003, 10:15 AM
Originally posted by Deathfist
Mention the 5 tournament Cable teams that give you the most trouble and this way we can analyze them.
I probably won't be much help, I hardly play at all anymore.
Any team w/ Cable and Sent/BH/or Doom
Cable3858
07-01-2003, 09:16 PM
=)
GeekBoy
07-01-2003, 10:40 PM
c.LK, c.LK, s.RH xx AHVB, it's the only one you need to know, and quite frankly, the only one that matters.
KYO84
07-01-2003, 10:41 PM
yeah there's a bunch, but here's a really common one,
lk, lk, fk, AHVB
and im sure more pepole will post some other's,
later :)
KYO84
07-02-2003, 01:01 AM
yeah use geekboy's, theres alot more opportunities for the crouching version to link than the standing one, it's alot lot better :D
wassup
07-02-2003, 01:11 AM
c.lk, c.mk, s.hp x 4 XX Jab Psimitar XX AHVB
kookymanus
07-02-2003, 01:53 AM
If your fast enough here's two of my personal favorites:
c.lk,c.lk, AHVB
c.fk,c.lk,c.lk,AHVB:p works wonders!
ShawnLoganownzu
07-02-2003, 08:58 PM
c.lk c.lk c.fk, pause, jab schimatar, ahvb...
can be rolled out of
sHiNeRiK
07-03-2003, 05:21 PM
The only one that matters is: c.lk, c.lk, s.hk, ahvb :D
Augmint
07-07-2003, 01:41 AM
corner only...
lk,mk, hk+drones, qcf+lk,drones hit, Hk, AHVB
kookymanus
07-07-2003, 01:01 PM
Originally posted by sHiNeRiK
The only one that matters is: c.lk, c.lk, s.hk, ahvb :D
:D U don't need the S.FK, u can still do it without it as long as your fast enough and aim that shit down!!:lol:
sHiNeRiK
07-07-2003, 03:31 PM
Its not like its hard to connect the ahvb after s.roundhouse. :p
THE CHOSEN ONE
07-22-2003, 12:58 PM
try this lk,lk,hk+that move do on the ground kick then ahvb
MagnetiX
07-22-2003, 02:16 PM
s.fp,s.fp,s.fp,hvb :p
s.rk,ahvb
shoot,shoot,psimitar XX Ahvb
ph!Lop!a
07-23-2003, 10:20 AM
i saw someone do s.lk, s.fk x 4, TK AHVB.
how he pulled it off, i dont know.
hadoken king
07-23-2003, 11:49 AM
Originally posted by ph!Lop!a
i saw someone do s.lk, s.fk x 4, TK AHVB.
how he pulled it off, i dont know.
i think it was scimitar xx ahvb. i kno the unblockable is done that way
and you can't FK x 4
GeekBoy
07-23-2003, 02:26 PM
A quick note, if you use c.lk, c.lp, s.rh, you'll have slightly more range on the c.lp, believe me, that will matter in the heat of battle.
fishjie
07-26-2003, 11:23 PM
Hi, i was hoping someone could help a noob out and explain some stuff to me.
#1) Cable A is attempting to guard break Cable B. He jumps up and shoots the pistol right? Before he can do the AHVB guardbreak, the Cable B push blocks and then does an AHVB, catching Cable A in the frame of pulling out his laser!!!
at first i thought maybe Cable A screwed up and did a normal viper beam, however, i saw this happen a lot today, and this was at a tournament, and the people *were* good so it couldnt have been coincidence.
my question is, does push blocking and AHVBing stop an opponent Cables guard break attempt? Whats the timing on this.
also, why do people always push block the pistol shot whenever Cable tries to guard break? It seems this makes it easier for Cable to guard break since it keeps them in the air longer?? Is this so that they are put at a height which makes it impossible for Cable to link more AHVBs?
okay last question, this is a really noob one,
2) How do you combo in the AHVB from the air? For example I see people tag in cable, knocking the other person in the air. then they jump up and land a couple of hits, end with fp XX AHVB. what's the exact sequence? Thx for the help!
Crono_Mashitoka
07-27-2003, 11:28 AM
I can try to help you on your questions here. As far as your first question is concerned, people push-block to either throw the timing off of the guard break attempt or to go into a special move or into a super and then DHC.
For example, in one video with Justin Wong vs. Rowtron, J-Wo push-blocked the guard break attempt by Row with Cammy when she came in and was able to get enough height off the ground while in midair to go into the KBA (which goes through projectile-like supers such as Cable's AHVB) and DHC to Storm's Hailstorm. That's just one of the things you can do but there are plenty others that you can do to try and make your opponent mess up the guard break.
As far as your second question is concerned, when you switch in Cable and catch your opponent, all you have to do is j.lp, j.fpxxAHVB. You must do the FP into AHVB quick enough so it will combo or else it will cause a flying screen effect. Hope this helps.
fishjie
07-27-2003, 12:07 PM
hmm, but i thought the reason guard breaks worked was because you only perform one action per normal jump?
Doesn't push blocking count as an action? How can Cammy KBA right after? Wouldn't she haved used up her action when she pushblocked? or does the pushblock reset the count or something?
OmegaRyuji
07-27-2003, 03:38 PM
During a normal jump, you're allowed one of each of the following actions IIRC:
Chain combo/Block
Special/Super/Airdash/Flight
The reason that most guardbreaks work is the time between with blockstun ends and the followup hits is too small for most characters to do anything (and in Cable's case, since most of the gb followups are from below and/or in his face, AHVB won't hit). However, you can use pushblock to guardcancel and suddenly do stuff that you normally wouldn't have time to. For example, Sentinel releases sk drones to start a gb on Doom. Doom can block the drones, immediately guardcancel into flight, photon shot, unfly to try to escape the gb. I think in one of the match videos, Sent tries to gb another Sent, who guardcancels and flies to escape. The only reason why Cable's gb is so good is since he can AHVB from across the screen and direct it in order to catch people who try to escape with little/no risk to himself.
fishjie
07-27-2003, 10:04 PM
oh so the pushblock is actually a guardcancel, and it grants an extra move afterward?
so aside from j wongs amazing pushblock, KBA DHC into hailstorm (omg that sounds too good),
are there any other escapes?
does pushblock with sentinel and fly work?
Dibble
07-28-2003, 04:33 AM
Originally posted by fishjie
does pushblock with sentinel and fly work?
Yes.
