CABLE

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Game: Marvel vs. Capcom 2: New Age of Heroes
Cable Character Guide FAQ V.2.2, 1/22/01
by Dan "PhatDan81" Finch; [email protected]
Unpublished work Copyright (c) 2000-2001 Daniel D. Finch
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CONTENTS
==============================================================================

I.      Background
II.     Legend
III.    Regular Moves
IV.     Special Moves
V.      Supers
VI.     Combos
VII.    General Strategy
VIII.   VS Strategy
IX.     Misc. Stuff
X.      Legal Stuff

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I.      BACKGROUND
==============================================================================

Who is Cable?  Nathan "Cable" Summers is a member of the X-Men and is the son
of the X-Men's leader Scott "Cyclops" Summers.  As an infant, Apocalypse in-
fected Nathan with a deadly virus called the techno-organic virus.  Scott
agreed to send to Nathan into the future in order for Nathan to survive.
Cyclops and his wife's spirits were transported to the future and inhabited
bodies of the time Nathan were in so they could raise him.  By the time Scott
and his wife's spirits returned to their original time, Nathan was old enough
to take care of himself and decided to stay in the future.

A computerized clone had been created of Nathan since it was believed that
Nathan was not going to survive.  Over time, the clone turned evil but even-
tually inhabited into Nathan's body.  Nathan had learned of his mutant
telekinetic abilities and used these abilities to resist the virus' harmful
effects.  At the time however, the virus had already spread to his left arm,
left shoulder and left eye.  His left eye is able to see infrared light.

He later became a mercenary for the U.S. government, where he was issued high-
tech weapons and was taught hand-to-hand combat.  He eventually became the
greatest hero of his time.  Recently he has returned to the present time.  He
has reunited with his father and was able to defeat Apocalypse.  He is now
part of the present X-Men.

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II.     LEGEND
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ABBREVIATIONS

U     Up
D     Down
B     Backward
F     Forward
C     Crouching
S     Standing
J     Jump[ing]
SJ    Super Jump[ing]
P     Punch
K     Kick
A     Assist
AC    Air Combo
OTG   On The Ground; an attack being performed while the opponent is lying
     Down
LP    Light Punch      Jab
MP    Medium Punch     Strong
HP    Heavy/Hard Punch Fierce
LK    Light Kick       Short
MK    Medium Kick      Forward
HK    Heavy/Hard Kick  Roundhouse

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UNIVERSAL COMMANDS

LP + LK     Tags in second partner
HP + HK     Tags in third partner
A1          Calls in second partner, who steps in and does an attack
A2          Calls in third partner, who steps in and does an attack
Snapback    D, DF, F + A, forces the opponent out if they get hit (one HC
           level)
Crossover Counter B, DB, D + Assist (while blocking); tags in partner who
           jumps in and performs a designated attack

Crossover Combination A1+A2

All three characters do one specific super (Hyper Combo) then the two
secondary characters step out after doing their supers (one to three levels;
two levels causes only two players to come out while one level has just the
primary character do his or her super).

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III.    REGULAR MOVES
==============================================================================
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PUNCHES
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JAB

1.      Standing

A basic jab, it has about the same priorities as most other standing jab
punches.  Cable's version, however does not hit most crouching opponents or
even some standing opponents.  Use S.Short instead.

2.      Crouching

Same as the standing version, only this one hits standing and crouching
opponents.  It's about as useful as most other low jabs.

3.      Jumping

Same as the standing version except he angles his arm downward slightly.  This
is his AC starter.

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STRONG

1.      Standing

This is Cable's launcher attack.  The range sucks and it doesn't hit some
crouching opponents or a standing Roll.  You must be very close for this to
connect.

2.      Crouching

Cable uses his pistol to hit his opponent.  He doesn't fire it, he just hits
them with the barrel of the gun.  It has decent range and pretty much the same
priority as his S/C.Forward.

3.      Jumping

Same as the crouching version, this is used mostly as an AC filler.

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FIERCE

All three versions of his fierce attacks make him fire his pistol.  Each
version has different characteristics.

1.      Standing

Cable fires his pistol straight ahead.  Press the button rapidly to make him
fire up to four rounds.  It can cancel into any special move or a Hyper Viper
Beam.  Be careful not to use this at mid-range because if the opponent jumps
over the bullet(s), you could be in big trouble.  Also be aware that the
bullets won't hit most crouching opponents and can leave him open for some
crouching attacks.  Use this at long range or in combos or as an anti-dash-in
attack.

2.    Crouching


Cable stands up and fires upward at about a 30-degree angle.  The opponent can
get hit while he's pulling the gun out, which causes the opponent to get
knocked upwards and get hit by the bullet.  The move can be cancelled into a
special move or super before he actually fires the gun.  It can be used as an
unreliable anti-air attack.  If you throw this out when the opponent is on the
ground, but not next to you, you could get punished.  Use it mostly in combos,
as a surprise attack or as an anti-dash-in attack.

3.      Jumping

Same as the standing version, except he can only fire the gun once.  It can be
used as an AC finisher, but the opponent must be above you for it to connect.
It can also be used for an opponent who is airborne and is at a distance.  If
and airborne opponent blocks this attack, throw out an Electrap afterwards.

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KICKS

Cable's kicks are better for ground combos.  They have better range and most
of his kicks hit standing and crouching opponents.
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SHORT

1.      Standing

A basic standing LK, Cable does a knee attack.  It has the same priorities as
the S.Jab, except this is better since it hits both crouching and standing
opponents.  This is his primary combo starter.

2.      Crouching

A basic low LK, this also can be used to start ground combos.  Its range is
about the same as the standing version, except it hits low.

3.      Jumping

Same as the standing version, this is used as an AC filler.

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FORWARD

1.      Standing

A basic MK, he basically swings his leg out.  It has decent range and pretty
good priority.  It can be used to combo into some of his special moves or it
can be used as a ground combo filler.

2.      Crouching

Cable extends his leg out and slightly upwards while crouching.  It has the
same priorities as the standing version.  Unlike most other C.Forwards, this
one does NOT hit low.

3.      Jumping

Cable does an upward kick with his nearer leg.  It has poor range but is used
as an AC filler and also to combo into AC finishers.

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ROUNDHOUSE

Cable's roundhouse attacks have very good priority and range.  You'll
definitely be using these a lot.

1.      Standing

Cable extends his leg out as far as possible.  Although it's a little slow on
start-up, it's easy to combo into and it combos into almost any special move
or a Hyper Viper Beam.  If it gets blocked, cancel into a Viper Beam or
Crackdown to avoid getting punished.

2.      Forward

Cable does a small hop forward and extends his leg downward.  It can't be
comboed into (at least it won't register as a combo) and it doesn't combo into
anything.  I'm not sure what exactly its uses are or if it has any at all.

3.      Crouching

A conventional low HK that sweeps opponents, it has slightly above-average
range and it's easy to combo into and it combos into some special moves and
his Hyper Viper Beam.

4.      Jumping

Cable extends both legs out at a slight downward angle.  It's identical to
Cyclops' J.D.Roundhouse, however Cable's version has more range.  This is
Cable's best jump-in attack and most reliable AC finisher.

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THROWS
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F or B+HK (ground/air)

This is Cable's only throw that he has.  It looks much like Ryu's Roundhouse
Throw; he grabs his opponent, rolls back and kicks them across the screen.
The ground version isn't very useful, but the air version is used for
finishing AC's and for mid-air confrontations.  I'm not sure if you can land
an Air-HVB after the air version.

