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{{MVC2 Character Intro|char= cable|full=Cable|short=CAB|content= | {{MVC2 Character Intro|char= cable|full=Cable|short=CAB|content= | ||
== Story == | == Story == | ||
Nathaniel Christopher Charles Summers, better known as Cable, is a | Nathaniel Christopher Charles Summers, better known as Cable, is a character from the X-Men series by Marvel. An incredibly powerful telekinetic mutant from the future, he was infected with the Techno-Organic virus when he was a baby and must constantly use his telekinetic powers to contain the virus, lest his body from terraforming into a machine like his left arm and eye have. | ||
=Gameplay= | |||
Cable is one of the four god-tier characters in Marvel Vs. Capcom 2. He possesses a decent - if not obnoxious - zoning game, and combined with certain assists allow him to zone effectively. The main star of Cable's moveset, though, is the Air Hyper Viper Beam (AHVB), which almost single-handedly puts him in the top 4. With almost no startup, high damage, hard to counter, and loopable for massive damage on any opening it’s undoubtedly the best Hyper Combo in the game. If you want a character that can slowly chip your opponent down and then severely punish the slightest mistake with death, Cable is for you. | |||
== Gameplay == | == Gameplay == | ||
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{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
*'''Air Hyper Viper Beam:''' This move is one of the best supers in the game. 1 frame startup, full screen, massive damage, loopable... the list goes on. This move is the reason to play Cable, and the reason why he's a god. | *'''Air Hyper Viper Beam (AHVB):''' This move is one of the best supers in the game. 1 frame startup, full screen, massive damage, loopable... the list goes on. This move is the reason to play Cable, and the reason why he's a god. | ||
*'''Winning matchup against Sentinel:''' This is another good reason to play the character, as many characters simply do not have a good matchup. Cable is an exception. | *'''Winning matchup against Sentinel:''' This is another good reason to play the character, as many characters simply do not have a good matchup. Cable is an exception. | ||
*''' | *'''Low skill floor:''' Learning AHVB x3 alone makes Cable dangerous, making him easy to learn how to play. | ||
*'''Guard breaks:''' Cable has an easy guard break, and combined with AHVB, can kill a character before they even hit the ground. | *'''Guard breaks:''' Cable has an easy guard break, and combined with AHVB, can kill a character before they even hit the ground. | ||
*''' | *'''Zoning with a purpose''' Grenades, Fierce gunshots, and viper beam cover a lot of space, layered with a strong assist and backed by AHVB makes some of the most potent zoning in the game | ||
* '''Alpha Counter AHVB''' Cable's scimitar assist lets you bring in Cable off of any blocked attack and cancel into AHVB. One of the most unique things about Cable, it can allow any character access to an incredibly smothering punish game. | |||
|cons= | |cons= | ||
*'''Bad mobility:''' Outside of | *'''Bad mobility:''' Outside of universal movement mechanics, Cable has poor mobility. | ||
*''' | *'''Meter hungry:''' AHVB is the reason to play Cable... but he needs meter to do it. Cable with 1 or fewer meters is a totally different character than Cable with 3+ bars. | ||
*'''Limited solo defensive options:''' Outside of Psimitar, which is a DP (though not a great one), Cable has few options for escaping pressure. | *'''Limited solo defensive options:''' Outside of Psimitar, which is a DP (though not a great one), Cable has few options for escaping pressure. | ||
*'''No mixup:''' | *'''No mixup:''' Solo cable has no mixup and doesn't do a lot of chip. This can make comebacks on short time very difficult if the opponent is willing to just run away. | ||
}} | }} | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= Cable points his gun forward and fires once. This shot is invisible, but the hitbox travels at a constant speed across the screen. The initial attack has a hitbox, and by mashing HP, you can fire up to 3 more times after the first shot. | |description= Cable points his gun forward and fires once. This shot is invisible, but the hitbox travels at a constant speed across the screen. Shorter characters are able to crouch under these shots. The initial attack has a hitbox, and by mashing HP, you can fire up to 3 more times after the first shot. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= Cable hits opponents up, then fires a shot into them, sending them back down. | |description= Cable hits opponents up, then fires a shot into them, sending them back down. Good for his zoning game, but connecting with this normal up close causes characters to gain unfly, so be careful about when you use it. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= Cable reaches out, and if he hits the opponent, sends psionic energy into them, then throws them away. Not a true command grab, this move is a hitgrab instead. This move is bad. According to the old page, "The Psy-Charge is generally considered to be one of the most insulting moves in the game. In Florida you had to pay your opponent a quarter if you got hit by it." On the plus side, he does go into a really cool animation if you land it... It's hard to combo into, and can be used as a poor anti-air option. | |description= Cable reaches out, and if he hits the opponent, sends psionic energy into them, then throws them away. Not a true command grab, this move is a hitgrab instead. This move is bad. According to the old page, "The Psy-Charge is generally considered to be one of the most insulting moves in the game. In Florida you had to pay your opponent a quarter if you got hit by it." On the plus side, he does go into a really cool animation if you land it... It's hard to combo into, and can be used as a poor anti-air option. It has one other very niche use - by cancelling a multishot 5HP into this special, you can slightly shorten the recovery. Besides that, try to avoid this move. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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}} | }} | ||
}}<br> | }}<br> | ||
{{Navbox-MVC2}} | {{Navbox-MVC2}} | ||
[[Category:Marvel Vs. Capcom 2]] | [[Category:Marvel Vs. Capcom 2]] |
Latest revision as of 01:28, 17 July 2024
Story
Nathaniel Christopher Charles Summers, better known as Cable, is a character from the X-Men series by Marvel. An incredibly powerful telekinetic mutant from the future, he was infected with the Techno-Organic virus when he was a baby and must constantly use his telekinetic powers to contain the virus, lest his body from terraforming into a machine like his left arm and eye have.