N-Ken
08-04-2003, 08:38 AM
(corner) c. lk, c. lk, c. hk XX Time Flip, call Storm Variety, nut grab, AHVB:D
j. cu. hk + Tron Proj., lk, lk, hk XX AHVB
Sent. Drones, throw into drones, AHVB
50mOrEcEnTz
08-04-2003, 09:45 PM
nobody even threw in his b&b otg combo, c.lk, c.lp, c.rh, lp scim, ahvb x n; this is used as a block string kinda (the c.lk, c.lp, c.rh) and if the c.rh hits, lp scim on reaction into ahvb, it is hella good, and is a QUICK otg.
ChubbyCh0c0b0
08-09-2003, 11:05 AM
i know this coulda gone in the faq but my glasses broke (i'm serious). was wondering if you guys could help me out with sometin....
ok i was watching a cable v. commando matchup, Justin Wong vs. SiN or whoever, and cable did hvb, commando bobbed up and he hit him again. how do you do that? i've only pulled it off once, and i believe it has something to do with dragging the beam in a certain direction... can anyone shed some light on this subject?
hadoken king
08-09-2003, 11:12 AM
ok... that's not hyper viper beam... coincidentally, i was just practicing that combo right now... its a combo called AHVB x3.
it's a super jump, ahvb, land, repeat...
easiest way to do it... TKAHVB
down, down/forward, forward, up/forward + PP
do that three times..
aim the first down, the second 2 up.
IronThread
08-09-2003, 04:25 PM
it's amazing how consistently i can do this on the PS2 but can't do shit on the stick
hadoken king
08-09-2003, 04:54 PM
Originally posted by IronThread
it's amazing how consistently i can do this on the PS2 but can't do shit on the stick
play with the analog stick, and then work on the joystick
Juu-Yon Pyro
08-09-2003, 07:14 PM
I Think they make the console version easier. On my DC, all I do is a half-circle up+pp. Works every time.
hadoken king
08-09-2003, 07:23 PM
Originally posted by Juu-Yon Pyro
I Think they make the console version easier. On my DC, all I do is a half-circle up+pp. Works every time.
i doubt it.. since the game is supposed to be "balanced", i think capcom would have taken that out if they knew about it
Vercette
08-13-2003, 08:41 PM
There are many ways to link Cables HVB. The most obvious is Lk, Lk, Rk, sj.ahvb. Also, the ones you want to take a chance one, meaning can be rolled out of, is the s.LK, s.LK, c.RK, ahvb (regular hvb works, but if you nave more that one level, go for it all!). My personal favorite that is a crowd pleaser is my deep air HK, dash, s(c)LK, s(c)LK, c.RK, Timp Flip, sj.hvb. Everyone is like.. "daaaammmnnn!!!". The only draw back is that timp flip connects, but it rolls your opponent back, so you better know your superjump into an ahvb, also it's a waste of a level, so do it at the end, hehe.
afripino
08-28-2003, 08:14 AM
**in corner**if you do a qcf+fk then hcf+2k, you can AHVB after that
fishjie
08-29-2003, 02:58 PM
I notice people like to wiggle the beam up and down when they are doing AHVB x 3. Does this do more damage than if I just mashed on the buttons?
(If I do both I tend to accidentally DHC into the next super)
Sometimes when wiggling the beam i knock them up too high. what's the proper sequence for mashing the AHVB x 3 so that it does the maximum amount of damage. anyone know?
Deathfist
08-29-2003, 03:50 PM
Wiggling the stick up and down? I don't know if it causes more damage [and don't think it does]. It just serves to control where the beam goes. It's mashing the punches that increases the damage of AHVB.
I don't know how to get maximum damage, but I do know how to get maximum contact.
1]Qct,UT+2p. [TK-AHVB]
2]Mash the punches and hold down
3]Micropause
4]Qct,UT+2p
5]Mash the punches and hold UP
6]Jump Qct+2p
7]Mash the punches and hold up.
This is 90-95% damage. Often more.
And another thing... If you KNOW you'll get the hit, omitt a hit during your chains when trying to ground combo into an AHVB.
Flying hk, dlk, hk, AHVBx3 as above does more damage than Flying hk, dash, dlk,dmk, hk, AHVBx3. The first one ALWAYS does 143 points of damage [meaning 100% damage] on my dreamcast while the other one always does 95% damage or around 130 pts [Fucking damage scaling :mad: ]
On a semi-related note, never combo AHVB together vs an assist. Instead, when you AHVB, pin the opponent between TK-AHVB so they can't escape and kill the assist by having the damage reset between each AHVB.
Edited above making the damage more clear.
fishjie
08-30-2003, 02:44 AM
hmm, well i notice that some good players were wiggling the laser up and down, it seemed like the damage was improved, can you check it out on dreamcast.
anyway, as for the damage scaling, are you telling me that adding in the medium kick in the middle accounts for 143-95 points of damage??? !!!
if so i guess the best way would be
jump in roundhouse -> AHVB x 3
anyway, how does jump in roundhouse, lk, lk, roundhouse + assist, ahvb x 3 do in terms of damage.
is it worth it to call out an assist
(say............. captain commando anti air)
Spider_Sting
08-30-2003, 01:03 PM
He's saying it does 143 damage (which is 100%) if you omit the medium kick, but if you do the medium kick, its only 95% damage.
To answer your question, I think calling out commando is better because you only need 2 AHVBs if you call out commando... May not work all the time, but will work some times.
:D
wassup
08-30-2003, 05:42 PM
from what i've seen if you're doing ONE AHVB, mash it for all it's worth by wiggling up and down you get more hits
if you're doing more than one AHVB hold down and mash, cos if you wiggle up and down the enemy will get too high for you to continue - unless you're AHVBing a large character, in which case you can mash all AHVBs fully
Deathfist
08-31-2003, 10:18 AM
Originally posted by Spider_Sting
He's saying it does 143 damage (which is 100%) if you omit the medium kick, but if you do the medium kick, its only 95% damage.
To answer your question, I think calling out commando is better because you only need 2 AHVBs if you call out commando... May not work all the time, but will work some times.
:D
When comboing into an AHVB it's ALWAYS a good idea to graze the assist button with your finger [especially if you know it will hit]. The pinning force of the AHVB is gonna hold them in place no matter what assist you call for the most part. This ALWAYS works for me. Especially with Capcom.
A perticularly rude damage boost occurs if you call say, Doom-b in the pause between the hk, and the TK-AHVB. EVERY ROCK HITS.
