Marvel vs Capcom 2/Cable: Difference between revisions

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= Introduction =
{{MVC2 Character Intro|char= cable|full=Cable|short=CAB|content=
Cable is the son of [[Cyclops (MvC2)|Scott Summers (Cyclops)]] and Madelyne Pryor (AKA the Goblyn Queen, a clone of Jean Grey produced by Mr. Sinister).  Infected by a techno-organic virus by Apocalypse as a baby, Cable must use his telekinetic powers to keep the virus from ravaging his body.  Thus in one of Cable's win poses, his arm succumbs to the virus and deforms.
== 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.


= Moves List =
=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 ==
{{2 Column Flex|flex1=6|flex2=4
|content1=
{{Content Box|content=
'''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.
{{ProConTable
|pros=
*'''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.
*'''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.
*'''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=
*'''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.
*'''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.
}}
}}
|content2=
{{Content Box|content=
<center><youtube>dl-GGek4ANA</youtube></center>
}}
}}
== Character Summary ==
{{3 Column Flex
|content1=
{{Content Box|header=Special Moves|content=
;Viper Beam (Air OK)
*{{qcf}} + {{lp}} or {{hp}} (Mashable, aim with directional input)
;Psimitar
*{{dp}} + {{lp}} or {{hp}}
;Electrap
*{{qcb}} + {{lk}} or {{hk}}
;Psy-Charge
*{{hcb}} + {{p}}
;Crackdown
*{{qcf}} + {{lk}} or {{hk}}
}}
|content2=
{{Content Box|header=Super Moves|content=
;Hyper Viper Beam (Air OK)
* {{qcf}} + {{lp}}{{hp}} (Mashable, aim with directional input)
;Time Flip
* {{qcf}} + {{lk}}{{hk}}
}}
|content3=
{{Content Box|header=Assist Moves|content=
;Type α - Projectile Type
*Assist: {{lp}} Viper Beam
*Counter: {{lp}} Viper Beam
*Combination: Hyper Viper Beam
;Type β - Anti-Air Type
*Assist: {{hp}} Psimitar
*Counter: {{hp}} Psimitar
*Combination: Hyper Viper Beam
;Type γ - Variable Type
*Assist: {{lk}} Electrap
*Counter: {{lk}} Crackdown
*Combination: Hyper Viper Beam
}}
}}
}}


== Normal Moves ==
== Colors ==
First row: LP, HP, A1. Second row: LK, HK, A2.


== Special Moves ==
[[Image:Mvc2-cable.png]]
{|
!Viper Beam
|QCF + P (air, tap P and give direction to aim)
|-
!Psimitar
|DP + P
|-
!Electrap
|QCB + K (air, hold K to delay detonation - release K when you want it to detonate)
|-
!Psy-Charge
|HCB + P
|-
!Crackdown
|QCF + K
|}


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.  It is hard to combo into, but can be used as a poor anti-air in some cases.  Note that Cable stays in a special post-Psy-Charge stance after this completes until you perform any other move.
== Moves List ==


== Super Moves ==
=== Normal Moves ===
{|
!Hyper Viper
| QCF+2P (air, mashable, tap P and give direction to aim)
|-
!Time Flip
|QCF+2K
|}


Cable's legs are mostly invulnerable during a Hyper Viper super.  This is probably just a poor hit-box as opposed to intentional design.
==== Standing Normals ====


You can continue to attack your opponent during Time Flip, but it is possible to knock them out of the Time Flip auto-comboYou may not use Hyper Viper or assists until the auto-combo completesA common way to extend the Time Flip is to throw a Electrap grenade for the opponent to land on.
{{MoveData
|image= MVC2_Cable_5LP_01.png
|caption= Quick punch.
|name= Light Punch
|linkname= 5LP
|input= 5LP // {{lp}}
|data=
{{AttackData-MVSC2
|Damage= 4
|Startup= 4
|Active= 2
|Recovery= 8
|Guard= HL
|Special Property=
|Cancel= Chain, Special, Super
|Adv. Hit=
|Adv. Guard=
  |Adv. Pushblock=
|description= Just a standard quick punch. Nothing much to say.
}}
}}<br>