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DASH
----------------------------------------------------------------------------

Nothing special about his dash; covers about half the screen.  It's not as
quick as most dashes.  He takes a couple steps and then slides along the
ground the rest of the way.  Unless you need to get to your opponent while
they're recovering from an attack, you should really only start attacks with a
jump-in instead.

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IV.     SPECIAL MOVES
==============================================================================

A (*) means that the move can be done while in the air.
A (H) means that the move can be cancelled into a super.
A (h) means that the move can be cancelled into a super as it gets blocked.

VIPER BEAM (VB) (*)(H) D, DF, F + press P rapidly
(While tapping P, press U to arc beam up; press D to arc beam down.)

This is Cable's primary projectile and keep away attack.  He pulls out a gun
that looks like a machine gun and fires a beam straight-ahead.  It combos
easily off any fierce or roundhouse attacks.  It also combos into a Hyper
Viper Beam.  Use this in ground combos or for keep away.  Use the air version
for aerial confrontations.

The punch button used determines how long Cable fires the beam and the amount
of damage it does.  Don't use this at mid-range or when next to your opponent.
They could jump over the beam and punish you, or if it's blocked close, they
could punish you while you're recovering.

SCIMITAR (H) F, D, DF + press P rapidly

This is Cable's dragon punch.  He does an upward jump at about a 70-degree
angle while holding an electrically charged sword.  At the peak of the jump,
he throws the sword in the direction he was travelling.  It does decent damage
and it can be cancelled into a Hyper Viper Beam.  The punch button used
determines how high he jumps before he throws the sword.  This is Cable's best
anti-air move.  It starts up a little slow, but it's very easy to combo into.

Just like other dragon punches, it sometimes catches opponents off-guard.  Use
the jab version to surprise your opponent and for an anti-air attack.  Use the
fierce version in combos or if you're absolutely sure it will connect.  Just
like any other dragon punch this one has that awful recovery delay, so be
careful about using this move.

PHY-CHARGE (h) F, DF, D, DB, B + press P rapidly
(Hold P to hold out hand before grabbing opponent.)

Cable holds out his hand, attempting to grab his opponent.  If he does, he
charges them with electricity, causing your super meter to get charged up from
your opponent's life.  Holding the punch button causes Cable to hold his hand
out until it is blocked or it connects.

Tapping the button while the move is being performed takes more life from the
opponent and gives you more super energy.  If it gets blocked or it misses,
Cable will be standing there for a second holding his hand out, even if you
don't hold the button.  Use this move as a surprise attack or a mistake
punisher.

CRACKDOWN (H) D, DF, F + K

Cable dashes forward then does a downward punch with his nearer arm.  The
latter part neutralizes fireballs without causing Cable to slow down while
dashing forward--it also OTG's.  It combos off any heavy attack and it cancels
into a Hyper Viper Beam.  It also has a pretty quick recovery.  The stronger
the kick button used, the farther across the screen Cable travels and the more
damage it will do.

ELECTRAP (*)(H) D, DB, B + K
(Hold K to delay explosion.)

Cable pulls out a capsule containing electric energy.  It explodes when it
either reaches a specific point, hits the opponent(s) or upon releasing the
kick button.  The start-up is painfully slow, but it does have its uses.  This
is mostly used to keep pressure on the opponent by preventing them from
jumping.  It's best to throw one out while jumping while the opponent is on
the ground.

The kick button used determines where the capsule will land if you hold the
kick button.  The short version lands at the middle of the screen, while the
roundhouse version lands at the opposite end of the screen.

If it hits the opponent, it causes them to be trapped, unable to do anything.
Attack them immediately afterwards.  If you hold the kick button, the amount
of damage that it will do and the amount of time that it holds the opponent
are both lowered.  Thanks to Cayr Desanea ([email protected]) for that small
piece of info.

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V.      SUPERS (HYPER COMBOS)
==============================================================================

HYPER VIPER BEAM (HVB) (*) D, DF, F + 2P (ground)
                          D, DF, F, UF + 2P (air version from ground)
(Press U to arc beam upward; press D to arc beam downward.)

Cable pulls out a huge gun a blasts away at the opposition.  It can do very
insane damage and chips very well.  The ground version combos off any heavy
attack, but you'll probably be in very big trouble if it's blocked.  The air
version has an instant startup and combos off of itself.  It also recovers
very fast.

If you choose to use the ground version, NEVER throw it out at random.  Use it
ONLY inside combos (see the Combos section to learn how to combo into it).
The air version can be set up in a number of ways.  The most practical way to
set it up is to stand at long-range and do S.Fierce up to four times, then
cancel into Jab-Scimitar (it's supposed to miss), which is canceled into the
super while in air.  After that, you can enter the command to do the air
version from the ground (enter D, DF, F, UF, let go of the joystick and then
press 2P).

The air version is very good for punishing mistakes.  If you're air-blocking
and you want to Air-HVB after you're done blocking, simply just push-block and
then do the super.  Being able to do Air-HVB from the ground effectively will
allow for you to punish pesky fire-ballers and after blocking attacks that
leave your opponent even slightly open.  One thing that you should keep in
mind is that you can only do ONE HVB per jump, even super jumps, so do choose
carefully when to do Air-HVB's while jumping.

TIME FLIP D, DF, F + 2K

Cable calls his future counterpart onto the screen who rushes forward (and is
also transparent, needless to say) and when he hits the opponent, does an
automated 15-hit super.  The clone can go through fireballs like Hadoukens and
Soul Fists.  While Cable's clone is giving the opponent a beat-down, Cable can
dash in [or jump in] and do an attack on the helpless opponent.  Always start
attacking the opponent at the very end to do as much damage as possible.  Keep
in mind that Cable cannot do a HVB until the super has ended.  If Cable hits
his opponent while the super is being performed, the super ends prematurely.

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VI.     COMBOS
==============================================================================
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COMBO CHAINS

Ground and Jumping Chain:

While on the ground and while jumping, Cable has a Stronger chain.  Cable can
chain a light attack directly into a heavy attack but requires very quick
timing.  Also, you must be very close to the opponent to combo a S.Forward
into a S.Fierce.

Super Jumping:

Cable has the Zigzag chain while super jumping;t you cannot combo a SJ.Fierce
into a SJ.Roundhouse. Connecting a SJ.Fierce is very tricky and only works if
your opponent is right in front of you or above you; otherwise just use
SJ.Roundhouse or Roundhouse Air Throw to finish an AC.

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Launcher          S.Strong/DF.Fierce
Strike            C.Fierce (first hit), S.Roundhouse (VS. airborne opponent)
Knockdown         C.Roundhouse
Snapback          S.Roundhouse
AC Finishers      SJ.Fierce, SJ.Roundhouse, Viper Beam, Hyper Viper Beam,
                 Roundhouse Air Throw

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SPECIAL MOVE AND SUPER-CANCELING

Below is a list of which attacks will combo into special moves and supers, as
well as which special moves can cancel or set up for a super.  In Cable's
case, HVB is much more reliable to connect; Time Flip can only be comboed into
one specific way in the corner.