Other ones include [Tron-y, Juggernaut-b, Hulk-b, Capcom-b.]
No, you shouldn't call an assist to hit while AHVBing them. :rolleyes: <--[Sarcasam]
:evil:
Thanks everyone for not only clearing things up for this person but also clearing things up for me. I edited my first post partially as a result.
fishjie
08-31-2003, 06:11 PM
yeah thx for the replies. i was asking about adding the assist because of the damage scaling.
anyway i notice ppl *can* actually call out assists between AHVBs, i was wondering how they do that.
IE. AHVB - >magneto ->AHVB->magneto->AHVB.....
i know i can add assist hits when i'm doing the sentinel HSF infinite, and i'm *pretty* sure cable can do it in between AHVBs....
i can't do it though. am i just seeing things?
Weget
08-31-2003, 10:42 PM
Well.... game mechanics say you can only do one assist per combo, so unless you reset the AHVB somehow you could only call magz once in that case.
Spider_Sting
09-01-2003, 07:12 PM
Originally posted by fishjie
yeah thx for the replies. i was asking about adding the assist because of the damage scaling.
anyway i notice ppl *can* actually call out assists between AHVBs, i was wondering how they do that.
IE. AHVB - >magneto ->AHVB->magneto->AHVB.....
i know i can add assist hits when i'm doing the sentinel HSF infinite, and i'm *pretty* sure cable can do it in between AHVBs....
i can't do it though. am i just seeing things?
its simple... just call the assist before u do the ahvb motion, but thats only if you've hit the first ahvb without calling an assist
Phats0
09-03-2003, 10:26 AM
a nice with one storm projectile is
c.lk c.lp s.rk+storm proj qfc+lk sj.ahvb the qfc+lk will knock them to the otha side of the screen but storm's proj will keep them up instead of let them touch the ground.
vasAZNion13
09-09-2003, 11:34 PM
i'm not 100% sure about this, but when you throw grenade and they get caught in it...if you do fierce x3 or x4 xx scimitar[lp](whiff) xx AHVB...they can block the AHVB...? this is if they get caught in the grenade first....
if this holds true(at least it has happened to me on many attempts)...then... is it a better idea to do the following?:
grenade, fierce x3 xx viper beam, xx GHVB?
since someone did that to me and it did connect...
i guess if you get them in the grenade you can just s. RH xx ahvb, but i have a habit of doing fierce if i'm from a long distance...
also another question..if you get them in the grenade lock when they are way up in the air(super jump height)...what do you guys usually do?
-sj. fierce xx ahvb?
-sj.RH xx ahvb?
-combo xx ahvb?(btw...when i try the air combo into the ahvb it doesn't work for me..can anyone explain what i might be doing wrong?)
-leave him be cuz you're too late to catch him after you land and super jump back up?
third question: is it psimitar or scimitar?i never really knew
shinobidj
09-10-2003, 02:30 AM
you can combo in ahvb if you sj cancel from stand fierce for style points.
anti-retard
09-13-2003, 07:24 AM
A nice break from the usual is j. rh, s. short, s. forward, s. fierce (1 hit) xx TK AHVB. Looks better than that goofy ass white man kick.
6-BLADE
09-28-2003, 06:44 PM
I'm not too much of a cable fan but I think this one should work with Storm Expansion assist:
Cable Jump in using hk, then s.lk, s.lk, s.hk+Storm(b), then while storm knocks opponent up follow with a sj.fp xx AHVB
:confused: I think...
Residentevil
10-30-2003, 02:10 PM
can anyone give me some tips on cables combos. ive never used him before cus everyone said he was cheap but he has a cool gun and can anyone give me any good combos?
Ark_21XX
11-02-2003, 02:12 PM
A ground and easy ground combo:
s.sk s.fk s.rk xx Viper Beam xx Hyper Viper Beam
try it n_n
the only combo that matters is c.lk c.lk s.hk XX SJ, air hyper viper beam x3 don't use your supers on anything else
gbursine
11-02-2003, 03:24 PM
Originally posted by Ark_21XX
A ground and easy ground combo:
s.sk s.fk s.rk xx Viper Beam xx Hyper Viper Beam
try it n_n
not worth it... ground hvb has HORRIBLE lag... even if it hits...
just practice b00s's combo, and do random j.hp... learn how to use grenades, and the weaker viper beam...
and ahvb(air hyper viper beam) whenever u see the other guy doing anything.
and stop calling shit cheap... your friends are scrubs... accept it. toss the goddamn idea of cheap out the fucking window.... from this post on. do a search for past cable threads.... or for any other character that you'd want strats on(remember to put it to threads from the beginning)
hadoken king
11-02-2003, 07:37 PM
do ground hyper viper beam only if it will kill them and they are the last person...
aside from that.......
from my cable combos section............
flashy shit..........
-(psy assist)j.hk, land, clk, shk, psy+walk forwards, clk (otg), c.hk, command throw
-(psy assist)j.hk, land, clk, shk, psy, nade, wait till they're about to fall, command throw
-(storm variety and in corner)j.hk, land, call storm, clk, command throw, (storm hits)ahvb
-j.hk, land, clk, clk, qcf+lk, ahvb
-(in corner), j.hk, land, clk, clk, qcf+lk, dash, clk, c.hk, command throw
-(psy assist in corner) j.hk, c.lk, clk, qcf+lk, dash, clk, shk, psy, nade, c.hp, qcf+lk, time warp, dash, clk, chk, command throw.
Ironman assist....
-j.hk, call ironman, lk, lk, ironman lifts them up, dash under, c.hp xx AHVB
-nade over them (to keep them from jumping), dash, clk, call ironman, j.hk(really fast hk, cuz 90% they'll block the clk) IM hits, nade, fall into command throw
^^ this wont really work in a fight... but it's a cool combo
-j.hk, lk, lk, timewarp, throw nade at about 10 hits into TW, fall into c.hk (juggle), command throw
-(when they're last)j.hk, lk, lk, timewarp, throw nade at about 10 hits into TW, fall into snapback, dash, s.hp (don't shoot), xx ahvb
tactical stuff...............
j.hk, land, hp x 4, lp scimitar xx ahvb x3
dash, clk, clk, shk, ahvb x 3
tknade xx ahvb
CrimsonSouls
02-16-2004, 10:43 PM
I need help on the timeing. I can Tiger Knee perfect when I connect the first one. But the I cant catch him the 2nd time. I just do the standing HVB. And if I do,it dosnt get much hits. help please.