== Assist Moves ==
{{MoveData
|image= MVC2_Cable_5MP_01.png
|caption= An uppercut.
|name= Medium Punch
|linkname= 5MP
|input= 5MP // {{lp}}, {{lp}}
|data=
{{AttackData-MVSC2
|Damage= 7
|Startup= 7
|Active= 2
|Recovery= 13
|Guard= HL
|Special Property=
|Cancel= Chain, Special, Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  An uppercut. Your grounded launcher.
}}
}}<br>


{|
{{MoveData
!Type
|image= MVC2_Cable_5HP_01.png
!Assist
|image2= MVC2_Cable_5HP_02.png
!Counter
|caption2= Bang bang bang bang!
!Team Hyper Combo
|name= Heavy Punch
|-
|linkname= 5HP
!A
|input= 5HP // {{hp}}
|LP Viper Beam
|data=
|LP Viper Beam
{{AttackData-MVSC2
|Hyper Viper
|Damage= 12, 6, 6, 6, 6
|-
|Startup= 9, 12, 9, 9, 9
!B
|Active= 2, -, -, -, -
|HP Scimitar
|Recovery= 25
|HP Scimitar
|Guard= HL
|Hyper Viper
|Special Property= Projectile
|-
|Cancel= Special, Super
!Y
|Adv. Hit=
|LK Electrap
|Adv. Guard=
|LK Crackdown
|Adv. Pushblock=
|Hyper Viper
|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>


His B (anti-air) assist is considered his best assistThe A (projectile) assist can be used when more of a ground game is needed, and the Y (variable) assist can be used as a surprise assist.
{{MoveData
|image= MVC2_Cable_5LK_01.png
|caption= A quick knee.
|name= Light Kick
|linkname= 5LK
|input= 5LK // {{lk}}
|data=
{{AttackData-MVSC2
|Damage= 4
|Startup= 5
|Active= 2
|Recovery= 14
|Guard= HL
|Special Property=
|Cancel= Chain, Special, Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description= A quick knee. Nothing too special. Tied for your fastest grounded attack.
}}
}}<br>


= The Basics =
{{MoveData
|image= MVC2_Cable_5MK_01.png
|image2= MVC2 Cable 5MK 02.png
|caption2= A side kick.
|name= Medium Kick
|linkname= 5MK
|input= 5MK // {{lk}}, {{lk}}
|data=
{{AttackData-MVSC2
|Damage= 7
|Startup= 7
|Active= 3
|Recovery= 21
|Guard= HL
|Special Property=
|Cancel= Chain, Special, Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  A side kick. Combo filler, for the most part.
}}
}}<br>


= Advanced Strategy =
{{MoveData
Instructions:
|image= MVC2_Cable_5HK_01.png
|caption= A high kick.
|name=  Heavy Kick
|linkname= 5HK
|input= 5HK // {{hk}}
|data=
{{AttackData-MVSC2
|Damage= 13
|Startup= 11
|Active= 3
|Recovery= 24
|Guard= HL
|Special Property=
|Cancel= Special, Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  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.
}}
}}<br>


<ol>
==== Crouching Normals ====
<li>Jump back + fierce and/or short beam</li>
<li>Tigerknee grenade</li>
<li>Block</li>
<li>Wait for opponents mistake then tigerknee air hyper viper beam x4 or until dead.</li>
</ol>
If you do anything else, you will die.


