[Newbie] Cable Thread - Q & A (How to do AHVB inside)

… duh…thats obvious but u can say the same goes for n e character but im curious as to the specifics behind cables match ups with BH and sentinel

come on now. AHVB = fast. BH and Sent = big and slow, and when Sent is flying he’s open big time to a AHVB. Cable also controls alot of area with nades and gun shots, and them being big makes that even easier.

think McFly, think.

mcfly???

biglou is phil mcfly?

hides flux capacitor

I didn’t mean to sound rude, but when you think of cable’s basic gameplan, it’s obvious why his match up is so good against the biggie’s.

itz KUZ HIS BULLITS ARE TRAKKING AGENST METAL/MAGNET STUFF

I remember one time I was ducking with Sent, and the guy’s Cable shot his gun in the air, a millimeter off the ground, and I thought the bullet had missed me, but one second later…

It hit me between the eyes, and I got the biscuit buster there after. Horrible…

I’m not 100% certain, but a low j.HP on a ducking Sent. may be an overhead – I’ve been able to connect it on Sent. numerous times; and one of the players who’ve I’ve done it on swears he was blocking downback when it happened.

A j.HP hit-confirm into super on a grounded Sent. is very useful.

Im not sure what I should work on with Cable right now. I have his tk AHVB x3 down but other than that, all Im doing during a battle is attacking with viper beam, shooting them with HP, and Capcom anti-airing them whenever they come close.

Any suggestions as to where I should go from here?

Try working on some combos now, so that you have more ways to shoot people. Namely, cr. lk, cr. lk, st. fk(+assist) xx AHVB, st. hp(x2-4) xx lp scimitar xx AHVB, and j. lp, j. hp xx ahvb.

The first two are basically hit confirm chains. The third one is a really good anti air option because of the mad priority of Cable’s j. lp.

Remember you can xx AHVB after any sj. or tk grenade on hit. Also, speaking of grenades, be very particular of how you chuck them. Throw them in ways where YOU want them to go, or the other way, throw them where you DON’T want them to go.

Also, work on using scimitars, they help in keeping the opponent down and pinned if they try and sj out of your stuff.

I hope this helps.

Many thanks! It looks like this will keep me occupied for awhile.

How come when I sj.lk w/ Cable to stop a flying Sent, nothing hooks up after the 2nd lk?

But when my opponent does the same to me he can sj.lk, sj.lk, sj.hk.

Try sj.lp instead of sj.lk for the first hit.

i always go for sj. lp, sj. hp xx AHVB

sometimes i get a free hit with cable when an opponent is in the air and falling down. and i do s.lp s.mp and launch… but what is the best way of air comboing into AHVB.

obvioulys if i got a free hit on the ground i would do c.lk c.mk s.hk xxx AHVB but im specifically talking about when i randomly catch someone in the air.

as i am writing this i just though about doing canceling a viper beam into a AHVB. is that the best thing?

go to training mode and set the cpu to normal jump, then practice doing j.lp, j.hp XX AHVB.

i tried doing j.lp j.hp AHVB but after the hp the opponent is to far away for the ahvb to connect

i find it easier to do . launch super jump u/b AHVB

then your doing it wrong, AHVB should be able to connect off of j.hp…

You’re doing it wrong, then.

If you AHVB after you launch, you can’t do more than one.

I found out a cool little trick while trying to figure out a late TK cancel with spider man. It’ll help cable out a little bit @ least.

you can do TK, fp, lk and hold this grenade. The point of the fp is to build 5% extra bar for every TK grenade. I’m pretty sure that the very second you hit FP, it immediately give you bar so you don’t have to lag it out the point where it comes out. I should of checked that out first before I posted this but o well. Cable has double grenade patterns and if you do the kara cancel grenade thats 10% extra bar + w\e your pattern does. TK nades are a big part of cables game play so constantly TK kara cancelling them would give you the best chance every time to max out a potential bar building pattern that included a tk nade.

Its a general thing for the engine, any character that has something similar should be able to use that trick.

Ironically, strider has to do a kara hand technique to land his overhead during orbs which is the method that makes it the easiet to do this fast. Just use 2 fingers to do this fast. I use my middle finger for the fp and my thumb hits LK. The kara speed is pretty fast, I guess its along the lines of a kara dp in 3s. Thats how I do them @ least. Trying to time this by doing the inputs by using the same finger on each button slows down the kara and makes your TK @ a higher angle you may not want.

I have a few cable questions?

with a 1 on 1 cable battle if u do a ground qcf+lp and it is blocked , can the enemy cable punish u with an AHVB?

Same question with qcf+lk

Also, if Cable’s AA assist hits the enemy on the ground, when they come out of hitsun at the top of the screen, are they in normal jump mode or in super jump mode, i was thinking that if they were in normal jump mode, u could guardbreak them?