hadoken king
02-16-2004, 11:26 PM
get the timing of a single beam
start the down direction as the beam is about to end, and then quickly do the motion as soon as the blue back ground is gone
it should be cake from teh second one
btw, normal jumping is easier....
example..
clk, clp, shk, xx tkahvb, holld up, jump ahvb, hold up, jump ahvb
CrimsonSouls
02-17-2004, 08:11 AM
So you can pretty much normal jump for the second one. And then Tiger Knee for the rest.
hadoken king
02-17-2004, 08:49 AM
Originally posted by CrimsonSouls
So you can pretty much normal jump for the second one. And then Tiger Knee for the rest.
actually, u can jump for all of them.. it's just slower, and more risky, since it's more possible for them to escape...
you can also get the ahvb off of a scimitar...
so go like...
hp, hp, hp, hp, xx lpscimitar, xx ahvb, land, tkahvb, land, j.ahvb
so u can mix them up however u want. i believe u can do scimitar xx ahvb x 3, but i'm not sure. some1 had told me they've done it, but i haven't been able to do it (mainly because shortly after i tried, i gave up cable. he's just not fun enough - i basically use magneto, storm, sentinel, commando, capA, the shotos, servbot, blackheart, megaman, psylocke, and silver samurai)
as for actual timing, just time the first beam... when you get the feel for it, do the second TK motion as soon as you know it's about to end, and don't do it crazy fast, cuz u'll either stay grounded and do a HVB, or you wont do it, because u finished the execution to quickly. alternatively, u could aim the beam up (which i don't suggest you do on the first one - aim down or straight) and then after you land, cable will jump auto cuz ur already holding up, and then as soon as u see him jump, cancel to ahvb
there's not much to doing it, but timing and practicing your tk motion
CrimsonSouls
02-17-2004, 01:38 PM
thanx man. I think you fixed my problum. One more thing. Got any pointers on Storm? I know shes awesome and it wouldnt hurt to use her on my team. By the way you forgot about Stryder!!
hadoken king
02-17-2004, 02:12 PM
Originally posted by CrimsonSouls
thanx man. I think you fixed my problum. One more thing. Got any pointers on Storm? I know shes awesome and it wouldnt hurt to use her on my team. By the way you forgot about Stryder!!
i don't use strider. and if you want pointers, talk to me on AIM. i hate posting... 4 minute rule is gay
storm is cake... abuse her s.hk, and her tj.lk's... learn LA xx LS from air combo, or random anti air setups, learn to runaway, and learn to control her in the air. and congratulations, you've mastered storm. if u talk to me on AIM, or go to the storm sectin, i'll go into better detail with her priority, keepaway, and rushdown techniques. her resets as well.
CrimsonSouls
02-17-2004, 07:30 PM
Originally posted by hadoken king
i don't use strider. and if you want pointers, talk to me on AIM. i hate posting... 4 minute rule is gay
storm is cake... abuse her s.hk, and her tj.lk's... learn LA xx LS from air combo, or random anti air setups, learn to runaway, and learn to control her in the air. and congratulations, you've mastered storm. if u talk to me on AIM, or go to the storm sectin, i'll go into better detail with her priority, keepaway, and rushdown techniques. her resets as well.
cool cool. Thanx for the help.
__mAyA__
02-27-2004, 07:53 AM
have you guys seen the combo vid of cable on bearcade.com?
he did launch,sj.lp,sj.lk,grenade..the grenade connects.how the fuck do you do that? i tried it but sometimes the grenade explodes late..i'm not even holding the damn button. help appreciated..
hadoken king
02-27-2004, 09:27 AM
tap the kick button, and do it quickly
Robyrt
02-29-2004, 05:35 PM
The leeway on AHVBx3 on a standing opponent is pretty good. You don't have to do the second TK motion quickly - in fact, you can even do a slowish TK motion so you normal jump and AHVB. Once you have two, the third is easy - normal or super jump up, start the qcf motion as you jump, hit the buttons when you get in range.
CrimsonSouls
02-29-2004, 07:08 PM
Originally posted by Robyrt
The leeway on AHVBx3 on a standing opponent is pretty good. You don't have to do the second TK motion quickly - in fact, you can even do a slowish TK motion so you normal jump and AHVB. Once you have two, the third is easy - normal or super jump up, start the qcf motion as you jump, hit the buttons when you get in range.
Slowly? hmmm. Ill try it tomarrow.
e-mod
03-10-2004, 11:54 AM
I know that the AHVB is d,d/f,f/u,f + pp, but when u do the f,f does cable actually suppose to go forward or, do u goto u,f so fast that he doesnt get a chance.
MechZZ
03-10-2004, 05:18 PM
welll i'mma try to help...
i honestly don't kno what your doing when you do an AHVB... but if trying to ask if cable is supposed to go forward when he does an AHVB... then no
when i first started playing cable i did a complete full circle starting from back going counter-clock wise
now i just do a 3/4th's circle starting from back ending at up
hope this helps
afireinside195
07-10-2004, 10:13 PM
AHVBx3. down,forward,up,forward +PP. you will jump an inch off the ground and own everyone :) dont do timeflip super , its pretty much useless to me ....
Higher-Jin
07-31-2004, 08:21 PM
Does anyone have a clip of this, i've only thought it was possible as a counter or maybe even a "high" viper beam.
The block stun should cover your fall which is recovery so .... can you?
Ho0v-Man
08-21-2004, 08:47 PM
yes. Cable can ahvb the ahvb. that's what you're asking right?
megafighter
08-22-2004, 01:21 AM
If your opponent's AHVB is done very close to the ground, no. If you are not blocking the last few hits of the AHVB, yes. If you are both in the air, adn the opponent is a little above you (maybe even same level, not sure, yes). If he is doing from below you, no.
I think that is it.
I have a question similar to that. I read somewhere that Cable can AHVb a blocked c.Hp from Mags. I can never do it, and even in top player videos I don't see people doing it. Is this really possible and, if so, really practical?
Ho0v-Man
08-22-2004, 06:08 AM
If your opponent's AHVB is done very close to the ground, no. If you are not blocking the last few hits of the AHVB, yes. If you are both in the air, adn the opponent is a little above you (maybe even same level, not sure, yes). If he is doing from below you, no.
I think that is it.
I have a question similar to that. I read somewhere that Cable can AHVb a blocked c.Hp from Mags. I can never do it, and even in top player videos I don't see people doing it. Is this really possible and, if so, really practical?