{{MoveData
|image= MVC2_Cable_2LP_01.png
|caption= A low punch.
|name=  Crouching Light Punch
|linkname= 2LP
|input= 2LP // {{d}} + {{lp}}
|data=
{{AttackData-MVSC2
|Damage= 4
|Startup= 4
|Active= 2
|Recovery= 10
|Guard= HL
|Special Property=
|Cancel= Chain, Special, Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  A low punch. Also not that special. Tied for your fastest grounded attack.
}}
}}<br>
{{MoveData
|image= MVC2_Cable_2MP_01.png
|caption= A hit with the end of his gun.
|name=  Crouching Medium Punch
|linkname= 2MP
|input= 2MP // {{d}} + {{lp}}, {{lp}}
|data=
{{AttackData-MVSC2
|Damage= 7
|Startup= 9
|Active= 2
|Recovery= 18
|Guard= HL
|Special Property=
|Cancel= Chain, Special, Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  A flashy looking move, though generally also just combo filler.
}}
}}<br>
{{MoveData
|image= MVC2_Cable_2HP_01.png
|image2= MVC2_Cable_2HP_02.png
|caption2= Skeet shooting, anyone?
|name=  Crouching Heavy Punch
|linkname= 2HP
|input= 2HP // {{d}} + {{hp}}
|data=
{{AttackData-MVSC2
|Damage= 12, 6
|Startup= 9, 8
|Active= 2, -
|Recovery= 34
|Guard= HL
|Special Property= Projectile
|Cancel= Special, Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|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>
{{MoveData
|image= MVC2_Cable_2LK_01.png
|caption= A low kick.
|name=  Crouching Light Kick
|linkname= 2LK
|input= 2LK // {{d}} + {{lk}}
|data=
{{AttackData-MVSC2
|Damage= 4
|Startup= 4
|Active= 2
|Recovery= 10
|Guard= L
|Special Property=
|Cancel= Chain, Special, Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  A low kick. Being a low is useful, otherwise not much to write about. Tied for your fastest grounded attack.
}}
}}<br>
{{MoveData
|image= MVC2_Cable_2MK_01.png
|caption= A crouching side kick.
|name=  Crouching Medium Kick
|linkname= 2MK
|input= 2MK // {{d}} + {{lk}}, {{lk}}
|data=
{{AttackData-MVSC2
|Damage= 7
|Startup= 9
|Active= 2
|Recovery= 22
|Guard= HL
|Special Property=
|Cancel= Chain, Special, Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  A crouching high kick, mainly combo filler and a hitconfirm tool into his St. HK.
}}
}}<br>
{{MoveData
|image= MVC2_Cable_2HK_01.png
|caption= Sweep.
|name=  Crouching Heavy Kick
|linkname= 2HK
|input= 2HK // {{d}} + {{hk}}
|data=
{{AttackData-MVSC2
|Damage= 13
|Startup= 13
|Active= 3
|Recovery= 24
|Guard= L
|Special Property=
|Cancel= Special, Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  A sweep. Knocks down, as most sweeps do.
}}
}}<br>
==== Jumping Normals ====
{{MoveData
|image= MVC2_Cable_8LP_01.png
|image2= MVC2_Cable_8LP_02.png
|caption2= A quick aerial punch.
|name=  Jumping Light Punch
|linkname= 8LP
|input= Jump+LP // Jump + {{lp}}
|data=
{{AttackData-MVSC2
|Damage= 4
|Startup= 4
|Active= 10
|Recovery= 11
|Guard= H
|Special Property=
|Cancel= Chain, Special, Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  A quick punch. Not really much to talk about, and you won't see this very often, as Cable very rarely does air combos.
}}
}}<br>
{{MoveData
|image= MVC2_Cable_8MP_01.png
|caption= Another aerial gun hit.
|name=  Jumping Medium Punch
|linkname= 8MP
|input= Jump+MP // Jump + {{lp}}, {{lp}}
|data=
{{AttackData-MVSC2
|Damage= 7
|Startup= 8
|Active= 2
|Recovery= 20
|Guard= H
|Special Property=
