Marvel vs Capcom 2: New Age of Heroes
by:
[email protected]
Character FAQ/Move List for Cable Version 2.1
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0. Table of Contents
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I. Introduction
II. Version History
III. Legend
IV. Character Information
-Biography
-Outfits
-Character Description
V. Rating
VI. Moves
-Special Moves
-Hyper Combos / Supers
-Assists
-Combos
VII. Strategy
-General
-Vs. Abyss
-Vs. Computer
VIII. Miscellaneous
-Opening Animation
-Ending Animation
-Other Animations
IX. Coming Soon
X. Credits
XI. Legal Stuff
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I. Introduction
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Over the past couple of months I've become a complete Marvel vs Capcom 2
maniac. I've searched far and wide for any news what so ever on Marvel vs
Capcom 2. I've seen a million screen shots, about 30 movies, a few wallpapers
(I have an awesome one on my comp now) and have read as many previews and
reviews and other stuff. I've even read all the other character FAQ's on this
site before I even thought of making my own. But I just felt I needed to
contribute to the greatness of M vs C 2. So I did it through GameFAQ's with a
character FAQ and my first one was Thanos. Now for the next character. Like I
mentioned in the Thanos FAQ I always thought that the genetic freaks were the
coolest but out of the very few non-freaks that I thought were cool one of
them was Cable. For some reason I liked him. I never really liked the 8
million wat BFG hyper blast machine gun guys but he just was, ya know. It's
hard to explain. Anyway I was surprised not to see a character FAQ of him on
GameFAQ's so I decided to write a FAQ on him.
*7/24/00* Believe it or not, my long absence has been due to an addiction
of Wacky Races, a cart game that totally blew me away. It's
unquestionably the best DC cart game (dominating SP Rally and
the Disney racing game) and in my opinion is better than Crash
team Racing and almost as good as Mario Kart. I will try to
continue to update as much as possible. I think it's safe to
say that this FAQ will be finished once the strategy section
has been completed.
*7/3/00* Many people don't know this but I never had a home version of
Marvel vs Capcom 2. I was too lazy to actually go out and buy
a mod chip and then get the game. So I just played it in the
arcade a few times and found as much information as possible
on it and wrote a few FAQs. But on 6/29/00 the home version
came out and I immediately bought it and played it to all hell.
It is currently 2 AM on 7/3/00 and I have all the characters,
and 25 hours of gameplay. Now that im more experienced I'm
totally revising my FAQ and yes I will deliver the individual
strategy section as promised in the coming soon section.
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II. Version History
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4/21/00 - 1.0 - Everything is new
4/22/00 - 1.1 - Fixed a few bugs
- Updated Credits section
4/22/00 - 1.2 - Updated Character Information section
- Updated Moves section
4/23/00 - 1.3 - Updated Moves section
4/26/00 - 1.4 - Added Rating section
- Cleared up Cable's time super name
7/03/00 - 1.5 - Updated Table of Contents
- Updated Introduction
- Updated Character Information section
- Updated Moves section
- Added Strategy section
- Added Miscellaneous section
- Updated Legal Stuff section
7/04/00 - 1.6 - Fixed a few bugs
- Updated Strategy section
- Updated Miscellaneous section
7/05/00 - 1.7 - Updated Strategy section
- Updated Miscellaneous section
7/07/00 - 1.8 - Updated Strategy section
7/08/00 - 1.9 - Updated Legend
- Updated Moves section
- Updated Strategy section
- Updated Miscellaneous section
- Updated Coming Soon section
7/09/00 - 2.0 - Updated Moves section
- Updated Strategy section
7/24/00 - 2.1 - Updated Strategy section
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III. Legend
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- My legend is a bit different from most other FAQ's but I find it a lot
easier. Some other FAQ's that I read and printed out had the legend take
up an entire page so I'm trying to keep it as simple as possible. I don't
use QCF, QCB, etc. for down forward moves. I doubt anyone is actually
goona press down, take a 5 second pause and then press forward and a
punch/kick.
