Inspired by a thread over in fighting game discussion. Here post shit you know about char switch glitches.
-c.lp: BEATS switch glitched Mag c.lk. I don’t give a damn about 3 frames to 1 frame, for whatever reason, it beats it. Whatever Mags does in the beginning of the match, is nullified by Cables SG (switch glitched) c.lp. If Magneto c.lk, he’ll get hit and eat a ahvb, if he tries to jump up (and tri jump or dash to other side and assist) he’ll get hit and eat ahvb. At MOST Mag can just block or do his own c.lp (which trade hits.) Also cause of this Cables c.lp should beat out a lot of other moves. This puts Cable at an advantage, however small it may be.
-df+hp: Launcher. Best against Sentinel. You hit Sent, whether you launched him or not just super jump (be sure to block too if he calls an anti air). Not sure if it’ll hit if he backdashes at start, but any other move he tries it works, gives you a free hit in the beginning, and lets you avoid eating a 45% combo early on.
-Backdash: Obvious. Back dash to avoid initial attacks. If they jump and attack they’ll whiff and should eat a hsf.
-S.lk: Only do this if you know they’re going to jump or if they’ll hit you with an attack that recovers too slow after super armor. Follow with rp->hsf or air combo.
-s.hk: If someone is just going to s.lp you (to knock you out of the air real quick if you attempt to jump) s.hk should beat it (mainly Cable). Not to good against Magneto cause he can just c.hk afterwards
-c.lk: Beats a lot of things. Loses to some. All in all in the top tier SG c.lk beats most of the things the big 4 have. Most people just block, which is good for you cause you get into the mind games. I like to c.lk then wait. If it hits, c.lk->psy. If it doesn’t. Pause and throw out another c.lk (not chained c.mk). People like to let go of down block if you do a c.lk and nothing else (maybe to block a tri jump) so thats why it works.
-c.lp: Trades with Cable c.lp.
s.lp: Mostly for Sent, will hit him if he jumps (and doesn’t block). Some Sent’s take the s.lp in the beginning to get unfly right away. If you see this s.lp->s.hk->snapback or combo.
-c.hp: I use this against Magneto. Magneto’s like to do tricky jump crossovers and tri jumps in the beginning. If they do do that then you get free combo.
Foward Dash: Against Sent if he back dashes. Just dash foward and c.lk->c.lk->psy->snap back. Gotta make sure you do it early enough not to get hit by super or assist. If you catch him and assist that early on, great.
I never found anything useful for her. So for now just block.
When it comes down to it. It’s hella mind games in the beginning of the match. Especially Mag vs Mag. If you think he’s going to c.lk you’ll tri jump on him. If he thinks you’re going to tri jump on him he’s going to c.hp. Etc etc.