|Cancel= Chain, Special, Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  Mostly used as air combo filler.
}}
}}<br>
{{MoveData
|image= MVC2_Cable_8HP_01.png
|image2= MVC2_Cable_8HP_02.png
|caption2= Aerial gunshot.
|name=  Jumping Heavy Punch
|linkname= 8HP
|input= Jump+HP // Jump + {{hp}}
|data=
{{AttackData-MVSC2
|Damage= 6
|Startup= 17
|Active= -
|Recovery= 25
|Guard= H
|Special Property=
|Cancel= Special, Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  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.
}}
}}<br>
{{MoveData
|image= MVC2_Cable_8LK_01.png
|caption= A knee.
|name=  Jumping Light Kick
|linkname= 8LK
|input= Jump+LK // Jump + {{lk}}
|data=
{{AttackData-MVSC2
|Damage= 4
|Startup= 6
|Active= 3
|Recovery= 19
|Guard= H
|Special Property=
|Cancel= Chain, Special, Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  A quick knee. Air combo starter.
}}
}}<br>
{{MoveData
|image= MVC2_Cable_8MK_01.png
|caption= A flying kick.
|name=  Jumping Medium Kick
|linkname= 8MK
|input= Jump+MK // Jump + {{lk}}, {{lk}}
|data=
{{AttackData-MVSC2
|Damage= 7
|Startup= 8
|Active= 2
|Recovery= 19
|Guard= H
|Special Property=
|Cancel= Chain, Special, Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  A flying kick. Air combo filler.
}}
}}<br>
{{MoveData
|image= MVC2_Cable_8HK_01.png
|image2= MVC2_Cable_8HK_02.png
|caption2= A downward kick.
|name=  Jumping Heavy Kick
|linkname= 8HK
|input= Jump+HK // Jump + {{hk}}
|data=
{{AttackData-MVSC2
|Damage= 13
|Startup= 12
|Active= 6
|Recovery= 18
|Guard= H
|Special Property=
|Cancel= Special, Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  Your main jump-in move. Pretty good hitbox, and lasts for a while. Can sometimes crossup.
}}
}}<br>
==== Command Normals ====
{{MoveData
|image= MVC2_Cable_6HK_01.png
|caption= A grounded leaping kick.
|name=  Forward Heavy Kick
|linkname= 6HK
|input= 6HK // {{f}} + {{hk}}
|data=
{{AttackData-MVSC2
|Damage= 13
|Startup= 20
|Active= 3
|Recovery= 31
|Guard= HL
|Special Property=
|Cancel= Special, Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  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.
}}
}}<br>
=== Universal Mechanics ===
{{MoveData
|image= MVC2_Cable_5MP_01.png
|caption= Launcher
|name= Launcher
|linkname= 3HP
|input= 3HP // {{df}} + {{hp}}
|data=
{{AttackData-MVSC2
|Damage= 10
|Startup= 7
|Active= 2
|Recovery= 13
|Guard= HL
|Special Property=
|Cancel= Special, Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  Standing medium punch launcher, but it does slightly more damage, and you can do it raw.
}}
}}<br>
{{MoveData
|name= Throw (Kick)
|linkname= 4/6HK
|input= 4/6HK // {{b}} or {{f}} + {{hk}}
|data=
{{AttackData-MVSC2
|Damage= 16
|Startup= -
|Active= -
|Recovery= -
|Guard= N/A
|Special Property= Throw
|Cancel= None
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  Cable grabs his opponent and sends them flying over him with a push. Press backward to throw the opponent behind you.
}}
}}<br>
=== Special Moves ===
{{MoveData
|image= MVC2_Cable_QCF_P_01.png
|image2= MVC2_Cable_QCF_P_02.png
|caption= Gun not present.
|caption2= Air version.
|name= Viper Beam
|linkname= QCFP
|input= QCF+P // {{qcf}} + {{lp}} or {{hp}} (Air OK, Mashable, aim with directional input)
|data=
{{AttackData-MVSC2