Possible, yes. Practical, no. Cable can AHVB the lag on a standing jab if need be. But if you block a crouching fierce from mags; that would mean you're a little to close to him meaning the beam wouldn't do to much damage.
Higher-Jin
08-23-2004, 07:39 AM
okay, well it's just that i heard in cable vs. cable you can't even chip each other with ahvb. I'm guessing you don't do it because you may mess up and do it too high and get blasted afterwards.
19S10
08-24-2004, 02:00 AM
Ahvb the ahvb.
Yes, both cable will get hit and no more Ahvb x 2-5.
This will happen when both cable do AHVB at the same time or a little time different.
just depended how skillful of your Ahvb.
megafighter
08-24-2004, 10:19 AM
okay, well it's just that i heard in cable vs. cable you can't even chip each other with ahvb. I'm guessing you don't do it because you may mess up and do it too high and get blasted afterwards.
You can do it, but chipping other cable would probably be a good idea only if you are trying to kill or have 4 or 5 bars, and pan to keep at least 3.
Because if you are Cable with 3 bars, your opponent can not call assists safely. If you have 2 or less, most times he can. cable with 3 or more bars have an advantage against Cable with 2 or less (I mean more control, not just more bars), all other things being equal, of course.
HyperslasherZ
09-09-2004, 03:43 AM
i would like to ask how many Ahvbs can you do in a single combo??? My friends says 4, some people here says 5, but i could only do three... here's my combo:
c.lk,c.mp,s.hkXXAHVB,AHVB,(jump)AHVB
my first two AHVB's are done with qcf+uf, then the third with normal jumpXXAHVB.
is 4x,5x AHVBS really possible?? :confused: any techniques?? :confused:
P.S. i'm not talkin' bout AHVBing your opponents assist, only their main character
Melvo
09-09-2004, 05:28 AM
I can do 4 AHVB with mid characters like cable and with sentinel i can do 5
Ho0v-Man
09-09-2004, 08:07 AM
I can hit 6 on Servbot in training. :cool:
I can barely get 3 in a fight though :bluu: .
If I have inf. special on in training mode, I can hit 19-20 on servbot, just gotta time that shit.
September
09-10-2004, 07:59 AM
5 on sentinel,juggs and blackheart.. i've only tried 4 on medium sized characters.. i think ahcb's work too..
Murakumo
09-10-2004, 10:17 AM
4 on all normals. Never messed around against servebot... 5 on juggy, BH, Sent, etc. is pretty easy.
HyperslasherZ
09-11-2004, 11:23 PM
how do i time the 4th++ AHVBS???
Melvo
09-12-2004, 12:15 PM
ok, u do the AHVP x3 then i quickly s.j and do the an AHVP.
Notice: I don't know if u can do it without super jumping but with super jump i think it works great and its easy!
megafighter
09-12-2004, 01:32 PM
With unlimited meter, I did like 60 on Juggernaut. But sometimes I do a couple and miss. Must work on execution.
On matches, I usually go for 3 to avoid the risk of losing it. 4 only on Doom. 5 only on Sent/BH/other big characters...
HyperslasherZ
09-15-2004, 10:47 AM
with constant practice, i can do 4 on mags and other mid chars during a match. tanx for posting! thread closed!
CapCom_jeff
09-16-2004, 06:05 AM
ok, u do the AHVP x3 then i quickly s.j and do the an AHVP.
Notice: I don't know if u can do it without super jumping but with super jump i think it works great and its easy!
Is it really works? after the 3x ahvb then u sj ahvb it connects??
it's very hard.... help pls..
thx
Ho0v-Man
09-16-2004, 12:34 PM
^^ you super jump SLIGHTLY higher each time. Also, remember to bend the beam. If you're mashing hits out though, you should really only have to do four. So what I do is super jump the first three and do a hop on the fourth one. Four is really only required on a full health Sentinel though.
The Bucket Of Truth
09-19-2004, 10:39 AM
hey guys i heard about the new cable inf recently and was curious if you could link it into AHVB?
i still don't know what it is exactly? anyone know?
HyperslasherZ
09-20-2004, 12:15 AM
is it the FSD inf??? i dunnow if you could link it... there is a seperate thread for that inf.
Altron
11-11-2004, 03:17 PM
Yea, I'm nub with cable if thats even possible so,
how can you cancel from
lk,lk,hk xx super jump xx avhb.
Thanks.
afireinside195
11-11-2004, 06:47 PM
self explanatory. do lk lk hk, do a very short pause, then do the ahvb motion...
Altron
11-12-2004, 04:20 AM
I jump too high sometimes.
I was told I had to do a certain motion to do it.
Mixah
11-12-2004, 07:53 AM
do a tk motion
at the time you'd normally super jump
go...
down, down/forwards, forwards, up/forwards + pp
vietlife
11-12-2004, 10:01 AM
i watch vids and i see peole cable right before they land they do a luanch with out lp lp combo launch
ShakingHands
11-12-2004, 11:02 AM
df + fp. everyone has a launch like this, some can use fk as well
Altron
11-12-2004, 02:41 PM
thanks, I haven't really played cable, if thats even possible. :wow:
454Casull
03-18-2005, 08:21 PM
So anyway, I can get off the first AHVB without any problems, but after I finish hitting, I can't do a second one (well, I think I did it two times...). Usually I end up doing a ground HVB (which still hits assists if the AHVB got them but I still look like a retard). Any suggestions as to the timing?
Ill E
03-19-2005, 11:01 AM
well, on the first AHVB you should mash and aim the beam down (push down on the stick), on the second AHVB and on the 2nd AHVB just do the down-down-foward,foward,up-forward+2 punches motion again but this time mash and aim the beam UP cuz this time theyll be higher off the ground. on the 3rd one, you just jump up and do hyper viper beam( don't do the AHVB motion, just jump straight up and during the jump do the super). As far as linkin 'em just do the second AHVB right after you land.
454Casull
03-20-2005, 11:23 AM
I wish I had the game at home to practice on. :( "Doing it right after you land" sounds easy but I've never gotten it off before. How much stun time do you have between the last hit of the first AHVB and the first hit of the next?
afireinside195
04-06-2005, 06:10 PM
it doesnt really have to be right after you hit the ground. you can do it slower than that, but not too slow or they'll be able to block. If you do the 2nd one once you hit the ground, the person can sometimes get too high and it makes it more likely for them to pop out and/or make it harder for you. uhh just test it out wherever you play and eventually youll get the hang of it. :pleased:
saroorhai
05-31-2005, 09:53 PM
for some reason it helps me to start from back and go all the way to up. That way I don't hit the punch buttons too early.
