MVC2: Using Cable (repost)
** After reading havoc’s vault thread, it seems like a good idea, and a good way to start off the forum. ok let me say say this again, this is a repost! . THIS WAS WRITTEN BY FluffyXXL **
First off, this depends a lot on the team you’re using and the set-up. I would always recommend using him on Anti-Air Assist as it allows you to counter to AHVB. If he’s second or third in the rotation, this is usually your plan. If you’re playing him first, you’ll want to try to keep him alive to give you that option later. This can become a life-saver later when you’re fighting that mid-game Sentinel/Commando.
Techniques:
-Cable is a very good air throw. You can use this to beat crappy rushdown characters when you don’t have a reliable anti-air assist. Learning to wavedash to the proper position and SJ to throw people at SJ height is also key, especially in Cable v Cable fights.
-S.Fierce x4 is very instrumental in most fights. If you’re trying a pseudo trap with S.Fierce x4, you have options. If you have a projectile assist (Storm, Spiral, or Sentinel Ground are common), you can work pseudo traps with S.Fierce x4, grenades, projectile assist and jab-viper beams. If it hits, you have more options. You can cancel into a Jab-Psimitar and AHVB from that. Also, with some characters, you can cancel into a tag right after the last Fierce fires off and combo into the tag safely. IIRC, you can do with Sentinel, but I can’t remember anyone else off of the top of my head. This is extremely difficult to do.
Ex. With Cable/Sentinel, you can start a trap off of a lot of things like a throw, AHVB, J.Fierce, etc. Then, you can S.Fierce x1-4, call your projectile assist, and throw a short grenade to hopefully pin your opponent down. The short grenade should allow you to get off another S.Fierce again, unless you opponent calls an assist to eat the S.Fierce and jump away. Sometimes, if you do the trap wrong, your opponent can tag into another character and hit you out, so you better use it sparingly and be careful. If you spot it, you can cancel to Jab-Psimitar and if you time it right, you can trade with the tag.
-If you are going to do a regular viper beam, always use Jab. Especially when jumping/sjing, you don’t want to be stuck floating in the air if you guess wrong or miss. Jab usually does a good enough job doing whatever you are trying to do, and it’s less likely to get you killed.
-The fastest way for Cable to build meter in a pinch is OC.Fierce. When characters are running away from him, he can get a few off to build a bit of meter for himself. Also, you can learn the timing to do a few right before you go to guard break someone. That and the J.Fierce can get you that extra meter needed to get an extra AHVB off.
-Grenades can be useful in a lot of situations. Learn to hold and release grenades at specific times and for specific situations. You can use them to cut off particular parts of the screen to your opponent. Cable owns the majority of scrubby rushdown (=no air dash, ie. Wolverine) because you can grenade and release it directly above your head so that rushdown can’t jump at you. Combine that with S.Fierce x4 and projectile assists, and there is really no way for scrubby rushdown to get in on him. Not tremendously instrumental against top tier, but it has its uses.
-When you see the term ‘run away’, it means exactly what it implies. You should be running. You should be mobile. ‘Run away’ means you should be jumping backward, SJing, or anything else like wavedashing and dodging that would not force you to stop your movement. Running away is blocking Magneto triagle jumps over and over again. Your goal in running away is to not get hit and hopefully trick your opponent into your assists so you can start traps, start patterns, etc.