Gameplay
Cable is one of the four god-tier characters in Marvel Vs. Capcom 2. He possesses a decent - if not obnoxious - zoning game, and combined with certain assists allow him to zone effectively. The main star of Cable's moveset, though, is the Air Hyper Viper Beam (AHVB), which almost single-handedly puts him in the top 4. With almost no startup, high damage, hard to counter, and loopable for massive damage on any opening it’s undoubtedly the best Hyper Combo in the game. If you want a character that can slowly chip your opponent down and then severely punish the slightest mistake with death, Cable is for you.
Gameplay
Cable is mainly known for zoning and his Air Hyper Viper Beam. Knowing how to use AHVB effectively is a crucial part of this character.
Strengths | Weaknesses |
---|---|
|
|
Character Summary
- Viper Beam (Air OK)
+
or
(Mashable, aim with directional input)
- Psimitar
+
or
- Electrap
+
or
- Psy-Charge
+
- Crackdown
+
or
- Hyper Viper Beam (Air OK)
+
(Mashable, aim with directional input)
- Time Flip
+
- Type α - Projectile Type
- Assist:
Viper Beam
- Counter:
Viper Beam
- Combination: Hyper Viper Beam
- Type β - Anti-Air Type
- Assist:
Psimitar
- Counter:
Psimitar
- Combination: Hyper Viper Beam
- Type γ - Variable Type
- Assist:
Electrap
- Counter:
Crackdown
- Combination: Hyper Viper Beam
Colors
First row: LP, HP, A1. Second row: LK, HK, A2.
Moves List
Normal Moves
Standing Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 4 | 2 | 8 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
Just a standard quick punch. Nothing much to say. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
7 | 7 | 2 | 13 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
An uppercut. Your grounded launcher. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
12, 6, 6, 6, 6 | 9, 12, 9, 9, 9 | 2, -, -, -, - | 25 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Projectile | Special, Super | - | - | - | |
Cable points his gun forward and fires once. This shot is invisible, but the hitbox travels at a constant speed across the screen. Shorter characters are able to crouch under these shots. The initial attack has a hitbox, and by mashing HP, you can fire up to 3 more times after the first shot. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 5 | 2 | 14 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
A quick knee. Nothing too special. Tied for your fastest grounded attack. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
7 | 7 | 3 | 21 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
A side kick. Combo filler, for the most part. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
13 | 11 | 3 | 24 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Special, Super | - | - | - | |
A high kick. Crucial to his B&B combos. After this move hits, there is an unusually long time where a super jump can be inputted. |
Crouching Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 4 | 2 | 10 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
A low punch. Also not that special. Tied for your fastest grounded attack. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
7 | 9 | 2 | 18 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
A flashy looking move, though generally also just combo filler. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
12, 6 | 9, 8 | 2, - | 34 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Projectile | Special, Super | - | - | - | |
Cable hits opponents up, then fires a shot into them, sending them back down. Good for his zoning game, but connecting with this normal up close causes characters to gain unfly, so be careful about when you use it. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 4 | 2 | 10 | L | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
A low kick. Being a low is useful, otherwise not much to write about. Tied for your fastest grounded attack. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
7 | 9 | 2 | 22 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
A crouching high kick, mainly combo filler and a hitconfirm tool into his St. HK. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
13 | 13 | 3 | 24 | L | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Special, Super | - | - | - | |
A sweep. Knocks down, as most sweeps do. |
Jumping Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 4 | 10 | 11 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
A quick punch. Not really much to talk about, and you won't see this very often, as Cable very rarely does air combos. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
7 | 8 | 2 | 20 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
Mostly used as air combo filler. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
6 | 17 | - | 25 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Special, Super | - | - | - | |
A pretty useful move. Like his other HP buttons, this shoots an invisible projectile across the screen. Used in guard break setups a lot, and generally really good in his zoning game. An invaluable move. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 6 | 3 | 19 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
A quick knee. Air combo starter. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
7 | 8 | 2 | 19 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
A flying kick. Air combo filler. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
13 | 12 | 6 | 18 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Special, Super | - | - | - | |
Your main jump-in move. Pretty good hitbox, and lasts for a while. Can sometimes crossup. |
