User:Speedmccool25/sandbox

From SuperCombo Wiki

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.