Up - Up
Down - Down
Forward - Forward
Backward - Backward
(air) - can be done in air
Punch - Any Punch
PP - Both Punches
LP - Low Punch
HP - High Punch
Kick - Any Kick
KK - Both Kicks
LK - Low Kick
HK - High Kick
A1 - Assist 1
A2 - Assist 2
(air) - can be done in air
into - cancel into
Standing - while standing
Ducking - while standing
Jumping - while jumping
On to the character info.............
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IV. Character Information
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-----------------------------
Biography
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Real Name - Nathan Summers
Alias - Nathan Dayspring Askani'son
Birthdate - ???
Height - 6 foot 8
Weight - 350 lbs.
Hair - White
Eyes - One Blue, One Red
Outfit - X-Men
Fighting Style - Various forms of future military combat
Blood Type - ???
Strength - 9 (opinion)
Defense - 7.5 (opinion)
Power - 9 (opinion)
Speed - 7.5 (opinion)
Recovery - 6 (opinion)
Comboability - 10 (opinion)
Overall - 8.5 (opinion)
Known Allies - Storm, Wolverine, Rouge, Gambit, Colossus, Shadowcat,
Nightcrawler, Marrow, Cyclops, Jean Grey, Archangel,
Beast, Iceman, Mimic, Havok, Polaris, Banshee, Sunfire,
Thunderbird, Rachel Summers, Dazzler, Longshot, Jubilee,
Forge, Bishop, Psylocke, Cannonball, Cecilia Reyes, Joseph,
Maggot, Irene, Blaquesmith, Professor X
Known Major Enemies - Apocalypse, Mr. Sinister, Deadpool, Madeline
Pryor, Stryfe, Marrow
First Appearance - New Mutants #87
Previous Appearances - None
Brief History - Cable is a former government agent who came from
the future and fought along side the X-Men and
eventually came one. He has a wide variety of
military and hand-to-hand combat skills as well
as techno-organic (?) powers. He first got his
techno-organic powers when Apocalypse infected
him with a virus while he was still a baby.
The virus infected him eye as well as his arm.
The reason he came from the future is to stop the
mistakes made by the X-Men in the past. He is the
son of Scott Summers and Madeline Pryor (Cyclops
and Jean Grey Clone created by Mr. Sinister)
For some reason he seems to be the main character
of the Marvel side in this game.
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Outfits
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LP - Blue Uniform
HP - Light Green Uniform
LK - Purple Uniform
HK - Weird Color Uniform
A1 - Dark Green Uniform
A2 - Dark Blue Uniform
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V. Rating
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- This is pretty much a review of Cable. I will go through the six deciding
factors that make up a character (offense, defense, power, speed, recovery
and comboability) and give them each a score from 1 to 10 (1 being the
lowest and 10 being the highest) followed by an overall score.
Offense - 9 - An arsenal of mega powered beams, guns, electric grenades,
toasters and just about every futuristic version of a gun
imaginable is what Cable brings to the table. Almost every
move this guy does almost twice as much as the normal
fighter. All his special moves do at least 10% damage and
pretty much all his moves are combo friendly. In conclusion,
A combination of power, speed (for a guy his size) and huge
machine guns = good offense.
Defense - 7.5 - An arsenal of mega powered beams, guns, electric grenades,
toasters and just about every futuristic version of a gun
imaginable equals great offense, but not great defense.
Although he's far from weak, he's not too strong in this
department either making him an average defensive player,
but usually when your playing with a guy like Cable you're
thinking machine guns and combos.
Power - 9 - Just in case there's any confusion over power and offense, power
is the strength and damage done by the moves and offense is the
arsenal of moves you have (Ex: Spider-Man and Wolverine have
good offense but not so great power). Anyway, the reason I typed
that last sentence is because Cable's offense is mainly due to
his power moves which cancel out the first sentence. So if you
want a detailed explanation, read the offense part.
Speed - 7.5 - Cable isn't any Wolverine or Spider-Man but considering his
size, he's pretty fast. He moves at a normal pace but the
thing that really adds on the speed points are his moves.
There's almost no delay on almost every one of his moves.
