Cable unblockable, whats the deal

New stuff.

I did this on Juggs on Auto-block.

[j.fk] land, s.lp, s.lp + sent ground, sj.lp XX lk 'nade, sj.fp, juggs lands on sent’s drones and auto rolls, land, mash on s.fp…[Juggs blocks bullets]

you should be able to get 3, sometimes 4 shots out.

if you look at the block stun on jugs, you can see a block stun behind juggs and the front.

Im trying to determin which bullet hits behind juggs, since if a bullet hits the front as well as the back at the same time, both are blocked…but If I can get it to where only the back bullet hits, IRL, that’ll be harder to block…

Im testing on juggs because of his size. Timing on smaller characters will be different…

…random…

vs. sent: j.fk, s.lp, s.lp [hold forward] sj.lp, lk, lp, fp, sent lands, right before you land, sj.fp, land.

If sent is crouching, thats an overhead.
If sent [normal] jumps for any reason, thats a GB > AHVB.

that is fuckin nastyyyyy

good shit

How do you get from s.lp to sj.lp?

my mistake.

its j.fk, s.lp, s.lp [launcher] > combo…

It is nasty. Consistancy is problem, though…

You almost have to mash on FP after the FS to get it to come out. Im working on it to get it more constantly.

-sometimes it comes out too high or you’re too low for the bullet to come out [but you see cable do his j.fp animation.]

I know holding forward or sj. u/f is a must because you want to follow the FS.

Dial the combo as fast as possible so you can shoot sent at the peak of the sj. I think gives you more time to hit the s.fp out

Edit: I saw a mistake I made in the combo. It can be seen in Deus’s quote.

Its should be launch, sj.lp, lk, lp, lk, fp. Not sj.lp, lp, lk, lp, fp.

…more work on this too.

OK…update:

I tested this against the AI on Auto block vs. Juggs and vs. Doom

vs Juggs
s.lp, s.lp, call sent ground, sj.lp XX lk 'nade, sj.fp, opponent lands on drones and auto rolls, land, s.fp [1 shot]

The bullet hits as juggs is getting up. Juggs auto blocks it, but its clear that it hit juggs from behind.

The same was done vs Doom, but with a slight pause before the gunshot.

…can somebody test this vs human opponent. Have them hold back [block] and see if they actually do block the bullet?

I just tested this right now, and you can block it :crybaby:

OMG, DJ-B13 actually tested this. Im so honored!

That sucks it doesnt work, though. Back to training mode I guess.

Training mode doesn’t really work for a lot of things except maybe guardbreaks. Unblockables will only work against CPU in arcade mode.

Here’s an example of why Training mode doesn’t work - have the computer on all block , and set it to normal jump. SJ at him with cable and air throw then do a AHVB after. Is the computer blocking? Nah - does it mean this is an unblockable? You decide -

If you wanna test shit out do it against a human opponent.

Duc

I know that, which is why I asked someone to test it out.

“…can somebody test this vs human opponent. Have them hold back [block] and see if they actually do block the bullet?”

The main reason why I had asked someone to test it out for me was because when I had discovered it, I had no one else to test out with. It was just me and my DC…all alone…(geez, that sounds lame)…no one where I was stationed at played Marvel. No-one. so, all I did was play the AI and eff around in TM. When I had found it in TM, noticed the hit box was in the back and had a theory that that might cause an “unblockable”…which is really just blocking in the wrong direction.

Anyway, I use TM to just mess around and try and find stuff that may or may not possibly work.

just to clear some things up and thanks for reminding others of that, too.

Just wondering. How big is the bullets hit box? Its probably tiny, but it does have one. I just thought of something, but I’ll have to test it out…with a human opponent. Though, training mode might help as well.

AI on all block and cable at full screen distance.

-press FP and watch opponents animation.
Does the AI go into blocking animation as soon as you hit FP (when cable pulls out the gun, goes into his stance) or does the AI block as soon as the bullet is close enough to be registered/hitting?

-Now do the same thing with the AI on normal jump try and do it when the AI is decending so they land on the bullet. Watch the blocking animation.

-Now do it as soon as they jump, to try and make the bullet go under them.
I wonder, if the AI goes into block animation only when the bullet is close enough to be registered as an attack, the bullet is so small that its hit box must be just as small. Would such a tiny hit box register if its timed to hit from behind?

DIAGRAM:

. [x]

-the “.” is the bullets hit box size and the [x] is the opponent. Say at that distance (very close) is when the bullet is registered as an attack an the opponent blocks.

Would the programmers even bother worrying about such a tiny hit box making contact with a characters hit box from behind? Unlike say the drones or a hadouken, those hit boxes are fairly big.

Just a theory. Does it even make sense? Ill test it later and see what I come up with.

BTW: Does cable really need an unblockable?

hehe :pleased:.

Yeah I have been trying a few other stuff as well but no luck.

Keep posting more ideas as I will be looking more into this as well, but Cable doesn’t need it. But if it was easy as just the 4th bullet then it would be really good as that can be more consistent than his Universal Gurad break.

I have such a provision and you see four attempts I have achieved 2 times HK, c.lp, c.mp, s.Hp three shots and immediately going to go out on 4 XX AHVB is the only way to achieve it, but you know in a way that the shooting was being canceled out of character?

video ?

**Cable has different unblockable moves but I’ve never seen the 4 bullets, I cancelled with sj + vb +hvb or skimitar but I’ve never notice that the 4 bullets is a kind of unblockable **