Special Moves

Viper Beam: Any heavy attacks; during an air combo but only if Cable
jumps straight up upon launching the opponent

Scimitar: Any light or medium attacks or F.Roundhouse

Crackdown (short version): Any heavy attack except C.Fierce or
F.Roundhouse

Phy-Charge: S.Jab

Supers

Hyper Viper Beam: Any heavy attack, Viper Beam, Crackdown, Electrap;
Jab-Scimitar can be used to set up the air version, but only after you
connect a S.Fierce and pull off the super while the opponent is still
stunned; Air-HVB can be set up off of a S.Roundhouse, which is done by
entering the command to do an Air-HVB from the ground; it can also be
comboed into during an air combo, but only if Cable jumps straight up
upon launching the opponent

Time Flip: Roundhouse-Crackdown (in corner only)

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ASSIST ATTACKS & CROSSOVER COUNTERS

Alpha

Assist/Counter: Jab-Viper Beam

Due to VB's stun effect, this assist can be a very good setup for many supers,
however it's easy to jump over since the beam doesn't arc at all.  Use this
assist to help out characters who don't play very well at a distance.

Beta

Assist/Counter: Fierce-Scimitar

Basically, it's just your conventional dragon punch assist.  Use this like how
you would use most other anti-air assists.  It's good for helping out
characters who can't defend against jump-ins very well.  It has somewhat of a
juggling effect, which can be a setup for a few supers, but you must be very
quick about it.

Gamma

Assist: Short-Electrap/Counter: Short-Crackdown

This is assist is used mostly to keep opponents from jumping and usually only
connects on brain-dead opponents.  Otherwise you can also use it for traps.
If it somehow connects, your primary character can pretty much do whatever
they'd like to the opponent.

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CROSSOVER COMBINATION

No matter which assist type is chosen, Cable will always do Hyper Viper Beam
in a Crossover Combination.  The beam arcs up and downward rapidly only if
Cable starts the Crossover Combination, otherwise it doesn't arc very much.
The best way for Cable to set up a Crossover Combination is S.Short,
S.Forward, S.Roundhouse, or stand at long-range and do a S.Fierce and then
press both assist buttons.

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JUMP-IN ATTACKS

J.Roundhouse: His primary jump-in due to its reliability and range--this
    should be the most commonly used jump-in attack.  Use this against
    characters of all sizes.
J.Short, J.Forward:  Typically leaves Cable closer to his opponent than with
    J.Roundhouse, yet nearly impossible to connect on even medium-sized
    characters.
J.Jab, J.Forward:  About as difficult to pull of as the former, yet J.Jab has
    better range than J.Short does. J.Strong can also be used instead of
    J.Forward in this jump-in.

--------------------------------
If you want to combo into a HVB in an air combo, you must jump straight up
instead of forward after launching the opponent. "Air-HVB" means that you're
going to be doing the air version from off the ground.  "Jump(HVB)" means that
you're going to be jumping upward and then doing an HVB during the jump.
C.Short may be used instead of S.Short.

1.      S.Jab, Scimitar
2.      S.Short, Scimitar
3.      S.Jab, Phy-Charge
4.      Long-Range: S.Fierce(4-Hit), VB
5.      J.Roundhouse, S.Short, S.Forward, Scimitar
6.      S.Short, S.Strong, Scimitar
7.      Electrap, Phy-Charge
8.      Electrap, S.Fierce(4-Hit), VB
9.      Electrap, Crackdown
10.     Electrap, Air-VB
11.     S.Short, S.Forward, S.Fierce(4-Hit), VB
12.     S.Short, S.Forward, S.Fierce(4-Hit), Short-Crackdown
13.     S.Short, S.Forward, S.Roundhouse, VB
14.     S.Short, S.Forward, S.Roundhouse, Short-Crackdown
15.     J.Roundhouse, C.Short, C.Forward, C.Roundhouse, VB(OTG; arc down)
16.     C.Short, C.Forward, C.Roundhouse, Short-Crackdown(OTG)
17.     J.Roundhouse, S.Short, S.Strong, SJ.(Jab, Short, Strong, Forward, Fierce),
C.Short(OTG), C.Fierce
18.     In Corner: J.Roundhouse, S.Short, S.Strong, SJ.(Jab, Short, Strong,
Forward, Fierce, Jab), Jump(Jab, Strong, Fierce)
19.     In Corner: S.Short, S.Strong, SJ.(Jab, Short, Strong, Forward, Roundhouse,
Roundhouse(OTG)), S.Short, S.Forward, S.Roundhouse
20.     Roundhouse-Crackdown, C.Roundhouse(OTG), Viper Beam
21.     J.Roundhouse, S.Short, S.Strong, SJ.(Jab, Short, Strong, Forward, HVB)
22.     J.Roundhouse, C.Short, C.Forward, C.Roundhouse, HVB(OTG; arc down)
23.     J.Roundhouse, S.Short, S.Forward, S.Roundhouse, VB, HVB
24.     S.Short, S.Forward, S.Roundhouse, Short-Crackdown, HVB (arc up)
25.     S.Short, S.Forward, S.Roundhouse, Air-HVB (arc down), Air-HVB (arc up),
Jump(HVB (arc up))
26.     S.Short, S.Forward, S.Fierce(4-Hit), Crossover Combination
27.     S.Short, S.Forward, S.Roundhouse, Crossover Combination
28.     Long-Range: S.Fierce(4-Hit), Jab-Scimitar, Air-HVB (arc down), Air-HVB
(arc up), Jump(HVB (arc up))...
29.     Electrap, Jump(HVB), Air-HVB (arc up), Jump(HVB (arc up))
30.     Time Flip, S.Short (just as Time Flip ends), S.Strong, SJ.(Jab, Short,
Strong, Forward, Fierce), C.Short(OTG), C.Fierce
31.     Time Flip, S.Fierce(4-Hit; just as Time Flip stops), Jab-Scimitar, Air-HVB
(arc down), Air-HVB (arc up), Jump(HVB (arc up))...
32.     In Corner: Time Flip, Roundhouse-Crackdown, Time Flip

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COMBO EXPLANATIONS

#18

In Corner: ...SJ.(Jab, Short, Strong, Forward, Fierce, Jab), Jump...

After finishing the AC with a SJ.Fierce, you should be falling to the ground
next to your opponent--do a jab before they hit the ground, which will keep
them in the air longer.  As soon as you land, quickly jump up afterwards and
do a mini-air combo.  Keep in mind that special moves and Air-HVB cannot be
done during the mini-air combo.

#28 and 31

[...]S.Fierce(4-Hit), Jab-Scimitar, Air HVB (arc downward), Air HVB (arc
upward)...

After the fourth hit from the S.Fierce connects, do a Jab-Scimitar and quickly
cancel into an Air-HVB while the opponent is still stunned.  The Scimitar is
not supposed to hit the opponent but acts as a setup for an Air-HVB.  As soon
as you land, do an Air-HVB from the ground and arc the beam upward.  For the
third Air-HVB, you must jump up. Near the peak of the jump do the super and
arc the beam upward.

#29-31

Time Flip...

All attacks listed after "Time Flip" should be started at the last few hits of
Time Flip (it may help you to know that it hits 15 times) in order for it to
inflict as much damage as possible.

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COMBO TREE

Thanks to 3pwood ([email protected]) for this concept.  This is
basically a tree of what attacks combo into other attacks.  This does not list
every possibility but is basically to give you an idea of attacks that will
combo into other attacks.  It's also meant to give you an idea of how to combo
with Cable.