|Damage= 15 (LP), 18 (HP)
|Startup= 19 (LP, ground)<br> 20 (HP, ground)<br> 16 (LP, air)<br> 18 (HP, air)
|Active= 11 (LP), 31 (HP)
|Recovery= 41 (Ground), 29 (Air)
|Guard= HL
|Special Property= Projectile
|Cancel= Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  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.
}}
}}<br>
{{MoveData
|image= MVC2_Cable_DP_P_01.png
|image2= MVC2_Cable_DP_P_02.png
|image3= MVC2_Cable_DP_P_03.png
|image4= MVC2_Cable_DP_P_04.png
|caption= Completely invulnerable on startup.
|caption2= First active frame.
|caption4= Projectile thrown. Colors are not correct, hitbox is.
|name= Psimitar
|linkname= DPP
|input= DP+P // {{dp}} + {{lp}} or {{hp}}
|data=
{{AttackData-MVSC2
|Damage= 21 (LP), 24 (HP)
|Startup= 5
|Active= 10, -
|Recovery= 30 (LP), 46 (HP)
|Guard= HL
|Special Property= Projectile
|Cancel= Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  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.
}}
}}<br>
{{MoveData
|image= MVC2_Cable_QCB_K_01.png
|image2= MVC2_Cable_QCB_K_02.png
|image3= MVC2_Cable_QCB_K_03.png
|image4= MVC2_Cable_QCB_K_04.png
|caption2= Air version.
|caption3= Projectile thrown.
|caption4= Explosion hitbox. Colors are not correct, hitbox is.
|name= Electrap
|linkname= QCBK
|input= QCB+K // {{qcb}} + {{lk}} or {{hk}} (Air OK, hold to delay detonation)
|data=
{{AttackData-MVSC2
|Damage= 12
|Startup= 36 (Ground), 23 (Air)
|Active= -
|Recovery= 11 (Ground), 22 (Air)
|Guard= HL
|Special Property= Projectile
|Cancel= Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  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.
}}
}}<br>
{{MoveData
|image= MVC2_Cable_HCB_P_01.png
|caption= Command grab.
|name= Psy-Charge
|linkname= HCBP
|input= HCB+P // {{hcb}} + {{p}}
|data=
{{AttackData-MVSC2
|Damage= 24
|Startup= 15
|Active= 5
|Recovery= 17
|Guard= HL
|Special Property=
|Cancel= None
|Adv. Hit=
|Adv. Guard=
|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. 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>
{{MoveData
|image= MVC2_Cable_QCF_K_01.png
|image2= MVC2_Cable_QCF_K_02.png
|caption2= Projectile hitbox. Colors are not accurate, hitbox is.
|name= Crackdown
|linkname= QCFK
|input= QCF+K // {{qcf}} + {{lk}} or {{hk}}
|data=
{{AttackData-MVSC2
|Damage= 17 (LK), 20 (HK), 4 (Projectile)
|Startup= 14
|Active= 2, -
|Recovery= 32
|Guard= HL
|Special Property= Projectile
|Cancel= Super
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  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.
}}
}}<br>
==== Assist Moves ====
{{MoveData
|image= MVC2_Cable_QCF_P_01.png
|caption= Assist α
|name= Viper Beam
|linkname= QCFP
|input= A1 // A2
|data=
{{AttackData-MVSC2
|Damage= 15
|Startup= -
|Active= -
|Recovery= -
|Guard= HL
|Special Property= Projectile
|Cancel= N/A
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  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.
}}
}}<br>
{{MoveData
|image= MVC2_Cable_DP_P_01.png
|image2= MVC2_Cable_DP_P_02.png
|image3= MVC2_Cable_DP_P_03.png
|image4= MVC2_Cable_DP_P_04.png
|caption= Completely invulnerable on startup.
|caption4= Assist β
|name= Psimitar
|linkname= DPP
|input= A1 // A2
|data=
{{AttackData-MVSC2
|Damage= 21
|Startup= -
|Active= -
|Recovery= -
|Guard= HL
|Special Property= Projectile
|Cancel= N/A
