c.lk,s.mp+drones, / , lp,qcb+lk, hp, (flying screen… they land on drones…)… you can try a few things from here… dash and relaunch, snapback, AHVB, or go for unblockable (if you let them go through the roll back animation)…
those are your options if I remember right, but I forget how far away they fall. I remember having some setup from dash and relaunch offa those damn drones, though (I think it normally leaves them fairly close. At least close enough for a dashing normal)… the AC onto drones is REALLY easy.
btw… random but, did I mention 4xAHVB is pretty easy. So, nasty post, but yea… I can do it prolly 75%+ now after 20 mins practice. Yay Cable. lol, i suck. [/RandomAsHell]
It’s not unblockable at all…it comes from people mis-countin’ the shots…most people play by rhythm against Cable and only count up ta the 3rd shot, even masters of the arcade do so from time ta time…other times, the Cable player may cancel the move ta throw the opponent off long enough ta get the 4th shot ta land when they REALLY need it to. I suggest playin’ mind games until you need the 4th shot and then go for broke on it…don’t choke.
I was readin’ this and found that I can’t relate ta anyone that says it’s unblockable because out of all the times I’ve played Cable, I’ve ALWAYS been able ta block the whole thing…just like when people say you can’t block his aerial Hyper Viper Beam when you can…you can’t hold away and up or away and down but straight back or you’ll fall into it or open up your high guard to it.
Also, you take damage and guard damage better when you duck, so guard low when the shots are fired at you. If you’re firin’, I suggest cancellin’ and rushin’ into a good ground combo…if they guard low then just jump in if you normally play rush down 'cause they won’t expect you ta switch ta jump in…then you can land the gunshots (all 4) especially if you corner trap, then link the scimitar or call assist–>time slip (4 hit stand combo–>viper beam)–>then either hyper viper beam continuously or just do the team hyper after the regular viper beam.
No guy, it’s unblockable. The reason you can block it is probably because they did it wrong. And how can someone who isnt a scrub miscount all the Cable shots. This works like Sent’s unblockable.
And your theory fighting is very off. Also time flip sucks ass, IMO it has no good use assides from embarrassing your opponent.
Whoa! I missed this one…look, he can’t force you ta roll, you only roll when you think you need to. Don’t roll when you play a Cable…it’s too easy ta get cheap shots on you. Land flat and guard low if he’s not airborn, then counter wit’ sweeps and you can play a mind game wit’ ‘em, use a special thats linkable, if he doesn’t push off, he might try ta catch you comin’ out, just alpha cancel wit’ the hyper move when he let’s his guard down.
Jill for example…land flat…guard low for shots, wait for pose–>l. kick, l. kick–>chargin’ elbow–>Tyrant Rave(Raid/whateva)
The reason you get tagged comin’ out of the roll is 'cause the roll is ONLY ta get away from a corner trap…you have to wait to gain balance before you can guard…there is NO immediate guard after a roll.
How can you do the move wrong? Maybe the wrong set up, but it’s perfectly blockable. It’s auto, so you can’t do it wrong. And if you cancel it it’s simple ta make the opponent mis-count, if you only fire 3 for most of the match and then switch ta 4, how can they possibly expect 4 when they only seen you fire 3 the whole time? It’s not a scrub error, it’s the negative end of human nature as a creature of habit.
Time flip is only a good linker for more powerful combinations…sort of a setup maneuver, believe me, I’m not givin’ it more credit than it deserves in anyway. And the Jill theory fight isn’t off…after the 4th shot, Cable SPECIFICALLY posses by raisin’ the gun to eye level as if checkin’ his mark. He’s open for attack for that split second.
This is just what I’ve witnessed personally, maybe it’s a glitch but I’m not tellin’ you you’re completely wrong because I don’t know what situation you’ve witnessed.
imput roll-done after your standard knock down to get you safely away from your opponent. [you get tripped, then roll away]
forced roll-a roll your character does automatically if a knockdown/anything that puts you on your back is interrupted. [mag/psy AAA: have psy hit the opponent, c.lk before the opponent lands will cause them to roll backwards]
Roll-the character.
-Block low if hes grounded
-block high if hes in the air
-trip guard/counter with c.fk
-wake up super
all great tactics if this was cvs2. an opponent isnt just gonna JUMP in after a knockdown. they’re gonna assist and air dash and crossup and tri-jump and assist and tick throw and eventually kill you. so many options then just jumping in.
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Jill for example…land flat…guard low for shots, wait for pose–>l. kick, l. kick–>chargin’ elbow–>Tyrant Rave(Raid/whateva)
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Oh yeah, great cable players like to follow up with 4 shots after a knockdown. and not only does that jill combo not combo in, how doesnt it even hit after blocking/ducking the bullets. are the cable players standing right over your body???
yes, rolling out of a corner is good. rolling also gets you away safely from you opponent before they can do any more damage to you. it also gives you some breathing room since, unlike a forced roll, you opponent cant dash after you for an auto cross up. only time a roll is a bad idea is if it cause you to roll toward your opponent. also, you can gaurd after a roll…in fact if you roll toward your opponent you can throw them before you fully stand up. whee!