You can barely even see his Viper Beam until he's shooting at
you and his Psimitar and Psy-Charge moves are almost instant.
In conclusion, walking / running wise he's not that fast but
government training sure paid off for him in the moves dept.
Recovery - 6 - Cable is in the middle when it comes to recovery. His Viper
Beam and Hyper Viper Beam have normal recovery. His Psimitar
also has normal recovery but is an easy setup for a vertical
super. Electro Trap has normal recovery but people of Mega
Man height and under can easily walk under it and do what
ever they want to you which is usually bad. So in conclusion,
most of his move have normal recovery time but can lead to a
lot of pain for Cable.
Comboability - 10 - Without a doubt the most combo friendly person in the
game. Let's see:
1. Viper Beam - does good damage for just a special move
and holds the victim in place for another super unlike
most supers which end in the guy flying across the
screen (how can you combo Jin's tornado move into
anything?) (Jin experts don't reply)
2. Electro Trap - holds the person in place. What more
could you ask for?
3. Hyper Viper Beam - read Viper Beam
4. Time Flip - read Viper Beam
- Want more reasons? Read the combo section.
Overall - 8.5 - In a final conclusion, Cable's offense and comboability is
almost unmatched, his power is great, and his defense, speed,
and recovery could use some work. But 8.5 is far from bad.
It's great and that's the reason Cable is one of my favorite
guys to use. If you got an 85 on a test wouldn't you be happy?
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VI. Moves
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Basic Moves
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- Even a person who wants to become the ultimate mega Cable player in Marvel
vs Capcom 2 and does nothing but play with Cable in Marvel vs Capcom 2 24
hours a day, 7 days a week will not need a detailed description of his
regular moves but everyone else is doing it so I am too.
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LP / Jab
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- Standing - The classic useless button actually has a use in this game
thanks to the addition of combos being the deciding factor
of every battle and even more use in Marvel vs Capcom 2 thanks
to the deduction of the MP / Strong punch. Anyway, it's
manditory for non-super combos and is as always good for
mind games but other-wise a wussy punch.
- Jumping - The classic useless button actually has a use in this game
thanks to the addition of combos being the deciding factor
of every battle and even more use in Marvel vs Capcom 2 thanks
to the deduction of the MP / Strong punch. Anyway, it's
manditory for non-super combos and is as always good for
mind games but other-wise a wussy punch.
- Ducking - Pretty much the same thing as standing and jumping except
worse because you can't do ducking specials. It's good
for hiding a charge for a move where you have to hold
a button back for two seconds, etc. but since Cable doesn't
have any moves like that it's completely useless. In
conclusion, Cable's short is stupid, has absolutely no reach,
and is stupid.
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LK / Short
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- Standing - The other classic useless button actually has a use in this game
thanks to the addition of combos being the deciding factor
of every battle and even more use in Marvel vs Capcom 2
thanks to the deduction of the SK / strong kick. Anyway,
it's manditory for non-super combos and is as always good for
mind games (Low Electro Traps) but other-wise a wussy punch.
- Jumping - The other classic useless button actually has a use in this game
thanks to the addition of combos being the deciding factor
of every battle and even more use in Marvel vs Capcom 2
thanks to the deduction of the SK / strong kick. Anyway,
it's manditory for non-super combos and is as always good for
mind games (Low Electro Traps) but other-wise a wussy punch.
- Ducking - Pretty much the same thing as standing and jumping except
worse because you can't do ducking specials. It's good
for hiding a charge for a move where you have to hold
a button back for two seconds, etc. but since Cable doesn't
have any moves like that it's completely useless. In
conclusion, Cable's short is stupid, has absolutely no reach,
and is stupid.
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HP / Fierce
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- Standing - The driving force of all fighting games, the almighty fierce
button makes it's 178th appearance in Marvel vs Capcom 2. As
usual, an extremely useful move, responsible for the Viper Beam,
the Hyper Viper Beam, the Psimitar, and the Psy-Charge. But this
doesn't explain why Cable WITHOUT A DOUBT has the best fierce
punch in the game. Lets see shall we. First, his fierce is a
gun shot to begin with. Second, it can be a 5-hit combo, and
third it can be canceled into anything. It might as well be
a special move.