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  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 ({{b}}, {{db}}, {{d}} + A1/A2, while blocking) XX AHVB, which is a VERY good tool for punishing attacks on block, as this can do MASSIVE damage, and with the invulnerability, blow through other attacks that may be close.
}}
}}<br>
{{MoveData
|image= MVC2_Cable_QCB_K_01.png
|image2= MVC2_Cable_QCB_K_03.png
|image3= MVC2_Cable_QCB_K_04.png
|caption= Assist γ
|caption2= Projectile thrown.
|caption3= Explosion hitbox. Colors are not correct, hitbox is.
|name= Electrap
|linkname= QCBK
|input= A1 // A2
|data=
{{AttackData-MVSC2
|Damage= 12
|Startup= -
|Active= -
|Recovery= -
|Guard= HL
|Special Property= Projectile
|Cancel= N/A
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  Cable pulls the pin on a time grenade, and throws it forward. Mainly used as a surprise assist pick.
}}
}}<br>
==== Super Moves ====
{{MoveData
|image= MVC2_Cable_QCF_PP_01.png
|image2= MVC2_Cable_QCF_PP_02.png
|caption= "What? It's just an ordinary Hyper-"
|caption2= "WHAT AN ANSWER!"
|name= Hyper Viper Beam
|linkname= QCFPP
|input= QCF+PP // {{qcf}} + {{lp}}{{hp}} (Air OK, mashable, aim beam with up or down + mashing)
|data=
{{AttackData-MVSC2
|Damage= 56
|Startup= 20 (Ground, 4 pre-freeze, 16 post-freeze)<br> 2 (Air, 1 pre-freeze, 1 post-freeze)
|Active= -
|Recovery= 63 (Ground), When landing (Air)
|Guard= HL
|Special Property= Projectile
|Cancel= N/A
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  Oh boy. This is THE Cable super. Buckle up for a paragraph. <br> Hyper Viper Beam on the ground is not too special. The beam travels across the screen instantly after about 20 frames of startup. You can mash buttons to wiggle the beam, and mash buttons while holding up or down to aim the beam.<br> The air version, though, is a different beast. This version is just 2 frame startup, and you can do it as soon as you leave the ground. This super punishes a lot of things that were probably intended to be safe. (Example: AHVB punishes Blackheart's midscreen Heart of Darkness on HIT.) Additionally, AHVB recovers as soon as Cable touches the ground. The lower he is, the safer he is. Tiger Knee ({{d}}, {{df}}, {{f}}, {{uf}} + {{lp}}{{hp}}) AHVBs are usually safe on block (keyword usually, watch out for Variable Counters), and on hit, Cable can loop AHVBs for all 5 bars if he wants to. Cable can also punish poor assist calls with this move, and it's very hard to contest as the opposing point character. This super is what DEFINES Cable. Most people won't try to threaten your zoning because if you cancel into this move, it punishes their mistakes MASSIVELY. Learn to love, use, and abuse this move. This is Cable, and what makes him a god.
}}
}}<br>
{{MoveData
|image= MVC2_Cable_QCF_KK_01.png
|caption= Time Flip!
|name= Time Flip
|linkname= QCFKK
|input= QCF+KK // {{qcf}} + {{lk}}{{hk}}
|data=
{{AttackData-MVSC2
|Damage= 30
|Startup= 30
|Active= -
|Recovery= 13 (whiff), 0 (hit, block)
|Guard= HL
|Special Property= Projectile
|Cancel= N/A
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  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.
}}
}}<br>
{{Navbox-MVC2}}
[[Category:Marvel Vs. Capcom 2]]
[[Category:Marvel Vs. Capcom 2]]
[[Category:Cable]]

