Alright, the only thing I’m going to give you credit for on correcting me on is that Hailstorm xx LAxxLS thing. I forgot about that, but I swear I did it once, I dunno. As far as the other things are concerned though:
I’ve seen Cable’s AA beat out Mags j.hp, I think it all depends on the timing and positioning, because in my case Cable may have been in a different animation than yours. But Cable’s pulling out of the scimitar is instantaneous and I call it invincible, but it’s more like going to trade hits all the time, since it doesn’t flat out beat moves, it just gets rid of them.
And for that combo, I tihnk it looks flashier, noone else does it, so it’ll be different, it does MORE damage, and you don’t need Sentinel in your team to do it.
And Cable isn’t runaway, you just gotta know how to play him. I can take out Magnetos no problem, build meter with him, and keep you pinned, Cable is versatile.
heh i posted these combos on the mag thread but i think they belong in the cable thread so here they go I used Row’s team but you can exper… umm :
TL=Time Flip
oh yea i know these are gonna be nearly impossible to connect but still if you do you know what to do after the timeflip…
1st one: TF Jump up then lk grenade (hold the button down) / taunt AHVB … ::why this works the last hit of the TF will knock them into the gradade::
2nd one: TF Jump up hk grenade / (hold the button down) then around the last hits snap back AHVB ::why this works when you snap them back and hopefully you held the button down] then the grenade will hit them for some reason then just ahvb::
3rd one: TF jump up lk grendade (hold it) as the opponent flies of by the other cable’s shot DO hp XX tag mags in … ::why this works ok the hp will hit them into the grenade then your grenade will be coming then you have already switch out then all the things will connect:: heh from there you can do anything basicallly:D
I’m gonna be nice today, cuz some of this is just not right.
As for as Cable AAA goes, it is decent, but not as good as you claim it to be. It does not (I repeat, does not) beat out jump-ins, especially ones like Mags J.Fierce or Roundhouse, as you claim. It does have a very slight amount of invincibility on the ground, but far less than any of the better AAAs. Like, Cable will hit Doom out of his AAA, but ends up trading hits for it. That’s not good, cuz that means Cable is still on the screen. Not a good thing. And I would never (and I do mean never) risk trying to beat Tronne assist with Cable AAA. You mess up, that’s over half of Cable’s life. I would not take that risk with the character that usually decides the match.
As far as Cable not being a runaway character, that’s just wrong. What al quida network have you been hanging out on that you don’t know that Cable is a pure runaway character. When you play Cable, you get your Reeboks on and run for it. You don’t win matches by rushing down with Cable. Cable has not priority, and just isn’t safe against any of the top tier, and a lot that aren’t.
It depends on the situation. I personally don’t have problems with the Mags I face the majority of the time. However, keep in mind I don’t fight the best Magnetos in the country. They’re not bad, just not the best.
Anyway, the real point here is that I think in short bursts, Cable is at the advantage. If you’re in a tournament where it’s a one game match, I think it favors Cable a little bit more (I play Cable with Sent and usually an AAA too FYI). A sly Cable can get away with dodging Mags for one match. But, in a longer series of matches, say 3 of 5 or 4 of 7, then it gets harder to consistently avoid Mags. You try to zig when he catches you zagging, then it’s pretty much GGPO.
I think in the long run, it’s easier to catch a Cable that it is to avoid a Mags. In a one game series, it’s anyone’s game. It just boils down to who has more dirty tricks, and that’s where Cable can shine. However, Cable’s bag of tricks only goes so far, and Mags will get his patterns and set him up better, so in a longer series, Mags can do what he does best and get a read on his opponent and dominate.
The main reason Cable’s AAA sucks is because IT’S CABLE who is the most important guy on your team probably. He comes out, goes really high, and stays out for a long time. You don’t want to risk losing a lot of damage off of your Cable because you needed an AAA at the time. Usually I’d rather lose the char I’m playing to the rushdown I’m facing than call out Cable and get him hit with a tempest/hailstorm dhc or something similar. The main use of cable AAA is to alpha counter and cancel to ahvb, i really try not to use it for anything else unless I’m really sure of the results.
Colin, shouldn’t you like, never call an assist out unless you’re pretty sure of the results? Spamming assists WILL get them killed. Only time you should call out an assist if you’re not sure of the results is when you are rushing down and have called out a proj or ground covering assist to hold them in place or some block damage or whatever.
Don’t say anything about it Cable going too high. What about Cammy? Ken? Cyclops? Their AAA’s go higher than Cable, and are left hanging out there more too. I’d say that Cable’s only problem w/ his AAA are lack of invincibility and it’s not instantaneous screen covering. No, it’s not the best, but i don’t think it should be considered complete shit either.
I’d rank it among hte top 10 anti airs in the game. Which is pretty good considering what the top 10 anti airs in the game actually are and what their properties are.
And Cable ISN’T the main character on my team. Storm is, Cable is there for backup if my Storm doesn’t work right. Sent is my assist, he’s only in the 2nd position for the DHC of Doom.
All I’m saying is that cable AAA is dangerous to use, more so than cammy. If I lose Cammy it won’t bother me nearly as much as if I lose Cable, trust me. Especially when I’ve seen Cable AAA not even work the way it is supposed to to begin with. It comes out at a bad angle and has very little invincibility.
i remember once at jamesgames awhile back, david lee told me that japan consider’s cable aaa to be the best in the game, now i dunno if he was telling hte truth, or just making me feel better after losing like 10 in a row to him :lol:
The only thing that’s really good about Cable AAA is that it can be cancelled into AHVB. There’s really nothing special about it at all.
All the other good AAA’s have invincibility, speed, damage, space control, set up combos etc, AND some of them can be cancelled into damaging HC’s when used as counters.
Psylocke: Counter Psyblade XX Psionic Butterflies DHC Tempest/Hail/Proton Cannon/HSF for half life gone
Cammy: Counter Cannon Spike XX KBA
Iron Man: Counter Repulsor Blast XX Proton Cannon
War Machine: Counter Repulsor Blast XX War Destroyer
Capt. Commando: Counter Captain Corridor XX Captain Sword
Sonson: Counter Rising Staff Attack XX Dildo of Doom(don’t know the names:lol: )
we were playing the other night and I did a low ass ahvb on mixup. He push blocked and did a ahvb back at me before I hit the ground. I think it was a guard cancel. He was in the air and so was I. But I’m talking my cable was like an inch off the ground. This changes everything w/ cable vs. cable matches.
Cable vs Cable should be about TK grenades and air throws. Anything else will open you up to getting hit by something. I think the most recent impact on this match-ups was in the MVC2 advanced video showing how to guard break after a tech hit. That changes things more than what you’re talking about.
The only reason I can think of, is that it’s so easy to set up IM’s infinite off of Cable’s AAA, since they rank IM so high in Japan. But in that case, I’m surprised they don’t rank Psylocke’s as high then.