- Jumping - The driving force of all fighting games, the almighty fierce
button makes it's 178th appearance in Marvel vs Capcom 2. As
usual, an extremely useful move, responsible for the Viper Beam,
the Hyper Viper Beam, the Psimitar, and the Psy-Charge. It's
also a gun shot which is a projectile all by itself.
- Ducking - Always the oddball being less useful than it's standing and
jumping counterparts can't seem to get it right. Tends to
bully the jab button for being more useless than he is until
Cable gets knocked out. I don't know why I just thought of that.
Cable's is pretty cool though because it's sort of like an
anti-air move.
--------------------
HK / Roundhouse
--------------------
- Standing - Also a driving force of all fighting games, the mighty roundhouse
button makes it's 178th appearance in Marvel vs Capcom 2. As
usual, an extremely useful move, responsible for the Electro
Trap, the Glow Punch and the Time Flip. By itself it still packs
quite a punch though. Wait I mean kick. Hohohohoho!!. That was
really gay.... Even better is that is does not lack in reach and
is good for stopping dashes.
- Jumping - Also a driving force of all fighting games, the mighty roundhouse
button makes it's 178th appearance in Marvel vs Capcom 2. As
usual, an extremely useful move, responsible for the Electro
Trap, the Glow Punch and the Time Flip. By itself it still packs
quite a punch though. Wait I mean kick. Hohohohoho!!. That was
really gay.... Even better is that is does not lack in reach and
is good for stopping jump-ins. (I said jump-ins instead of dashes
so technically it is different)
- Ducking - A pretty good sweep that breaks away from it's punching
counterparts by actually, although not as useful as it's
standing and jumping counterparts, is useful. How? For
sweeping of course.
-----------------------------
Special Moves
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Viper Beam - Down, Forward, Punch (air)
- Cable somehow manages to pull out a huge machine
from either behind him or in his pocket and
blasts the opposition with a quick blast of viper
(sounds weird). He can do it in the air so that's
a plus, but it has normal recovery time so people
like Spider-Man might be able to get that one jab
in before you recover. Takes anywhere from 5 to
10% percent damage off. Can mash for extra damage.
Psimitar - Down, Forward, Down, Punch
- Isn't a psimitar a sword? Anyway, Cable uses his
magic lighting feet to deliver a quick 5-10 lightning
kicks to the face going in a diagonal direction.
This reminds me of one of Chun-li's moves for some
reason. Moving on, it does about 10% damage on the
average fighter but if you miss and your fighting
against someone with a vertical super (Jin, Ken,
Amingo, Hulk) your pretty much screwed.
Glow Punch - Down, Foward, Kick
- Pretty much self-explanatory. Cable simply dashes
in and delivers a glowing haymaker to the opponent
(like he was goona do it on the clown in the fair
stage if I didn't say to the opponent). This is an
OK offensive move and is good for getting yourself
out of a corner if your keep away tactics fail you
and is good for nailing an assist person if you
manage to block his / her attack.
Electro Trap - Down, Back, Kick (air)
- The first time I saw this move it hit me. Cable has
got to be a future version of Stryker from Mortal
Kombat 3. For people who don't know who he is, he's
a cop who's horrible and has moves like Cable only
stupid. Anyway, Cable, in a Stryker-like motion,
whips out a small electric ball. When it hits the
middle of the screen it grows a little and flashes.
It the opponent hits it, he's trapped. You can also
hold any kick button when you do the move and it
will go all the way down and bounce across the
screen. The perfect keep away move from the perfect
keep away character. Makes it almost impossible for
a character to jump at you.
Psy-Charge - Forward, Down, Back, Punch
- Yet another Stryker-like move. Cable simply reaches
out and grabs you. If he misses, he grabs the air.
If he hits, he grabs you and gives you an electric
shock for about 2 seconds. Takes about 15% of your
average guy/girl with barely any recover time.