START

                       J.Roundhouse, Time Flip                 Electrap
                                  |                                |
                                  |                                |
                          S.Jab, S/C.Short                         |
                                  |                                |
                                  |                                |
     --------------------------------------------------            |
    |                             |                    |           |
    |                             |                    |           |
 S.Strong                   S/C.Forward             Scimitar       |________
    |                             |                                         |
    |                             |                                         |
  SJ.Jab          ---------------------------------------------------       |
 SJ.Short        |                |                       |          |      |
 SJ.Strong       |                |                       |          |      |
SJ.Forward    Scimitar  -----------------             C.Fierce  C.Roundhouse|
[AC Finisher]           |                 |                |          |      |
                       |                 |                |<---------|      |
                    S.Fierce       S.Roundhouse     Viper Beam,      |      |
                       |                 |       Hyper Viper Beam,   |      |
                       |                 |      Crossover Combination|      |
            ---------------------        |                           |      |
           |                     |       |__                      Crackdown |
           |                     |          |                         ______|
      Viper Beam,        Hyper Viper Beam   |                        |
       Crackdown,                           |                        |
     Jab-Scimitar                  --------------------              |
           |                      |                    |             |
           |                      |                    |             |
   Hyper Viper Beam         Viper Beam,        Hyper Viper Beam,     |
                             Crackdown       Crossover Combination   |
                                  |                           _______|
                                  |                          |
                          Hyper Viper Beam          -----------------
                                                   |                 |
                                                   |                 |
                                                 Jump            Scimitar,
                                                   |         Hyper Viper Beam
                                                   |
                                         ---------------------
                                        |                     |
                                        |                     |
                                      J.Jab             Air Viper Beam
                                    J.Strong         Air Hyper Viper Beam
                                  [AC Finisher)

----------------------------------------------------------------------------
TEAM HYPER COMBOS

HVB can be used as a THC starter, filler and ender.  Time Flip is only used as
a THC filler after certain supers.  If you have any THC's involving Cable that
you would like for me to list here, please e-mail me and I'll post them when I
get the chance.

1: first partner's super, 2: second partner's super, 3. Third partner's super

A. 1. (Cable) Hyper Viper Beam 2. Any beam super, Captain Storm, Cajun
  Explosion, Weapon X, Blodia Vulcan, Venom Web; if close or in corner: any
  rushing super, any dragon punch super, Final Justice, Blodia Punch, Gamma
  Quake, Gamma Wave, Death Bite, Kikou-Shou, Ultimate Web Throw, Fatal Claw
  or Magnetic Shockwave 3. Third partner's super

B. 1.  Any beam super, any rushing super, any dragon punch super, any super
  that knocks down opponent, Final Atomic Buster, Final Justice, Shinkuu-
  Tatsumaki Senpuu Kyaku, Gamma Quake, Gamma Crush, Weapon X, Venom Web, Rush
  Drill, Beat Plane, Blodia Punch, Blodia Vulcan, Fatal Claw, etc. 2. (Cable)
  Hyper Viper Beam 3. Any beam super, Captain Storm, Cajun Explosion, Weapon
  X, Blodia Vulcan, Venom Web; if close or in corner: any rushing super, any
  dragon punch super, Final Justice, Blodia Punch, Gamma Quake, Gamma Wave,
  Death Bite,  Kikou-Shou, Ultimate Web Throw, or Magnetic Shockwave.

C. 1.  First Partner's super 2. Any beam super, any rushing super, any dragon
  punch super, any super that knocks down opponent, Final Atomic Buster,
  Final Justice, Shinkuu-Tatsumaki Senpuu Kyaku, Gamma Quake, Gamma Crush,
  Weapon X, Venom Web, Rush Drill, Beat Plane, Blodia Punch, Blodia Vulcan or
  Fatal Claw 3. (Cable) Hyper Viper Beam

D. 1.  Weapon X, Berserker Claw X, Royal Flush (up close) 2. (Cable) Time
  Flip, S.Fierce(4-Hit), Jab-Scimitar, Air-HVB (x 1 or 2) 3. Any beam super,
  Captain Storm, Cajun Explosion, Weapon X, Blodia Vulcan, Venom Web; if
  close or in corner: any rushing super, any dragon punch super, Final
  Justice, Blodia Punch, Gamma Quake, Gamma Wave, Death Bite, Kikou-Shou,
  Ultimate Web Throw, Fatal Claw or Magnetic Shockwave

Here's some Team Hyper Combos I received from [email protected].

Use Venom, Jin and Cable in that order.

1.      Connect a Venom Web.
2.      Just before the last hit connects, do a Blodia Punch
3.      Just before the last hit connects, do a HVB.

Use Cable, Venom and Marrow in that order.

1.      Do a HVB.
2.      Just before the last few hits connect, cancel into a Venom Web.
3.      Just before the last hit connects, cancel into the Stinger Bones.

Here's some that are quite effective.

Use Cable, Cyclops and Captain Commando.  You may use Cyclops before Cable,
but always make sure that Captain Commando comes in last.  On Step 4, you can
do a Crossover Combination instead of the Captain Sword after the
S.Roundhouse.

1.      Do a HVB.
2.      Just as the last few hits connect, do a Mega Optic Blast.
3.      Just as the last few hits connect, do a Captain Storm.
4.      With Captain Commando, do C.Short(OTG), S.Roundhouse, followed by a
Captain Sword.
5.      Just before the last couple of hits connect, cancel into a HVB or Mega
Optic Blast, depending on who comes in next.

Use both Wolverines and Cable, with Cable being the last one to do his super.
You must have at least four levels of super stocked up for this setup to work.

1.      Start off with Weapon X.
2.      Just before the last two hits connect, cancel into the other
Wolverines' Weapon X.
3.      Just before the last two hits connect, cancel into Time Flip.
4.      Just as Time Flip is about to end, do S.Fierce(4-Hit), Jab-Scimitar,
Air-HVB.  If you have another super stocked up, do another Air-HVB just
as the first one ends.

Use Wolverine, Cable and Storm in that order.  You must have five levels of
super stocked up for this to work.

1.      Start off with Weapon X.
2.      Just before the last two hits connect, cancel into Time Flip.
3.      Just as Time Flip is about to end, do S.Fierce(4-Hit), Jab-Scimitar,
Air-HVB (x2).
4.      After the second Air-HVB, cancel into Ice Storm.

==============================================================================
VII.    GENERAL STRATEGY
==============================================================================

Cable is an offensive and keep-away type character.  He's certainly a default
selection for many and has the quickest, most-feared super in the game.  Just
like with many other charcters, you need to not repeat the same attacks over
and over again, as this may lead to a quick death for Cable.  At the same
time, you must be able to anticipate well in order to pull off Air-HVB's when
your opponent leaves themselves open for attack.

You can try jumping back and tagging your opponent with Air-VB's, but be aware
that some assists are capable of preventing Cable from doing this, while other
characters are very much capable of countering (Omega Red, Dr. Doom, Storm).
Your opponent could also super jump over the whole thing and then nail you on
the way down while you're busy blasting away at where the opponent is no
longer standing, so watch it.  Another thing you can do to keep pressure on
the opponent is jump up and throw out Electraps.  If one does connect on the
opponent, do an Air-HVB immediately afterwards.

Cable often has trouble defending himself on his own.  If you wish to use
Cable, you need to have an effective anti-air assist.  It may also be a good
idea to have an assist that sets Cable up for an Air-HVB.  Keep in mind that
you can use Electraps to set up traps on your opponent, with the help of the
correct assist attacks.

If you want to be effective with Cable, you need to know how to do Air-HVB's
from the ground, in order to punish your opponent effectively and safely and
also in order to link Air-HVB's together.  The ground version should never be
used to punish mistakes for it has both a somewhat slow startup and a long
recovery delay.  Only use the ground version in combos and THC's.