Windlord0
06-16-2005, 02:52 AM
Every so often I'll mess up and not TK the move properly and I will do it on the ground. Even when this connects it leaves me with a ton of recovery afterwards. So my question is, will mashing either up or down help delay the opponents recovery in some way? I always seem to be in a bad place, even if it connects on the ground. I'd test this myself but my DC died. Thanks in advance for any answers.
Higher-Jin
06-16-2005, 11:34 AM
no, just practice doing ahvb you'll have tons of recovery regardless of which way you mash.
unknown user
06-18-2005, 05:03 AM
i doubt it.. since the game is supposed to be "balanced", i think capcom would have taken that out if they knew about it
This is the last fighting game that can be called "balanced".
Higher-Jin
06-18-2005, 09:10 AM
This is the last fighting game that can be called "balanced".
it is still probably meant to be balanced and all characters were supposed to be good except for roll.
unknown user
06-18-2005, 10:42 AM
That sure isnt how it turned out though.
bbq sauce
06-19-2005, 08:53 AM
ok... that's not hyper viper beam... coincidentally, i was just practicing that combo right now... its a combo called AHVB x3.
it's a super jump, ahvb, land, repeat...
easiest way to do it... TKAHVB
down, down/forward, forward, up/forward + PP
do that three times..
aim the first down, the second 2 up.
You don't have to tiger-knee the 3rd one, you can simply jump straight up and do it.
tech master
06-22-2005, 10:25 AM
are you guys serious? i can do it 10 times easier on a stick than d-pad
SRKFayetteville
06-25-2005, 05:35 PM
I just freaking either hcf+up + PP because its easier than tiger knee hvb, but if you could use the tiger knee then you can be a cable master!
sainthuey
07-06-2005, 02:55 PM
how to buffer s. HK into AHVB? Cable never jumps fasten enough no matter what, plus im on pad -_-.
You have to superjump cancel the s.HK-- a few frames after it hits let the stick go to neutral (or any direction besides down), then press down, then do a TK AHVB (qcf~up+PP). This will let you superjump directly into the AHVB without having to wait for the lag at the end of the s.HK.
Good luck :)
454Casull
07-12-2005, 03:11 PM
how to buffer s. HK into AHVB? Cable never jumps fasten enough no matter what, plus im on pad -_-.
After you press HK, go to neutral. Do TK HVB too early and you'll probably end up doing a grounded HVB. Do it after the kick animation is over and the opponent is no longer stunned. You have to find the right time where you can SJ cancel as the previous poster said. If you want to practice, you can just s.hk and superjump at various times during the animation. If you can SJ before the kick finishes its animation, that's the point where you can AHVB.
haloha123
07-16-2005, 05:50 AM
easiest way:when u s.hk,push the stick to the back,upward and do a 4/5 circle animation and ahvb should come out,no worries about timing cos the time u take to do the 4/5circle should be just nice enough.for the 2nd 3rd,4th 5th ahvb depending on opponent,u can pre-buffer"while shooting aim back,upwards when its about to end do the 4/5circle animation" the stick when the first ahvb is about to end.
s.hk should be simple enough,the hard part is cancelling s.hp + 1st gunshot into ahvb.everytime i do the bullet wont come out so with s.hp alone im doing less 1 damage than s.hk.
capcommunist
08-07-2005, 10:26 PM
:confused: :confused: When do I pushblock against Sent to Ahvb between Hsf, is it the beam, the RP or 1st set of drones? when I guard cancel between which set of drones do I go up on, 1st or 2nd?
haloha123
08-09-2005, 07:55 AM
:confused: :confused: When do I pushblock against Sent to Ahvb between Hsf, is it the beam, the RP or 1st set of drones? when I guard cancel between which set of drones do I go up on, 1st or 2nd?
pushblock when u see opponent's rocket punch starting to retract
454Casull
08-10-2005, 05:39 PM
Pushblock right after the screen-freeze (when the HSF activates after the fp or RP hits you), let the stick go to neutral, then AHVB right after the second set of drones hits.
Mixah
10-19-2005, 11:46 AM
anybody want to explain the proper way to mash ahvb?
Preppy
10-19-2005, 08:46 PM
Tapping the buttons and moving the joystick up-down (don't DHC) gets you the max 40+ hits. It's actually pretty straight-forward once you realize you need to do up-down.
Mixah
10-20-2005, 08:20 PM
yeah... i usually cap at about 35-39 hits... i don't think i've done 40 except on juggertits
ParryPerson.
11-07-2005, 08:35 AM
You do not have to SJ all 3 times to AHVBx3 correctly. Just thought I'd drop that in here.
phoball
03-07-2006, 06:53 PM
this is a good combo to ahvb.... s.lk s.lk s.hp let the gun hit once
Mixah
03-07-2006, 07:03 PM
... no, not really... s.lk is fucking useless.
ParryPerson.
03-07-2006, 09:48 PM
Cr.LK Cr.LK S.HK SJC AHVB that mess son.
Mixah
03-07-2006, 10:37 PM
c.lk, c.lp, s.hk, imo is better...
a little more to think about, but it will hit more often than c.lk, c.lk
ParryPerson.
03-08-2006, 05:37 AM
lol thats almost the fucking same but whatever.
cyberninja
03-21-2006, 08:49 PM
I want to play team Duc, and cable seems to be my worst player. Can someone explain the uses and strategies of lk and hk grenades? I don't understand how to properly use them.
ParryPerson.
03-21-2006, 08:55 PM
you hold the button to release them when you want, thats how you use them.
cyberninja
03-22-2006, 07:13 AM
^
wow.....thanks......
ParryPerson.
03-22-2006, 04:24 PM
lol, seriously though, you just use them to take up more space on the screen, you use them so that they have to get around them, sometimes a tridashing mags or storm or a jumping anything will get hit by one. Hello AHVB. Learning when to release is a very importent part of learning how to use them.
cyberninja
03-23-2006, 07:48 AM
Ok, thanks.
Yeah, I understood that cable's grenades are like 50% of his game. But I was asking what were the different applications for lk and hk nades.
Like when you sj, which version of nade do you release, and do you ever not hold it down? I guess it's just something to learn through experience. :bluu:
ParryPerson.