Unless you try to do the move 5 times in a row a
human opponent won't realize your doing it. Barely
any recovery time for the reason above. Great if
your cornered and yet another keep away move.
-----------------------------
Hyper Combos
-----------------------------
Hyper Viper Beam - Down, Forward, PP (air)
- Cable once again magically whips out a huge
machine gun either from behind him or out of
his pocket. Then, right before he blasts his
opponent, poses and says hyper followed by a
picture of him taking up half the screen. Then
Cable unleashes a super charged viper beam doing
anywhere from 25 to 35 hits and a good 35 to 30
percent damage. This is also the ideal combo
linker because it holds the guy in place while
taking off massive damage, and then easily link
into another super. Most supers end in the guy
flying across the stage so it's usually hard to
pull one off. You can also button mash to get
even more hits if your that greedy. Real power
move.
Time Flip - Down, Forward, KK
- I had no idea what this move is called so I decided
to call it Time Warp. Then I looked on CJayC's FAQ
and it said Time Flip. Then I got two e-mails from
two different people, one saying Time Rip, and the
other saying Time Slip. Then I got 5 e-mails saying
Time Flip so the final verdict is Time Flip.
- This super is awesome and shows that Capcom did
their homework. Cable looks like he's about to
throw another Electro Trap but instead the usual
picture pops up and then Cable unleashes his
past self on you and does a 15-hit combo if it
connects. This super actually makes sense because
Cable came from the future and can call on
Greymalkin, his computer system to send himself
back in time for a few seconds. But that's not all,
while the future Cable is doing his 15-hit combo,
you can add to the insanity by doing your own combo
for extra damage.
-----------------------------
Assists
-----------------------------
Alpha - Viper Beam / Hyper Viper Beam (see above)
Beta - Psimitar / Hyper Viper Beam (see above)
Gamma - Electro Trap / Hyper Viper Beam (see above)
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Combos
-----------------------------
Viper Cancel - HP, HP into Viper Beam into Hyper Viper Beam
- One of the great advantages of Cable is that
his regular move can cancel into a special move
which cancels into a super which I don't think
anyone else in the game has. Just shoot your
opponent twice, then cancel into the Viper Beam
and then cancel again into the Hyper Viper Beam.
Can do anywhere from 30 to 50 hits. Cable really
gets the numbers up there.
Time Flip Combo - Time Flip, Jumping HK (just as Time Flip Stops),
Ducking HP, LP, LK, HP, HP, HP
- Cable starts off with a devastating Time Flip.
As his future counterpart takes care of business
you can add in a few boots here or there. But
just as he fades out jump in with the above combo
for even extra damage. A nice solid 20 hit combo
doing 20% percent damage on your average fighter.
Hyper Viper Flip - Time Flip, Jumping HK (just as Time Flip Stops),
Ducking HP, LP, LK, HP, HP into Viper
Beam into Hyper Viper Beam
- Pretty much a combination of the first two combos.
First start off with the Time Flip. As the future
Cable fades out, jump in with the combo until right
at the end where he shoots twice. Then cancel the
shots into a regular Viper Beam and then cancel
again into the Hyper Viper Beam. Pretty cool name
too, I thought of it myself.
Hyper Viper Flip - Time Flip, LK, LK, Ducking HK, Electro Trap (using
(different version) LK), Jumping Hyper Viper Beam, Jumping Hyper Viper
Beam (Mash Up)
- Thanks to Fireball 13 for this combo. Cable calls
upon himself to kick the crap out of his opponent
followed by a by a three kick combo. Now this is
the science bit, pay attention (had to get that
out. From some hair spray commercial). You have
to do the low version of the Electro Trap other-
wise it will usually go over the guy unless your
fighting a huge guy. Then do two Hyper Viper Beams,
one normally and one mashing the up button until
your finger melts (or until it stops) for serious
damage. Take a guess on how much this does.