Time Flip is used as a THC filler.  You can easily connect Air-HVB's off of
it.  The best way to connect Time Flip is through THC's.  Once it connects,
jump over the opponent on the 13th hit and do a four-hit S.Fierce, followed by
a Jab-Scimitar, which is canceled into Ait-HVB.  From there, you can follow up
with up to three more Air-HVB's, depending upon how far your super meter is
charged up.

==============================================================================
VIII. VS STRATEGY
==============================================================================
NOTE: As a general rule, punish block in when jumping and punish missed
     assists with an Air-VB or Air-HVB.  Non-committed jump-ins should be
     countered with an anti-air assist; committed jump-ins can be countered
     with an Air-HVB.  Please keep in mind that Air-VB's and Air-HVB's are
     NOT the answer to everything and can be capitalized upon by super
     jumping over the beams.

* More than likely, there will be more to come for some of the characters.

=======
=Akuma=
=======
His keep-away game is no match for yours.  If he tries any air fireballs or
even a Tenma Gou-Zankuu, you can punish him with an Air-VB or Air-HVB.  The
only super you should really watch out for is Messatsu Gou-Shoryuu, which can
catch you off guard with its quick startup.  His dive kick, which can seem to
be so intimidating can easily be stuffed with a well-timed Scimitar or a good
anti-air assist.  Blocked Tatsumakis should be punished with a throw or an
Air-HVB; you can also just push-block it and use an anti-air assist or stuff
it with a well-place S.Roundhouse.

========
=Amingo=
========
This guy is really good at pressuring you, especially with his jump-ins.
Against him, you'll need an effective anti-air assist to defend against frequent
jump-ins.  If he throws out any plants, you can easily punish with an Air-HVB.
Many of his moves leave him open for attack if blocked, so you know what to do.
Try not to super jump over him since he may throw out his vine super and confuse
you into blocking the wrong way.  Overall, you'll need to use your keep-away
game quite a bit against him.  As a helper, watch out for when he comes out to
heal your primary opponent, as he is wide open to an Air-HVB.

==========
=Anakaris=
==========
Keep-away is necessary against him.  Throwing moves out at random against him
could result in punishment, even Air-VB's and Air-HVB's.  However, any moves
that he throws out and misses can easily be punished with an Air-VB or Air-HVB.
Play close to him only if you're trying to punish him, otherwise mostly use your
keep-away tactics.  Blocked or missed supers are also easy to punish with an
Air-HVB.  Many players like to use his unblockable capture assist, which is a
good setup for many different attacks.  You need to use anticipation somewhat to
avoid his assist attacks.  If they miss, do an Air-HVB immediately.

============
=Blackheart=
============
You'll certainly have your hands full in this match.  His close-up game is
better than yours but you have him beat in keep-away.  His projectile attacks
can be jumped over and punished with an Air-HVB.  He's also open after his
supers are blocked or if they miss.  In general, you're safer playing at a
distance against him but watch out for his inferno attacks, which can
occasionally catch some off-guard and can also prevent you from doing an Air-
HVB.  If one is blocked, you must be quick to punish him with an Air-HVB
afterwards.

====================
=B.B.Hood (Bulleta)=
====================
She has a pretty good keepaway game and is also a good confuser.  Her small size
can make it a little tricky to perform combos on her especially if she's
crouching.  A good B.B.Hood player knows better than to throw out a Cheer & Fire
at random but if they happen to do this, an Air-HVB will go through the flame
and nail her.  Her other projectiles can easily be jumped over and punished.  Be
careful about playing close to her due to her confusion tactics.  Her S.Fierces
can set her up for a Cool Hunting, which is very painful.  If you block any of
her supers, punish with an Air-HVB.  Her Cheer & Fire assist can be easily be
push-blocked and then punished with an Air-HVB.

=======
=Cable=
=======
This can be trouble; potentially one of the ugliest mirror matches in the game.
In this match, it's basically a matter of who can get their Air-VB's and Air-
HVB's out faster.  If they throw out an Air-VB or Air-HVB while you're on the
ground, quickly super jump over the whole thing and nail them with a
SJ.Roundhouse.  If you block a ground HVB, punish with a S.Fierce canceled into
either a VB or Jab-Scimitar, both of which can be canceled into an HVB.  If
you're close enough, simply just dash up to them and combo into an HVB.  If you
meet them in mid-air and they were the first to jump, chances are their
J.Roundhouse will beat you out since they'll probably be above you; just use
J.Fierce or Air-VB.

=======
=Cammy=
=======
When up close, simply just block low.  Otherwise, use your keep-away game
against her, as she can't do anything to you from a distance except use an
effective assist attack, which has the possibility to hit you.  If you block one
of these assists, you can easily punish with an Air-HVB but call out an anti-air
assist to keep her from dashing under you.  Her moves and supers leave her open
if blocked, so punish accordingly.  Be careful about jumping in on her because
she could nail you with a launcher, which leads to one of her potentially high-
damaging air combos, which end with a Cannon Drill, canceled into her version of
a Maximum Spider.  If this happens, roll as soon as you hit the ground so you
won't get re-launched.  Her assists are pretty easy to avoid and can easily be
punished with an Air-HVB.

=================
=Captain America=
=================
This can be an interesting fight especially against experts.  Your keep-away
game is much better than his but he tends to beat out Cable up close due to his
cross-up game.  He can also easily double-jump away from Air-VB's and Air-HVB's,
so be careful about when to use them.  Against Cartwheels, there's not really
much you can do against them except for throw him out of it but he could easily
tech-hit.

Final Justice and Hyper Charging Star really can't be capitalized upon if
blocked but Hyper Stars & Stripes leaves him wide open for attack if it's
blocked but watch out for when it's starting up as it tends to catch people off-
guard.  Try not to engage in mid-air battles with CapAm as his J.Fierce tends to
beat Cable out--he can also double jump above you and then you'll be in trouble.
Watch out for his assist attacks, especially his dash and anti-air assists,
which are pretty quick and can often catch people by surprise.  If they do miss,
punish with an Air-HVB.

==================
=Captain Commando=
==================
This captain is also very versatile yet requires a different strategy in order
to beat him.  Try to avoid cross-ups and super jumping over him as he could nail
you with a Captain Corridor.  Many CapCom players sometimes resort to low
attacks, so block low if up close.  Air-VB's and Air-HVB's tend to give him some
trouble.  Take extreme caution when using Electraps against him as he could nail
you with a Captain Fire, Captain Corridor or Captain Storm.

Captain Kick, which is a joke of a move, can easily be blocked or crouched under
and then punished with a VB or Air-HVB.  Try not to allow a ground HVB to get
blocked as he could nail you with a Captain Fire or even a Captain Storm.  If
you do block a Captain Storm, there are quite a few ways in which you can punish
him.  Any Captain Swords that are blocked, punish him with an Air-HVB.

================
=Charlie (Nash)=
================
In this matchup, the only thing you really need to watch out for is his throws,
which can be used to either start an infinite or act as a filler for one.  If he
gets near you, be prepared to tech-hit.  If he does throw you, simply roll away.
Sonic Booms are of no threat whatsoever against Cable as you can easily
neutralize them (while chipping his life away) with an Air-VB.  Basically just
block low when he's on the offensive and tech-hit effectively.  A blocked
Somersault Justice super can easily be punished in many ways.  His Sonic Break
can easily be avoided by super jumping over the whole thing or you can also
neutralize all the Sonic Booms with an Air-HVB.

