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== General | {{MVC2 Character Subnav|char=Cable|short=cab|sub=1}} | ||
Jump/Super Jump back and J. | |||
Throw Tiger Knee grenades ( | ==Basic Drills== | ||
Block often. | |||
Wait for your opponent to make a mistake, then Tiger Knee AHVB to punish. Be sure to land multiple loops of it to maximize the damage out of any scenario. | <youtube>mh3fJ1wLXTA</youtube> | ||
== General Strategy == | |||
Jump/Super Jump back and J. {{hp}} or {{lp}} Viper Beam. If you normal jump, you can call assists to aid your zoning ability.<br> Throw Tiger Knee grenades ({{d}}, {{db}}, {{b}}, {{ub}} + {{lk}} or {{hk}}) to stave off approaches and control space.<br> Block often.<br> Wait for your opponent to make a mistake, then Tiger Knee AHVB to punish. Be sure to land multiple loops of it to maximize the damage out of any scenario. | |||
== Team positioning == | == Team positioning == | ||
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=== Point === | === Point === | ||
Cable is | Cable is a strong zoner on point, having a full complement of both assists to boost his zoning allows him to go for traps and force the opponent into getting chipped or taking a risk of getting shot. Main downside if he is starting of course is that he will not immediately have meter to do multiple supers at once. | ||
=== Mid === | === Mid === | ||
A good position for Cable because he will come in with more meter and is also a dhc target. His Alpha counter is available as well. | |||
=== Anchor === | === Anchor === | ||
If you don't have another Anti-air assist, you'll probably have Cable in the back. He's likely to come in with 3+ bars, making him dangerous. Alpha counter or tag is always a threat too. Your opponent is very likely to attempt to snap Cable in if you have only 1 or 2 meters. | |||
==Tips & Tricks== | |||
===Alpha Counter AHVB=== | |||
One of the main reasons you are using AAA. On block, for one extra meter you can do AHVB | |||
<youtube>https://youtu.be/Og3aKmtb5hw?si=WZHB9jRprlnrDizr</youtube> | |||
{{Navbox-MVC2}} | |||
[[Category:Marvel Vs. Capcom 2]] |
Latest revision as of 16:40, 1 August 2024
Basic Drills
General Strategy
Jump/Super Jump back and J. or
Viper Beam. If you normal jump, you can call assists to aid your zoning ability.
Throw Tiger Knee grenades (,
,
,
+
or
) to stave off approaches and control space.
Block often.
Wait for your opponent to make a mistake, then Tiger Knee AHVB to punish. Be sure to land multiple loops of it to maximize the damage out of any scenario.
Team positioning
The mere sight of a five-stock Cable is enough to make even the most advanced players break into a sweat, so a classic tactic is running a strong battery like Storm or Spiral then bringing in Cable. His assists are also decent, but he likes having an assist himself for mixups and defense since he struggles in those areas somewhat.
Point
Cable is a strong zoner on point, having a full complement of both assists to boost his zoning allows him to go for traps and force the opponent into getting chipped or taking a risk of getting shot. Main downside if he is starting of course is that he will not immediately have meter to do multiple supers at once.
Mid
A good position for Cable because he will come in with more meter and is also a dhc target. His Alpha counter is available as well.
Anchor
If you don't have another Anti-air assist, you'll probably have Cable in the back. He's likely to come in with 3+ bars, making him dangerous. Alpha counter or tag is always a threat too. Your opponent is very likely to attempt to snap Cable in if you have only 1 or 2 meters.
Tips & Tricks
Alpha Counter AHVB
One of the main reasons you are using AAA. On block, for one extra meter you can do AHVB