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
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.

Character Summary

Special Moves

Viper Beam (Air OK)
  • Qcf.png + Lp.png or Hp.png (Mashable, aim with directional input)
Psimitar
  • Dp.png + Lp.png or Hp.png
Electrap
  • Qcb.png + Lk.png or Hk.png
Psy-Charge
  • Hcb.png + P.png
Crackdown
  • Qcf.png + Lk.png or Hk.png
Super Moves

Hyper Viper Beam (Air OK)
  • Qcf.png + Lp.pngHp.png (Mashable, aim with directional input)
Time Flip
  • Qcf.png + Lk.pngHk.png
Assist Moves

Type α - Projectile Type
  • Assist: Lp.png Viper Beam
  • Counter: Lp.png Viper Beam
  • Combination: Hyper Viper Beam
Type β - Anti-Air Type
  • Assist: Hp.png Psimitar
  • Counter: Hp.png Psimitar
  • Combination: Hyper Viper Beam
Type γ - Variable Type
  • Assist: Lk.png Electrap
  • Counter: Lk.png Crackdown
  • Combination: Hyper Viper Beam
MVC2 cable art.png

Colors

First row: LP, HP, A1. Second row: LK, HK, A2.

Mvc2-cable.png

Moves List

Normal Moves

Standing Normals

Light Punch
5LP // Lp.png
MVC2 Cable 5LP 01.png
Quick punch.
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.


Medium Punch
5MP // Lp.png, Lp.png
MVC2 Cable 5MP 01.png
An uppercut.
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.


Heavy Punch
5HP // Hp.png
MVC2 Cable 5HP 01.png
MVC2 Cable 5HP 02.png
Bang bang bang bang!
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.


Light Kick
5LK // Lk.png
MVC2 Cable 5LK 01.png
A quick knee.
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.


Medium Kick
5MK // Lk.png, Lk.png
MVC2 Cable 5MK 01.png
MVC2 Cable 5MK 02.png
A side kick.
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.


Heavy Kick
5HK // Hk.png
MVC2 Cable 5HK 01.png
A high kick.
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

Crouching Light Punch
2LP // D.png + Lp.png
MVC2 Cable 2LP 01.png
A low punch.
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.


Crouching Medium Punch
2MP // D.png + Lp.png, Lp.png
MVC2 Cable 2MP 01.png
A hit with the end of his gun.
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.


Crouching Heavy Punch
2HP // D.png + Hp.png
MVC2 Cable 2HP 01.png
MVC2 Cable 2HP 02.png
Skeet shooting, anyone?
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.


Crouching Light Kick
2LK // D.png + Lk.png
MVC2 Cable 2LK 01.png
A low kick.
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.


Crouching Medium Kick
2MK // D.png + Lk.png, Lk.png
MVC2 Cable 2MK 01.png
A crouching side kick.
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.


Crouching Heavy Kick
2HK // D.png + Hk.png
MVC2 Cable 2HK 01.png
Sweep.
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

Jumping Light Punch
Jump+LP // Jump + Lp.png
MVC2 Cable 8LP 01.png
MVC2 Cable 8LP 02.png
A quick aerial punch.
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.


Jumping Medium Punch
Jump+MP // Jump + Lp.png, Lp.png
MVC2 Cable 8MP 01.png
Another aerial gun hit.
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.


Jumping Heavy Punch
Jump+HP // Jump + Hp.png
MVC2 Cable 8HP 01.png
MVC2 Cable 8HP 02.png
Aerial gunshot.
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.


Jumping Light Kick
Jump+LK // Jump + Lk.png
MVC2 Cable 8LK 01.png
A knee.
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.


Jumping Medium Kick
Jump+MK // Jump + Lk.png, Lk.png
MVC2 Cable 8MK 01.png
A flying kick.
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.


Jumping Heavy Kick
Jump+HK // Jump + Hk.png
MVC2 Cable 8HK 01.png
MVC2 Cable 8HK 02.png
A downward kick.
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

Forward Heavy Kick
6HK // F.png + Hk.png
MVC2 Cable 6HK 01.png
A grounded leaping kick.
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

Launcher
3HP // Df.png + Hp.png
MVC2 Cable 5MP 01.png
Launcher
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.