=========
=Chun-Li=
=========
Simply just block low up close to her and be very cautious when jumping in on
her as her S.Roundhouse will stuff your J.Roundhouse.  If any of her special
moves miss, punish her with an Air-VB or Air-HVB.  Try not to engage in mid-air
battles with her as she could double or triple jump above you and then send you
back to the ground.  Push-block her Kikou-Shou then punish with a Air-VB or Air-
HVB.

==========
=Colossus=
==========
Very intimidating up close but a very little threat from a distance; basically
just watch out for his power tackles.  If you do block one, punish accordingly.
Never throw out a ground VB at random against him as he could punish with a very
painful Giant Swing.  If he activates his hyper armor, nail him with an Air-HVB
while he's still taunting.

=========
=Cyclops=
=========
He has a pretty good keep-away game, yet your keep-away game tends to give him
some trouble.  Blocked Optic Blasts and Mega Optic Blasts (except for the air
version) should be countered with an Air-VB or Air-HVB.  Be careful about using
Air-VB's and Air-HVB's since he could super jump over the beam and nail you with
a Super Optic Blast or a J.D.Roundhouse.  If he throws out a Running Tackle,
stop him with a S.Fierce.  His anti-air game is weak so try starting your
attacks with jump-ins against him.  Avoid mid-air battles against him as his
J.Roundhouse will probably beat you out.

============
=Dan Hibiki=
============
Although he isn't used very much, he is rarely used properly and effectively.
If not used in combos, his special attacks can easily be countered with an Air-
VB or Air-HVB.  Watch out for his supers when up close as they can catch you
off-guard.  If any of them are blocked, punish accordingly.

=========
=Dhalsim=
=========
His keep-away game is good but he's open to attack in one way or another after
pretty much any attack he does.  VB will neutralize his projectiles--be careful
about jumping in on him because he has a few attacks that deal with them pretty
good.  If he tries to tag you with his far-reaching arms, jump up and Air-VB or
Air-HVB him as quickly as possible.  Blocked supers can easily be punished with
an Air-HVB.  Yoga Inferno can easily be super jumped over and you'll be able to
punish him however you wish.

=============
=Doctor Doom=
=============
His keep-away game is one of the few that can keep up with yours.  Well-timed
Air-VB's and Air-HVB's can counter his Air-Photon Shots.  The same thing applies
to his molecular shields.  Use caution when jumping in on him as he has quite a
few ways of countering them.  Block low when he's close or else he could combo
into his launcher or set up for an Electric Cage.  Use an anti-air assist to
counter his foot dives.  If he throws out an Electric Cage to chip you to death,
jump over it and punish with an Air-HVB.

=========
=Felicia=
=========
You'll need to use an anti-air air assist quite a bit due to how jump-happy she
is.  She's open after most of her special attacks.  If she does her wave super,
jump up if you can and blast her with an Air-VB or Air-HVB.  Or simply jump over
it and punish accordingly.  Block low when she's up close or else she could
combo successfully into the super.

========
=Gambit=
========
He has a good mix-up game that can keep you guessing and his keep-away game is
decent.  He can punish Air-VB's and Air-HVB's by super jumping above the beams
and tagging you with an Air-Kinetic Card or by nailing you with a SJ.Fierce on
his way down.  Roll if you ever get knocked down as he will lose his ability to
continue inflicting any more pain on you.  Watch out for his throws after
blocking low.  Never throw a ground HVB out at random against him as he could
punish you with a Royal Flush, which can be a nasty setup for some nasty THC's.
If you block a Royal Flush, punish with a VB or HVB.

=======
=Guile=
=======
Full-fledged keep-away will be necessary against him to keep the pressure off.
As I mentioned in the VS Charlie section, Sonic Booms are of no threat and
should be neutralized with an Air-VB.  If he somehow gets close, block low to
avoid his sweeps.  Take caution in jumping in on him as he could launch you or
nail you with a Somersault Kick.  If you block a Somersault Kick upon jumping
in, punish him however you wish.

========
=Hayato=
========
Not much of a threat to you since he lacks an effective long-range attack.  He
basically dies to effective Air-VB's and Air-HVB's.  If he does get close and
throws out his rushing attack, punish him after you block it.  His rush super is
mostly pointless outside of combos and you can easily punish him if it's
blocked.  Be careful when jumping in on him as he could launch you and combo
into his Plasma Field super and temporarily have the ability to use supers
infintely.

======
=Hulk=
======
Caution needs to be taken for when you use Air-VB's and Air-HVB's against him
as he could super jump over the whole thing and stuff you with his big green
feet.  If you do these too close, you could end up getting Gamma Quaked or
Gamma Crushed.  If you do get Gamma Crushed, simply mash on the buttons
rapidly upon getting knocked down and you'll get up as he hits the ground
completely unharmed.  You can then dash up to him and punish him however you
wish.  Do not throw ground VB's out at random against him as he could punish
you with a Gamma Charge, which sets him up for the super of choice.

========
=Iceman=
========
Air-VB's and Air-HVB's tend to give him some fits especially after you jump
over an Ice Beam and tag him with one of these attacks.  Air-Ice Beams also
can be punished with Air-VB's and Air-HVB's.  Block low when he's close and
take caution when jumping in on him as his launcher will stuff your
J.Roundhouse, or at least trade hits.  If he throws out an Avalanche, jump
backward and Air-HVB him or just dash under it and punish accordingly.
Projectile assist that chip at him (Dr. Doom's anti-air assist, War Machine's
projectile assist, etc.) may come in handy against him, since Air-VB's and
Air-HVB's do no block damage on him.

==========
=Iron Man=
==========
Yet another character that has trouble with Air-HVB's; most of his attacks can
be punished or countered with an Air-HVB.  If you jump over a Unibeam or if he
throws Air-Smart Bombs, simply jump up and punish with an Air-HVB.  He has
many ways of dealing with jump-ins, so take caution.  Watch out for a Proton
Cannon when jumping in as it can catch many off-guard.  If you do block it,
punish with an Air-HVB.  He will probably beat you out in mid-air up close, so
try to avoid fighting him in the air.

================
=Jill Valentine=
================
She's basically powerless against turtlers so just block low up close to her.
Use Air-VB's against her pets and zombies--you may even nail her while she's
calling them out.  Her pets can be used to keep you from jumping in and she
could also launch you, which could set her up for her Hyper Charging Star
knockoff super.  Any of her supers that are blocked can be punished easily
with a VB or Air-HVB.

=============
=Jin Saotome=
=============
A very defensive character and also much-improved from his MVC counterpart.
He has supers and jumping attacks that can stuff your Air-VB's and Air-HVB's
so do be careful when using these attacks against him.  He's also got quite a
few ways of pressuring you and countering jump-ins.  Be careful when super
jumping over him as he could throw out a Cyclone super with you blocking the
wrong way, which means you end up getting hit.  If you block a Blodia Vulcan,
punish with an Air-HVB.

============
=Juggernaut=
============
Total Air-HVB bait; your ground attacks are too much of a risk against them as
you will get Head Crushed if he blocks any of them.  Be ready to tech-hit if
he blocks one of your jump-ins as he could counter with a Fierce Throw, which
can set him up for some painful opportunities.  Also be careful when jumping
forward as he could Head Crush you right as you leave the ground and you'll
end up getting hit.  You can easily punish him after any of his attacks since
he will be open for attack.  Block a lot and Air-HVB him if any of his attacks
miss.  If you block any of them, just dash up to him and punish.

