Why isn't Cable used in major tournaments anymore?

I do miss Cable though… all I see at MGL and other arcades are Mag/storm/sent/assist thing… =(… mindless rushdown.

I always thought sent/cable/cyke fights MSS well

Yeah sent keeps people honest, and Cyclops keeps them down lol.

I might be in the minority on this, but I’ve always really liked Mag/Tron against MSS. If you can block well enough to live, Sentinel’s big enough to take some serious damage quickly.

Generally, Tron makes mindless rushdown a truly horrific plan. If you pick up Megaman/Tron, you can kinda just coast through that mindless rushdown and need even need to think through the first 50 matches against somebody: that just stomps the fuck out of stupidity and makes people actually have to try a little.

Megaman/tron shuts dowb shit until people realize storm doing well timed hail fucks this up :frowning:

Sent from my GAMEBOY using POKEMON

magneto storm is the simple answer. Cable is only scary if you’re playing low tiers which doesnt happen much in high level play. Besides that, he’s only troublesome for low level players. the kind that will throw assists out without airdashing over while you have 3 bars. Cable also sucks without assists, moreso than a solo mag storm or sent. cable cant do shit without ground coverage or air coverage and if you get snapped and end up having him alone you arent doing ANYTHING unless you have 5 bars and their point is almost dead

tron is really annoying until you just superjump

Yeah, just don’t ever be on the ground near Tron and you’re good. Tron sucks (relative to high level play) and there’s a reason why nobody, including Vegita-X and Mixup, ever won a major with her. But she’s good at shutting down a lot of stupidity: she’s the Cable of assists. If you can get them to fuck up or even just play a little loose, you are gold.

Jump buster goes right through the hail. Unless you’re covering it with Mag-A, you’re going to get spanked if you do that, even if it’s a trade. IIRC, it’s 20pts damage, just a little under eating a rocket punch. You put anybody out there, or Mag-A casually, they’re going to get destroyed instead. Most of the first twenty victories I have against someone are because they blindly rush. The next twenty are because they don’t release that buster cuts through a lot of stuff: even dumb stuff like a really really well placed buster taking out Doom-B through smacking him in the head. You can get away with hail storm by hiding behind Sent**-Y** but that’s about it. Mag/Storm teams generally have a huge problem with Megaman, plus or minus Tron. That’s why smart players will just outright counterteam into something else. It’s one of the few weirdly non-favorable matchups for M/S.

Little present for you guys:

Effectiveness by player skill: (1 being the worst, 10 being the best)

Beginner level: Don’t know matchups well. Unfamiliar with common punishes/unsafe moves. Basic combos, reliance on meter supers.
Cable: 7 points
Storm: 7 points
Sentinel: 3 points
Magneto: 4 points

Intermediate level: Somewhat familiar with your own characters at least. Have knowledge of at least 1 strong (40%-50%+) damage combo per character or character pair. Decent level of blocking, have some experience against human players rather than just computer.
Cable: 6 points
Storm: 7 points
Sentinel: 4.5 points
Magneto: 5 points

Advanced level: Familiar with general matchups (although your gameplay knowledge may be outdated or nonoptimal). Familiar with god tiers and all common assists, miscellanous characters. Have a general idea of how/when to push block/alpha counter. Have at least 1 or 2 setups to deal 70%+ damage or double snap. Decent to good amount of experience playing people in person. Able to reverse some 2 vs 3 situations and comeback. This is about the time when you master techniques like unblockable, fastfly, counter AHVB, ROM infinite, etc. S/D tight guard traps etc.
Most players remaining are at best at this level
Cable: 4 points
Storm: 8 points
Sentinel: 6 points
Magneto: 5 points

Elite level: Completely aware of matchups and various different approaches to handle them. Familiar with god tiers and all common assists, miscellanous characters. Have a specific idea of how/when to push block/alpha counter. Know how to exploit situations like taking a hit to recover faster and punish. Or calling out an assist to eat a move that would have pegged you. Or using super frames to eat through a move with slightly less priority. Things you only gain through experience. Knowing specific ways to avoid guard breaks and open a match properly. Have at least 1 or 2 setups to deal 70%+ damage or double snap. Complete preference and years of experience playing people in person. Able to reverse some 2 vs 3 situations and comeback.
This is generally the highest level of play around 2009 to 2010
Cable: 5 points
Storm: 7 points
Sentinel: 5 points
Magneto: 5.5 points

Theoretical level/beyond 2010
Cable: 6 points
Storm: 6.5 points
Sentinel: 4 points
Magneto: 6 points
Sentinel drops tremendously because of his inability to avoid/mitigate damage. Better blocking and understanding of the game engine improves Cable’s performance. Storm remains #1 due to her versatility, but situationally is much worse than Cable or Magneto. Magneto outpaces Sentinel, but still remains below Storm because of his reliance on getting a solid hit in and inability to effectively runaway.

Sent Akuma Cable for me… yall will be lucky to even see my cable. hard to get by my Sent and Akuma