User:Speedmccool25/sandbox: Difference between revisions

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  |Adv. Pushblock=  
  |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.
  |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
|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= Special, 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>
  }}<br>

Revision as of 00:50, 6 November 2021

Story

Nathaniel Christopher Charles Summers, better known as Cable, is a mutant from the future. He is an incredibly powerful mutant, being telepathic and able to use telekinesis. He was infected with the Techno-Organic virus when he was a baby by Mr. Sinister, and must use his powers to contain the virus, otherwise his whole body will turn into a machine, like his left arm and eye have.

In Marvel Vs. Capcom 2, Cable is one of the four gods. He possesses a decent - if not obnoxious - zoning game, and combined with certain assists allow him to zone effectively. The main star of the show in Cable's moveset, though, is the Air Hyper Viper Beam (AHVB), which almost single-handedly puts him in the top 4. Instant with high damage, hard to counter, and loopable for massive damage on any opening. If you want a character that can slowly chip your opponent down and then punish their mistakes 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: 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.
  • Easy to pickup: Cable is probably the easiest of the four gods 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.
  • Grenades: Lingers for a while, denies rushdown attempts, including trijumps. Good move to play defensively.
  • Bad mobility: Outside of dashing, jumping, and super jumping, Cable has poor mobility.
  • Bad without meter: AHVB is the reason to play Cable... but he needs meter to do it. If you don't have meter, Cable isn't that great.
  • 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: Cable struggles to find an opening, as he has no real mixup.

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. 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.


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.


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. Not that useful for zoning, but decent.


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.


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 Special, 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
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 Special, 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.