(Complete revamp of the page as part of the updating MVC2 pages, added move names, hitboxes, damage, frame data, specials, supers, and other sections.) |
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|input= QCB+K // {{ | |input= QCB+K // {{qcb}} + {{lk}} or {{hk}} (Air OK, hold to delay detonation) | ||
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{{AttackData-MVSC2 | {{AttackData-MVSC2 |
Revision as of 13:55, 7 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 |
---|---|
|
|
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. 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. Not that useful for zoning, but decent. |
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. 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. |
Beginner Overview
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.