=====
=Ken=
=====
At his prime in MVC2 as far as his VS games appearances; block low when he's
close and Air-VB him a lot when he's at a distance.  If you're up close he
could punish you with a Tatsumaki or a Shoryuu-Reppa if he blocks your
attacks.  If you jump in, he could launch you and end the AC with a
ridiculously high-damaging Tatsumaki.  If you block a Shoryuu-Reppa, push-
block the last Shoryuuken and then Air-HVB him on his way down.  His other
supers can be punished pretty much however you like if they're blocked.  Be
careful about jumping over him because you could get Shinryukened.

=======
=Kobun=
=======
Keep-away is a little tricky against him since the beams could miss him
because of his small size.  Block low if up close; roll if he sweeps you.  Use
your assists a lot against him and Air-HVB him whenever you get the chance.

================
=M.Bison (Vega)=
================
Make sure you have an effective anti-air assist because you'll be needing it
agianst him.  Air-VB or Air-HVB him out of his Psycho Field attacks and also
out of Psycho Explosions.  Block low if up close to avoid any launcher setups.
Punish him however you'd like if you block a Psycho Crusher or Nightmare Knee
Press.  If he activates Flight Mode, simply jump up and Air-HVB him.

=========
=Magneto=
=========
Using Air-VB's and Air-HVB's against him can be risky against him if not timed
properly as he could be turtling right under you, ready to launch when you're
finished whiffing the super.  Ground HVB's are a no-no against him, because if
they're blocked, he can simply dash right up to you and then you'll be in some
serious trouble.  If they're dumb enough to try a Hyper Grav on you at a
distance, simply jump up punish with Air-VB or Air-HVB.  If he uses Magnetic
Shock Wave as anti-air, push block and then Air-HVB him.  If you get behind
him while he's in the midst of a Magnetic Tempest, punish him however you'd
like.

========
=Marrow=
========
Block low up close and also watch out for her Bone-Merangs, which have good
priority.  If they try a Ricochet Slash, just use VB or HVB to punish her.
The same thing applies to a blocked Ride & Slash.  Basically just use your
keep-away tactics, but watch out as she can double jump away from the beams
and nail you. Her supers leave her open for an easy Air-HVB if blocked.

==========
=Mega Man=
==========
Ey, ey, ey!  Simply use your VB's to neutralize his uncharged Mega Busters.
If he throws out a Tornado Hold, jump away from it and then Air-HVB him.  The
same thing applies to his Leaf Shield.  If they throw a Hyper Mega Man out at
random, super jump over the whole thing and then punish him however you like.
If they do a Beat Plane, they might try to confuse you into blocking the wrong
way—just remember to block the other way when you see them fly over your head
and then punish accordingly once finished blocking.  Blocked Rush Drills can
easily be punished with Air-HVB—If it does connect, roll away to avoid any
OTG's that he might follow up with.  Be careful when jumping in on him as he
could nail you with his S.Roundhouse, which can set him up for an AC ending
with Hyper Mega Man, which can be a setup for painful THC's.

==========
=Morrigan=
==========
She has a good keep-away game, but it's no match against yours.  Simply just
Air-VB or Air-HVB her for each Air-Soul Fist she throws out.  Block low when
she's close or she might launch you or set up for a Silhouette Blade.  If you
block one of her other supers, simply just punish with VB or Air-HVB.

===========
=Omega Red=
===========
Keep-away is very dangerous against him as he could grab you with his coils.
If he does miss an air-coil attempts, punish with Air-VB or Air-HVB.  Blocked
Omega Strikes can be punished with VB.  Try not to fight him in mid-air as his
J.Fierce will probably beat you out.  Push-block diagonal Omega Strikes and
then jump back and Air-HVB him.  If you air block an Omega Destroyer, push
block and then Air-VB or Air-HVB him.  A blocked Carbonadium Smash can also be
punished with an Air-VB or Air-HVB.

==========
=Psylocke=
==========
Keep-away is pretty effective against her, but her triple jumps can be used to
avoid the beams and then she can use her butterfly super to punish you.  Block
low if she gets close.  If you block her Psi-Thrust super, she'll probably
direct the second one backwards, but you can still Air-HVB her.  Also Air-VB
or Air-HVB her if she throws out a projectile in mid-air.  She might launch
you if you jump in, which can lead to her butterfly super.  If she whiffs a
butterfly super, jump to her and Air-HVB immediately.

=======
=Rogue=
=======
You're going to have to use your anti-air assist against her quite a bit to
counter her high-priority jump-ins.  Any of her blocked moves can easily be
punished pretty much however you like.  Watch out for her supers as they start
up pretty quick and tend to catch people off-guard, but if they are blocked,
punish however you like.  Block low when she's on the ground to avoid her OTG
setups--roll if she does sweep you or you could be in for a world of hurt.

======
=Roll=
======
Basically just watch out for her Roll Busters--if she throws one out above
you, simply just launch her or use an effective anti-air assist.  If she
throws out a Bouquet Bomb, simply just Air-VB or Air-HVB her.  Block low if up
close and also be ready to tech-hit as she relies heavily upon throws to be
effective.  Hyper Roll is really her only useful super, but if it misses,
super jump over it and punish however you like.  If you block one while
jumping in, push-block and then Air-HVB.

============
=Ruby Heart=
============
Block low up close and watch out for her launcher when jumping in or else she
could do an AC ending with a super.  If she does her energy column attack,
jump or dash away from it and then Air-VB or Air-HVB her.  If she whiffs any
of her supers, Air-VB or Air-HVB her.

=====
=Ryu=
=====
He has a decent cross-up game and a good beam super.  Be careful when jumping
in or he could launch you, and finish the AC off with a Shinkuu-Hadouken.  If
you air block any Shinkuu-Hadoukens (air or ground), push-block (if in air)
and then Air-VB or Air-HVB.  Ground HVB's are risky against him as he could
use his beam super to punish you.  If he throws out a Shinkuu-Tatsumaki Senpuu
Kyaku, push block it and then tag him with a VB or Air-HVB.

============
=Sabretooth=
============
Very dangerous up close; just block low but watch out for any throws.  If he
calls out Birdie, knock her away with Air-VB.  If he calls out a Heavily-Armed
Birdie, jump up and Air-HVB him while 'Tooth is just standing there.  Chances
are she won't be able to start shooting at you because Sabretooth will be
getting Air-HVB'd.  Watch out for Berserker Claws, because if one connects, it
can set him up for a super.  If you block a Fierce-Berserker Claw, punish him
severely.

========
=Sakura=
========
Watch out for cross-ups when jumping in and also beware that she might have a
super ready for you upon jumping in.  Block low and just use an anti-air
assist to keep her from jumping in on you.  When she throws out her dash punch
attack, push-block before the last few hits and then VB or Air-HVB her.  Air-
HVB any whiffed super.

==========
=Sentinel=
==========
You'll definitely be using Air-HVB's quite a bit against him.  Use a good
anti-air assist to counter his overhead jump-ins or if you know that he'll
block your jump-in.  He'll be open for an Air-HVB after any attack that
misses, even after his laser beams and Rocket Punches.  Jump away from his
supers and Air-HVB him and push block his sweep kick and then VB him.

==============
=Shuma-Gorath=
==============
He can be a pretty slippery fellow; don't always rely on your Air-VB's and
Air-HVB's to keep him pinned.  Keep that anti-air assist handy against his
jump-ins and also to help keep you out of the Chaos Dimension.  If you meet
him in mid-air, be ready to tech-hit so he doesn't gain any life back.