Command Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
13 | 20 | 3 | 31 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Special, Super | - | - | - | |
A pretty useless move. You can theoretically kara cancel this into special moves, but it's not even really good for that. Try to avoid this one, unless you're styling. |
Universal Mechanics
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
10 | 7 | 2 | 13 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Special, Super | - | - | - | |
Standing medium punch launcher, but it does slightly more damage, and you can do it raw. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
16 | - | - | - | N/A | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Throw | None | - | - | - | |
Cable grabs his opponent and sends them flying over him with a push. Press backward to throw the opponent behind you. |
Special Moves
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
15 (LP), 18 (HP) | 19 (LP, ground) 20 (HP, ground) 16 (LP, air) 18 (HP, air) |
11 (LP), 31 (HP) | 41 (Ground), 29 (Air) | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Projectile | Super | - | - | - | |
Cable takes out a beam rifle, and fires it across the screen. Decent for zoning, but unsafe on block, unless you're in the air. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
21 (LP), 24 (HP) | 5 | 10, - | 30 (LP), 46 (HP) | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Projectile | Super | - | - | - | |
Cable takes out a halberd-like weapon charged with psionic energy and throws it into the sky. A good reversal option, as it is invincible until (but not as) it hits. Kara cancelling this into AHVB is a good way to start learning them, if Tiger Knee motions are too tough. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
12 | 36 (Ground), 23 (Air) | - | 11 (Ground), 22 (Air) | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Projectile | Super | - | - | - | |
Cable pulls the pin on a time grenade, and throws it forward. A great zoning tool, as the explosions linger for a while, and the grenades can be detonated at any time by holding until after Cable has thrown one, then releasing. Keeps pressure up, denies rushdown and trijumps, and more. A very good move, especially when Tiger Knee'd. LK on the ground throws it further, HK throws it more vertically. LK in the air throws it closer, and HK in the air throws it farther. Learn to use this move. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
24 | 15 | 5 | 17 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | None | - | - | - | |
Cable reaches out, and if he hits the opponent, sends psionic energy into them, then throws them away. Not a true command grab, this move is a hitgrab instead. This move is bad. According to the old page, "The Psy-Charge is generally considered to be one of the most insulting moves in the game. In Florida you had to pay your opponent a quarter if you got hit by it." On the plus side, he does go into a really cool animation if you land it... It's hard to combo into, and can be used as a poor anti-air option. It has one other very niche use - by cancelling a multishot 5HP into this special, you can slightly shorten the recovery. Besides that, try to avoid this move. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
17 (LK), 20 (HK), 4 (Projectile) | 14 | 2, - | 32 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Projectile | Super | - | - | - | |
Cable rushes forward, swinging with an overhand strike. Launches a projectile in front of Cable's fist. Not a move used very often, not that great. Try to avoid this move. |
Assist Moves
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
15 | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Projectile | N/A | - | - | - | |
Cable takes out a beam rifle, and fires it across the screen, then jumps out. Used when more of a ground game is needed, which isn't too often. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
21 | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Projectile | N/A | - | - | - | |
Cable takes out a halberd-like weapon charged with psionic energy and throws it into the sky. Not really used as a traditional anti-air assist. However, a big thing to note with this assist is the utility of Variable Counter ( |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
12 | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Projectile | N/A | - | - | - | |
Cable pulls the pin on a time grenade, and throws it forward. Mainly used as a surprise assist pick. |
Super Moves
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
56 | 20 (Ground, 4 pre-freeze, 16 post-freeze) 2 (Air, 1 pre-freeze, 1 post-freeze) |
- | 63 (Ground), When landing (Air) | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Projectile | N/A | - | - | - | |
Oh boy. This is THE Cable super. Buckle up for a paragraph. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
30 | 30 | - | 13 (whiff), 0 (hit, block) | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Projectile | N/A | - | - | - | |
Cable creates a shadow clone that rushes forward. If it hits the opponent, the clone will perform an autocombo, while the original Cable is free to move around and do whatever he wants. If it's blocked, the clone will shake its fist and fade away, this will also happen if it doesn't hit anything or hits an assist. Most players will time an Electrap so that it hits the opponent on the last hit of the combo, keeping them in place. Cable cannot perform another Time Flip, a Hyper Viper Beam, or call assists while the clone is performing the autocombo. |