Throw (Kick)
4/6HK // B.png or F.png + Hk.png
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

Viper Beam
QCF+P // Qcf.png + Lp.png or Hp.png (Air OK, Mashable, aim with directional input)
MVC2 Cable QCF P 01.png
Gun not present.
MVC2 Cable QCF P 02.png
Air version.
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.


Psimitar
DP+P // Dp.png + Lp.png or Hp.png
MVC2 Cable DP P 01.png
Completely invulnerable on startup.
MVC2 Cable DP P 02.png
First active frame.
MVC2 Cable DP P 03.png
MVC2 Cable DP P 04.png
Projectile thrown. Colors are not correct, hitbox is.
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.


Electrap
QCB+K // Qcb.png + Lk.png or Hk.png (Air OK, hold to delay detonation)
MVC2 Cable QCB K 01.png
MVC2 Cable QCB K 02.png
Air version.
MVC2 Cable QCB K 03.png
Projectile thrown.
MVC2 Cable QCB K 04.png
Explosion hitbox. Colors are not correct, hitbox is.
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.


Psy-Charge
HCB+P // Hcb.png + P.png
MVC2 Cable HCB P 01.png
Command grab.
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.


Crackdown
QCF+K // Qcf.png + Lk.png or Hk.png
MVC2 Cable QCF K 01.png
MVC2 Cable QCF K 02.png
Projectile hitbox. Colors are not accurate, hitbox is.
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

Viper Beam
A1 // A2
MVC2 Cable QCF P 01.png
Assist α
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.


Psimitar
A1 // A2
MVC2 Cable DP P 01.png
Completely invulnerable on startup.
MVC2 Cable DP P 02.png
MVC2 Cable DP P 03.png
MVC2 Cable DP P 04.png
Assist β
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 (B.png, Db.png, D.png + A1/A2, while blocking) XX AHVB, which is a VERY good tool for punishing attacks on block, as this can do MASSIVE damage, and with the invulnerability, blow through other attacks that may be close.


Electrap
A1 // A2
MVC2 Cable QCB K 01.png
Assist γ
MVC2 Cable QCB K 03.png
Projectile thrown.
MVC2 Cable QCB K 04.png
Explosion hitbox. Colors are not correct, hitbox is.
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

Hyper Viper Beam
QCF+PP // Qcf.png + Lp.pngHp.png (Air OK, mashable, aim beam with up or down + mashing)
MVC2 Cable QCF PP 01.png
"What? It's just an ordinary Hyper-"
MVC2 Cable QCF PP 02.png
"WHAT AN ANSWER!"
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.
Hyper Viper Beam on the ground is not too special. The beam travels across the screen instantly after about 20 frames of startup. You can mash buttons to wiggle the beam, and mash buttons while holding up or down to aim the beam.
The air version, though, is a different beast. This version is just 2 frame startup, and you can do it as soon as you leave the ground. This super punishes a lot of things that were probably intended to be safe. (Example: AHVB punishes Blackheart's midscreen Heart of Darkness on HIT.) Additionally, AHVB recovers as soon as Cable touches the ground. The lower he is, the safer he is. Tiger Knee (D.png, Df.png, F.png, Uf.png + Lp.pngHp.png) AHVBs are usually safe on block (keyword usually, watch out for Variable Counters), and on hit, Cable can loop AHVBs for all 5 bars if he wants to. Cable can also punish poor assist calls with this move, and it's very hard to contest as the opposing point character. This super is what DEFINES Cable. Most people won't try to threaten your zoning because if you cancel into this move, it punishes their mistakes MASSIVELY. Learn to love, use, and abuse this move. This is Cable, and what makes him a god.


Time Flip
QCF+KK // Qcf.png + Lk.pngHk.png
MVC2 Cable QCF KK 01.png
Time Flip!
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.



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