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How can you do the move wrong? Maybe the wrong set up, but it’s perfectly blockable. It’s auto, so you can’t do it wrong. And if you cancel it it’s simple ta make the opponent mis-count, if you only fire 3 for most of the match and then switch ta 4, how can they possibly expect 4 when they only seen you fire 3 the whole time? It’s not a scrub error, it’s the negative end of human nature as a creature of habit.
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ok the 4th bullet in cables Four gunshots set up and the “unblockable” 4th bullet set up are 2 different things. we are discussing that there is a possibility of cable having an ublockable attack and how it is setup. what you are probably thining about is the 4t bullet after a s.fp x 4, and thats not unblockable. also, if a cable scrub manages to force me to block 3 bullets im not thinking “oh no! i hope he doesnt mix it up and shoot me with 4 next time.” any cable player who developes a habit of gunshots (outside of a lockdown/trap) is just asking…begging…pleading…is willing to pay…you to kill them.
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Time flip is only a good linker for more powerful combinations…sort of a setup maneuver, believe me, I’m not givin’ it more credit than it deserves in anyway. And the Jill theory fight isn’t off…after the 4th shot, Cable SPECIFICALLY posses by raisin’ the gun to eye level as if checkin’ his mark. He’s open for attack for that split second.
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wow…the time flip. i use it for flash every now and then, only because im not a real competitive player…i like to be flashy at times and im sort of a combo exhibitionist [i like to show off]. anyway, the time flip is not a powerful super and as you said its a “good linker for more powerfull combinations”…so if you set up to link the TF, why not go for the AHVB instead…more damage and eaiser to follow up. also, do a s.fp x 4 against a good player, watch cable to his pose, and then watch your cable die to. iirc, his recovery isnt that quick after the pose. its not super slow, but its not fast either.
hes probably witness decent-good players in action and you’ve probably witness the AI pull of some dope combos against you and your friends while playing on your DC/PS2/XBoX.
edit: what i had wrote didnt make any sense and doesnt even work, i was thinking of 2 completely different things and was way off. whoops…
ok…enough of that. about the unblockable ish…this is vs juggy and sent, but i had an easier time doing it vs juggy.
j.fk, land, s.lp, s.lp, sj.u/f, lp, delay, lk, delay fp[hits under them], you land right next to them, c.lk(otg), s.fp[x 4]
the c.lk causes the character to auto roll. depending on distance, ive gotten the gun to combo in and have the character get hit by a bullet…but every now and then i’d get a screen shift, [hear the shot], then the character would get hit after my cable auto dashed onto the screen…
im wondering if the opponent is forced to block high from the bullet, will that give you a free c.lk? and also, theres a meysuikdfojdaofjd[whatever] vid where cykes throws out an optic bullet after sent is forced to roll. the bullet follows sent and i guess it hits meaty/sets up a high-low cykes mixup. maybe cables bullet is similar, except is faster and not seen.
anyway…thats all ive found…
and while im at it, would it be possible to cancel an air combos sj.fp into the AHVB before the bullet hit?
launch, sj.lp, lp, lk, pause, fp XX AHVB.
the bullet doesnt come out automatically after hitting the fp, cuz ive done a sj.fp XX 'nade before the bullet came out. (it didnt combo though). it’ll probably look like the ground combo: c.lk, c.lk, s.fp > TK AHVB, [bullet hits before cable gets the AHVB]. and a better air combo example would probably be ryus AC > hadouken XX SH. hadouken causes the FS, but you can still squeeze out the SH.
Yes, it’s possible (very tricky, but possible). I’ve seen it in 1 or 2 videos, and I think I’ve even done it before. Problem is, the bullet will cause flying screen anyway, so if you manage to get the super off, the flying screen caused by the bullet will make the super disappear immediately. It’s cool for making people go “WTF just happened!?” But other than that, you just end up wasting a meter
I read somewhere like a couple months ago about this unblockable, and for kicks, I jus used to try it.
So like especially with team scrub, cable sent cc, after i’d hit someone with a cc, when the character is landing on the other side, and didn’t do anything, i’d jus sorta roughly shoot out shots so they’d land somewhere on the third or fourth, and yea, randomly it’d work, and i’d have people bitch about sticks. but yea, i can vouch that this works, don’t think it’s that easy to consistently do though
Everubody dsays its the 4th shot,but Justin’s setup sends the opponent into the 3rd shot. lp, mp + drones, sj lp, grenade, hp (opp. falls on drones), mash hp and you’ll always get 2 hits. So is it the third, the fourth, any of them or what?
BTW: With this setup you can’t relaunch or snapback, just AHVB or magic bullet. At least that’s what I got practicing against Storm
Nope. There aren’t even real matches with 74 bullets shoot in them. That’s just a mean joke.
About Justin’s setup, it can send them either on the 3rd or 4th shot.It depends on the timing (how soon do you call the assist, how soon do you press lp after the sj and so on…)
I have to test this at home, but does this set up cause the autoroll? From landing on an assist during the FS?
Im gonna assume it does because you say mash FP and you get 2 hits (bullets?) So, if this happens could it be that sometimes 3 bullets comes out, but the game only registers two? Maybe because of the FS, cable dashing in back onto the screen, screen shifts, whatever? Maybe the third bullet is flying but not registering?