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Cable moves and strategies: Marvel vs. Capcom 2

Guide last updated on
July 28, 2009 at 7:34 a.m. PDT


Cable moves and strategies: Marvel vs. Capcom 2

Special Moves

Joystick      Joystick (Mash Hard Punch)
Gun Fire
Mashing Hard Punch will make Cable fire multiple times, scoring additional damage.

Joystick Joystick Joystick Joystick Joystick      Joystick (Mash Punches) (Can also be done in the air)
Viper Beam
Cable pulls out a big gun and fires a beam into his opponent, mashing the Punch buttons will generate more hits and damage.

Joystick Joystick Joystick Joystick Joystick
Running Fist (Crackdown)
Makes you slide forward and throw your fist out, causing an energy wave to generate in its wake. The strength of the button pressed controls the range of this move, with the Hard Kick version doing more damage and traveling farther.

Joystick Joystick Joystick Joystick Joystick Joystick Joystick (When close)
Psi-Charge
Executing this grabs your opponent briefly and shocks them. This can be blocked.

Joystick Joystick Joystick Joystick Joystick (Can also be done in the air)
Electrap
Throws an electric grenade out. Hold the Kick button and release when you want the grenade to explode. Both versions will stun your opponent so you can combo them if it hits, but Hard Kick's stun lasts a bit longer.

It's easy to follow up a Hard Kick Electrap with Cable's various projectile attacks.

Joystick Joystick Joystick Joystick Joystick
Scimitar Uppercut
Cable's Dragon Punch.

Hyper (Super) Moves

Joystick Joystick Joystick Joystick Joystick        Joystick (Mash Punches) (Can also be done in the air)
Hyper Viper
A Hyper version of his Viper Beam, mashing Punch buttons increases hit and damage totals. A fantastic move.

Joystick Joystick Joystick Joystick Joystick
Time Flip
Cable summons a shadow version of himself who starts beating on his opponent, but the original Cable is still free to move around and attack as well, which lets you set up some very easy combos.

Command Normals

Joystick Joystick Joystick
Hop Kick

Assists


     Type Partner Assist Variable Counter Variable Combination
A Projectile Type (L) Viper Beam (L) Viper Beam Hyper Viper
B Anti-air Type (H) Scimitar Uppercut (H) Scimitar Uppercut Hyper Viper
Y Variety Type (L) Electrap (L) Running Fist Hyper Viper
Move strengths for assists:
• (L) next to the move stands for Light.
• (H) next to the move stands for Hard.


Comments

Al_Capwn said on August 22, 2010 at 11:39 p.m.

One cheap Mofo that's all I gotta say.

#1
maniacman said on September 27, 2010 at 8:22 a.m.

I dislike playing competent (or even close to competenet) cables... The most frustrating thing is trying to rush down a turtle/keep away projectile char when they're using Doom/Blackheart/Psylocke/C. Com AA assist... its just not fair...

#2
Xeromos said on November 7, 2010 at 7:58 a.m.

Cry babies all over the place -_-

#3
cvs said on December 14, 2010 at 2:01 p.m.

Tier whores all over the place -_-

#4
MuayThaiBushinryu said on August 12, 2012 at 9:10 p.m.

I agree with #3.
Crybabies everywhere.
Use who you like, makes it fun.

#5


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