03-23-2006, 07:54 AM
Your almost always going to be using LK. Reverse tiger knee HK comes out fast and smacks them full screen, but most of the use is gonna be out of the LK 'nade. When SJ'ing, it's kinda obvious how to use them. You can release a little early and stuff them if they try to jump or something, or just wait and release it down below if they are on the ground, or use it to control the air space, it's got a hundred uses.
As far as when you wouldn't want to hold the button, when someone got to you to fast and you almost shit your pants and let it go right as you press it and hope it stuffs them and you don't get owned.
Cable isn't all that deep of a char, learning how to play his match ups is what is going to be most of your learning.
Ken34
07-17-2006, 07:07 PM
hmm, i seem to be having trouble doing the spimitar xx AHVB, am i supposed to be trying to cancel into HVB the second i finish my input for the spimitar?
CoosCoos
07-17-2006, 09:06 PM
hmm, i seem to be having trouble doing the spimitar xx AHVB, am i supposed to be trying to cancel into HVB the second i finish my input for the spimitar?
That and make sure that you are off the ground. It also helps that you use the jab scimitar.
Green
07-21-2006, 04:11 PM
You can cancel Psimitar into HVB quite late, although if you do it immediately after (e.g. an AHVB barely off the ground) you can combo from the unblockable 4th bullet or other random setups where they get hit by a bullet just off the ground, which is a lifesaver sometimes.
Mixah
07-21-2006, 04:22 PM
lol thats almost the fucking same but whatever.
it is the same... but c.mp has more range... i've found that if c.lk will hit, c.mp will never miss... (at least whenever i've tried it.. no Training mode testing has been done by me)... c.lk, c.lk will miss occassionally.
xxbiglou29xx
07-28-2006, 01:15 PM
jus a question i like having cable on n e time i put together but jus a simple strat question.. does his c.HP have n e uses like combo setups or n e thing?
Ken34
07-31-2006, 01:30 PM
hmm, is there a vid showing jab psihimitar xx AHVB? im still having trouble getting this down. ive gotten all of his other useful combos down like lk, lk, s.hk xx 3x AHVB etc, but i still cant get that shimitar into AHVB down.
CrimsonSouls
07-31-2006, 02:34 PM
hmm, is there a vid showing jab psihimitar xx AHVB? im still having trouble getting this down. ive gotten all of his other useful combos down like lk, lk, s.hk xx 3x AHVB etc, but i still cant get that shimitar into AHVB down.
the motion or the timing?
Ken34
07-31-2006, 04:35 PM
the motion or the timing?
i know how to do a AHVB, and i know how to do a shimitar, i just cant get the AHVB to connect after the shimitar.
CoosCoos
07-31-2006, 11:11 PM
jus a question i like having cable on n e time i put together but jus a simple strat question.. does his c.HP have n e uses like combo setups or n e thing?
If you are playing Cable/Magneto:
cr. lk, cr. lp/lk(doesn't matter, either will do), cr. fp + mags(bullet and mags hit) xx lp scimitar xx AHVB.
Also remember you can xx tk AHVB from any pistol whip(standing/crouching fierce punches, sj cancel before the bullet comes out).
i know how to do a AHVB, and i know how to do a shimitar, i just cant get the AHVB to connect after the shimitar.
I don't want to be mean but, you really need to practice the motion more if you can't get that to connect. All you have to do is cancel into AHVB before the spear leaves Cable's hand. That's it.
xxbiglou29xx
08-28-2006, 03:03 PM
wats up guys i love cable and i think hes probably my best character but im jus wondering wat is it about cable that allows him that gives him the instant advantage wen playing sentinel and BH? jus curious
ParryPerson.
08-28-2006, 03:09 PM
....
Ahvb.
xxbiglou29xx
08-28-2006, 03:35 PM
...... duh..thats obvious but u can say the same goes for n e character but im curious as to the specifics behind cables match ups with BH and sentinel
ParryPerson.
08-28-2006, 04:09 PM
....
come on now. AHVB = fast. BH and Sent = big and slow, and when Sent is flying he's open big time to a AHVB. Cable also controls alot of area with nades and gun shots, and them being big makes that even easier.
think McFly, think.
Mixah
08-29-2006, 05:49 AM
mcfly?????
biglou is phil mcfly?
ParryPerson.
08-29-2006, 03:10 PM
......
*hides flux capacitor*
I didn't mean to sound rude, but when you think of cable's basic gameplan, it's obvious why his match up is so good against the biggie's.
Green
08-29-2006, 05:32 PM
itz KUZ HIS BULLITS ARE TRAKKING AGENST METAL/MAGNET STUFF
CoosCoos
08-29-2006, 10:57 PM
I remember one time I was ducking with Sent, and the guy's Cable shot his gun in the air, a millimeter off the ground, and I thought the bullet had missed me, but one second later.....
It hit me between the eyes, and I got the biscuit buster there after. Horrible.....
Aizen
09-09-2006, 06:30 AM
I'm not 100% certain, but a low j.HP on a ducking Sent. may be an overhead -- I've been able to connect it on Sent. numerous times; and one of the players who've I've done it on swears he was blocking downback when it happened.
A j.HP hit-confirm into super on a grounded Sent. is very useful.
shiroi
11-10-2006, 08:56 AM
Im not sure what I should work on with Cable right now. I have his tk AHVB x3 down but other than that, all Im doing during a battle is attacking with viper beam, shooting them with HP, and Capcom anti-airing them whenever they come close.
Any suggestions as to where I should go from here?
CoosCoos
11-10-2006, 10:05 AM
Im not sure what I should work on with Cable right now. I have his tk AHVB x3 down but other than that, all Im doing during a battle is attacking with viper beam, shooting them with HP, and Capcom anti-airing them whenever they come close.
Any suggestions as to where I should go from here?
Try working on some combos now, so that you have more ways to shoot people. Namely, cr. lk, cr. lk, st. fk(+assist) xx AHVB, st. hp(x2-4) xx lp scimitar xx AHVB, and j. lp, j. hp xx ahvb.
The first two are basically hit confirm chains. The third one is a really good anti air option because of the mad priority of Cable's j. lp.
Remember you can xx AHVB after any sj. or tk grenade on hit. Also, speaking of grenades, be very particular of how you chuck them. Throw them in ways where YOU want them to go, or the other way, throw them where you DON'T want them to go.
Also, work on using scimitars, they help in keeping the opponent down and pinned if they try and sj out of your stuff.