================
=Silver Samurai=
================
Stuff his Shurikens with an Air-VB's and Air-HVB's.  Scimitar through his
Triple Shuriken super and then Air-HVB away at him.  Be careful when jumping
in on him as he could pull out a potentially painful Raimei Ken.  If he whiffs
a Hundred-Sword Slash, jump over it and nail him with a J.Roundhouse, followed
by the combo of choice.

========
=Sonson=
========
Not much of a threat other than her crossups and her air dash, which can be
used to avoid Air-VB's and Air-HVB's.  You get a free Air-HVB for any whiffed
super or special move.  Watch out for her dragon punch, which can set her up
for her giant pole super.  If she does a dragon punch, push her away and then
VB or Air-HVB.  Take caution when jumping in on her as she has a few ways of
dealing with jump-ins.

============
=Spider-Man=
============
Block low any time he is on the ground and push-block his jump-ins.  Tag him
with an Air-VB or Air-HVB if he throws out an Air-Web Ball or if you block a
Maximum Spider.  Be ready to roll if he tries to set up for a Crawler Assault
and if you do roll, VB or Air-HVB him as soon as you finish rolling.  If he
finishes an AC with Web Ball, be ready to tech-hit to avoid a possible air
throw afterwards.

========
=Spiral=
========
A very tough match for Cable--Air-VB her if you can if she teleports and Air-
HVB her if she summons the swords.  Simply just Air-VB or Air-HVB her if she
whiffs her Knives super; just jump back and beam away.  Use your trusty anti-
air assist against overhead teleports.

=======
=Storm=
=======
Another potentially difficult match for Cable; jump away from all typhoons and
Air-VB or Air-HVB her.  You can also use an anti-air assist if she's above you
or if she tries to air-dash behind you--actually, just use an anti-air assist
against any of her jump-ins.  Blackheart's anti-air assist is good for nailing
her if she decides to go offscreen.  Blackheart's anti-air assist will come in
handy if she tries teleporting.

===============
=Strider Hiryu=
===============
Block low when he's close--push-block his jump-ins.  Air-VB him if he resorts
to throwing out Leopards and Air-HVB him if he tries the Bomb Drop.  When he
throws out a Legion super, super jump forward to avoid the leopards and eagles
and then punish him however you like.  Super Jump a lot if he pulls out the
Ouroboros and push block if he gets close.

========
=Thanos=
========
All in all, not that tough against Cable.  His supers are total Air-HVB bait
and he's open after many attacks.  An anti-air assist comes in handy against
his jump-ins--block low any time he's on the ground.

============
=Tron-Bonne=
============
Use an anti-air assist for her jump-ins and when you block a Bonne Strike,
punish severely.  If she throws out any other attacks, jump away and then Air-
HVB her.  If she pulls out a King Kobun super, super jump over the whole thing
with you landing behind her and punish her however you like.  Air-HVB her if
she whiffs a Lunch Rush super.

=======
=Venom=
=======
Be cautious about using Air-VB's and Air-HVB's against him, as there are
couple ways he can counter.  The easiest way is they super jump and then Venom
Fang you out of it--the other way, they air dash over the whole thing and make
you take it from behind.  Otherwise, Air-VB or Air-HVB him if he whiffs a
S.Fierce, Venom Rush or Death Bite.  Be ready to tech-hit if close as he could
pull of a Fierce Throw, which sets him up for quite a bit.  Try to avoid
fighting him in mid-air as he'll probably beat you out with his J.Roundhouse.

=============
=War Machine=
=============
Pretty much the same strategy as when you fight Iron Man, except he has an
additional super.  If he pulls out this super (War Destroyer), jump back and
Air-HVB him just before the missiles fall to where you originally were
standing.  Be careful when jumping over him as he could throw out a War
Destroyer and you may not be blocking the right way.  If the super does
connect, roll when you hit the ground to avoid any OTG's he may follow up with
afterwards.

===========
=Wolverine=
===========
Although there's two different Wolverines, they fight pretty much the same.
You'll be using anti-air assists quite a bit against him.  Block low any time
he is on the ground.  And VB or Air-HVB him if you block any Drill Claws.  A
blocked Tornado Claw or Berserker Barrage X's can be punished however you
wish, so have at it.

=========
=Zangief=
=========
Air VB's and especially Air-HVB's can be a risk against him as he could super
jump over the whole thing and then jump up to you and then SPD you or he could
just drop the elbow on you.  You also do not want to attempt an Air-HVB just
to see him right under you, ready to FAB you when you're done whiffing the
super.  Limit your jump-ins as he has quite a few ways of dealing with them,
not to mention you might end up getting SPD'd.  Use Air-VB's and Air-HVB's to
tag him if he whiffs an attack since most of them leave him open if missed.

==============================================================================
IX. MISC. STUFF
==============================================================================
----------------------------------------------------------------------------
ADVANTAGES AND DISADVANTAGES
----------------------------------------------------------------------------
ADVANTAGES

1. Best keep-away character in the game
2. Good offensive character
3. High-priority ground combos
4. Highly damaging, combinable and cancelable super
5. Good-priority air combos
6. Easy to learn

DISADVANTAGES

1. Poor defensive character
2. Recovery delays on many of his moves
3. Short-range launcher
4. Unreliable anti-air attacks
5. Relies on partners to defend against jump-ins
6. Not one of the faster characters
7. Poor variety

----------------------------------------------------------------------------
Any comments, questions or suggestions?  E-mail me at [email protected].
----------------------------------------------------------------------------
ACKNOWLEDGEMENTS

Kmegura for information on Cable's Special moves and his Hyper Viper Beam
     super
Cayr Desanea ([email protected]) for the info on Cable's Electrap and Time Flip
     super
Capcom for making such a cool game
[email protected] for those THC's
Elu at #capcom on IRC EFnet for Combo 25

----------------------------------------------------------------------------
UPDATES
1.1 Fixed a few typos, included one of his regular attacks
1.2 Touched up a few things, corrected the name of Cable's Time Flip
   super, thanks to Cayr Desanea ([email protected])
1.3 Added more combos, added more information in Section VI and Section VII,
   touched up a few things
1.4 Added a Combo Tree in Section VI--a thanks goes out to 3pwood
   ([email protected]) for the concept, added more combos--I have
   discovered that Hyper Viper Beam can be comboed into in air combos!
1.5 Added more info on Cable's Electrap move, thanks to Cayr Desanea for the
   info
1.6 Added two more combos (Combos 15, 22 and 25), thanks to shoryuken.com
1.7 Added more combos
1.8 Fixed a few typos, added more combos
1.9 Added some THC's, thanks to [email protected]
2.0     Revised Section VII
2.1     Added more combos, touched up some things
2.2     Added a VS Strategy to all my FAQs, also added some other stuff and
revised the Combos Section

==============================================================================
X. LEGAL STUFF
==============================================================================

This FAQ is copyright (C) 2000-2001 by Daniel Finch.  No part of this FAQ may
be reproduced or redistributed in any way, shape or form.  It cannot be
displayed publicly or on the Internet in its original, unedited, unaltered
format.  It may not be used in any publications whatsoever.  Any commercial,
Internet or any other public use of this document is prohibited without
written permission from the author, Daniel Finch.  Any type of profit from
this FAQ is also prohibited as well as any promotional use of this FAQ.  Cable
and all other Marvel characters are all registered trademarks of Marvel
Comics.  Marvel vs. Capcom 2: New Age of Heroes and all Capcom characters are
all registered trademarks of Capcom.