I hope this helps.
shiroi
11-10-2006, 12:15 PM
Try working on some combos now, so that you have more ways to shoot people. Namely, cr. lk, cr. lk, st. fk(+assist) xx AHVB, st. hp(x2-4) xx lp scimitar xx AHVB, and j. lp, j. hp xx ahvb.
The first two are basically hit confirm chains. The third one is a really good anti air option because of the mad priority of Cable's j. lp.
Remember you can xx AHVB after any sj. or tk grenade on hit. Also, speaking of grenades, be very particular of how you chuck them. Throw them in ways where YOU want them to go, or the other way, throw them where you DON'T want them to go.
Also, work on using scimitars, they help in keeping the opponent down and pinned if they try and sj out of your stuff.
I hope this helps.
Many thanks! It looks like this will keep me occupied for awhile.
ZZ_Jaron
02-27-2007, 11:07 PM
How come when I sj.lk w/ Cable to stop a flying Sent, nothing hooks up after the 2nd lk?
But when my opponent does the same to me he can sj.lk, sj.lk, sj.hk.
Green
02-28-2007, 12:03 AM
Try sj.lp instead of sj.lk for the first hit.
tech master
03-13-2007, 02:31 PM
i always go for sj. lp, sj. hp xx AHVB
sealhunta
03-17-2007, 05:01 PM
sometimes i get a free hit with cable when an opponent is in the air and falling down. and i do s.lp s.mp and launch... but what is the best way of air comboing into AHVB.
obvioulys if i got a free hit on the ground i would do c.lk c.mk s.hk xxx AHVB but im specifically talking about when i randomly catch someone in the air.
as i am writing this i just though about doing canceling a viper beam into a AHVB. is that the best thing?
Ken34
03-17-2007, 05:44 PM
sometimes i get a free hit with cable when an opponent is in the air and falling down. and i do s.lp s.mp and launch... but what is the best way of air comboing into AHVB.
obvioulys if i got a free hit on the ground i would do c.lk c.mk s.hk xxx AHVB but im specifically talking about when i randomly catch someone in the air.
as i am writing this i just though about doing canceling a viper beam into a AHVB. is that the best thing?
go to training mode and set the cpu to normal jump, then practice doing j.lp, j.hp XX AHVB.
sealhunta
03-18-2007, 01:09 PM
go to training mode and set the cpu to normal jump, then practice doing j.lp, j.hp XX AHVB.
i tried doing j.lp j.hp AHVB but after the hp the opponent is to far away for the ahvb to connect
i find it easier to do . launch super jump u/b AHVB
Ken34
03-18-2007, 01:52 PM
i tried doing j.lp j.hp AHVB but after the hp the opponent is to far away for the ahvb to connect
i find it easier to do . launch super jump u/b AHVB
then your doing it wrong, AHVB should be able to connect off of j.hp....
Green
03-18-2007, 03:10 PM
i tried doing j.lp j.hp AHVB but after the hp the opponent is to far away for the ahvb to connect
i find it easier to do . launch super jump u/b AHVB
You're doing it wrong, then.
If you AHVB after you launch, you can't do more than one.
shoultzula
08-14-2007, 08:58 PM
I found out a cool little trick while trying to figure out a late TK cancel with spider man. It'll help cable out a little bit @ least.
you can do TK, fp, lk and hold this grenade. The point of the fp is to build 5% extra bar for every TK grenade. I'm pretty sure that the very second you hit FP, it immediately give you bar so you don't have to lag it out the point where it comes out. I should of checked that out first before I posted this but o well. Cable has double grenade patterns and if you do the kara cancel grenade thats 10% extra bar + w\e your pattern does. TK nades are a big part of cables game play so constantly TK kara cancelling them would give you the best chance every time to max out a potential bar building pattern that included a tk nade.
Its a general thing for the engine, any character that has something similar should be able to use that trick.
Ironically, strider has to do a kara hand technique to land his overhead during orbs which is the method that makes it the easiet to do this fast. Just use 2 fingers to do this fast. I use my middle finger for the fp and my thumb hits LK. The kara speed is pretty fast, I guess its along the lines of a kara dp in 3s. Thats how I do them @ least. Trying to time this by doing the inputs by using the same finger on each button slows down the kara and makes your TK @ a higher angle you may not want.
sealhunta
12-27-2007, 11:34 PM
I have a few cable questions?
with a 1 on 1 cable battle if u do a ground qcf+lp and it is blocked , can the enemy cable punish u with an AHVB?
Same question with qcf+lk
Also, if Cable's AA assist hits the enemy on the ground, when they come out of hitsun at the top of the screen, are they in normal jump mode or in super jump mode, i was thinking that if they were in normal jump mode, u could guardbreak them?
Illan_3rd
12-29-2007, 10:05 PM
if they get and they block it u mean???
sealhunta
12-29-2007, 11:21 PM
for the assist question, no, i am talking about if they get hit and they are sent to the top of the screen.
I was thinking that i could do a typhoon and that would force them to block and then i can just wait for them and do a s.hk if they are infact in normal jump mode?
Also, how do u feel about cable's assist, i think it is too nice.
- instant
-it is multihit/combo-able
- does massive damage on a pure hit (24 on cable)
-nice angle/arc + fullscreen
-homes in (like bh and cammy etc.)
the only thing it doesn't have is invincibility
Illan_3rd
12-30-2007, 01:59 PM
for the assist question, no, i am talking about if they get hit and they are sent to the top of the screen.
I was thinking that i could do a typhoon and that would force them to block and then i can just wait for them and do a s.hk if they are infact in normal jump mode?
Also, how do u feel about cable's assist, i think it is too nice.
- instant
-it is multihit/combo-able
- does massive damage on a pure hit (24 on cable)
-nice angle/arc + fullscreen
-homes in (like bh and cammy etc.)
the only thing it doesn't have is invincibility
it does have invisibility although not like ken's AAA which is totally invisible... u just need to time the assist right and it can be invisible..
Green
12-30-2007, 03:55 PM
I have a few cable questions?
with a 1 on 1 cable battle if u do a ground qcf+lp and it is blocked , can the enemy cable punish u with an AHVB?
Same question with qcf+lk
Also, if Cable's AA assist hits the enemy on the ground, when they come out of hitsun at the top of the screen, are they in normal jump mode or in super jump mode, i was thinking that if they were in normal jump mode, u could guardbreak them?
Pretty much any hit that allows recovery in the air puts the opponent in super jump mode.
ToyRobotTerror
03-27-2008, 10:40 AM
good read
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