Dual Hyper Viper Flip - Time Flip, Jumping HK (just as Time Flip Stops),
Ducking HP, LP, LK, HP, HP, Spider-Man assist A,
Time Flip, Jumping HK (just as Time Flip Stops),
Ducking HP, LP, LK, HP, HP, into Hyper
Viper Beam
- I made this one up. I swear.... Only saw this in
a combo movie. Wow was just about all I could say.
It's one of those combos you think you will
never..... EVER do. Anyway, Cable does the Time
Flip followed by the 5-hit punch / kick combo
followed by Spider-Man with web action followed
by the Time Flip followed by the 5-hit punch /
kick combo and then an immediate cancel into the
Hyper Viper Beam.
- Note: All the following combos are done when next to the opponent
- Note: Viper Beam has been abbreviated (VB)
- Note: Hyper Viper Beam has been abbreviated (HVB)
Basic Combos - Standing LP, Psimitar
- Standing LP into VB
- Standing LP into HVB
- Standing LP into VB into HVB
- Standing LP, LP
- Standing LP, LP, Psimitar
- Standing LP, LP into VB
- Standing LP, LP into HVB
- Standing LP, LP into VB into HVB
- Standing LP, LP, HP
- Standing LP, LP, HP, Psimitar
- Standing LP, LP, HP into VB
- Standing LP, LP, HP into HVB
- Standing LP, LP, HP into VB into HVB
- Standing LP, LP, HP, HP
- Standing LP, LP, HP, HP into VB
- Standing LP, LP, HP, HP into VB into HVB
- Standing LP, LP, HP, HP into HVB
- Standing LP, LP, HP, HP, HP
- Standing LP, LP, HP, HP, HP into VB
- Standing LP, LP, HP, HP, HP into HVB
- Standing LP, LP, HP, HP, HP into VB into HVB
- Standing LP, LP, HP, HP, HP, HP
- Standing LP, LP, HP, HP, HP, HP into VB
- Standing LP, LP, HP, HP, HP, HP into HVB
- Standing LP, LP, HP, HP, HP, HP into VB into HVB
- Standing LP, HP
- Standing LP, HP, Psimitar
- Standing LP, HP into VB
- Standing LP, HP into HVB
- Standing LP, HP into VB into HVB
- Standing LP, HP, HP
- Standing LP, HP, HP into VB
- Standing LP, HP, HP into HVB
- Standing LP, HP, HP into VB into HVB
- Standing LP, HP, HP, HP
- Standing LP, HP, HP, HP into VB
- Standing LP, HP, HP, HP into HVB
- Standing LP, HP, HP, HP into VB into HVB
- Standing LP, HP, HP, HP, HP
- Standing LP, HP, HP, HP, HP into VB
- Standing LP, HP, HP, HP, HP into HVB
- Standing LP, HP, HP, HP, HP into VB into HVB
- Standing LP, LK
- Standing LP, LK, Psimitar
- Standing LP, LK into VB
- Standing LP, LK into HVB
- Standing LP, LK into VB into HVB
- Standing LP, LK, HP
- Standing LP, LK, HP, Psimitar
- Standing LP, LK, HP into VB
- Standing LP, LK, HP into HVB
- Standing LP, LK, HP into VB into HVB
- Standing LP, LK, HP, HP into VB
- Standing LP, LK, HP, HP into HVB
- Standing LP, LK, HP, HP into VB into HVB
- Standing LP, LK, HP, HP, HP into
- Standing LP, LK, HP, HP, HP into HVB
- Standing LP, LK, HP, HP, HP into VB into HVB
- Standing LP, LK, HP, HP, HP, HP
- Standing LP, LK, HP, HP, HP, HP into VB
- Standing LP, LK, HP, HP, HP, HP into HVB
- Standing LP, LK, HP, HP, HP into VB into HVB
- Standing LP, HK
- Standing LP, HK, Psimitar
- Standing LP, Ducking LP
- Standing LP, Ducking LP, Psimitar
- Standing LP, Ducking LP, Standing HP
- Standing LP, Ducking LP, Standing HP into VB
- Standing LP, Ducking LP, Standing HP into VB
- Standing LP, Ducking LP, Standing HP
into VB into HVB
- Standing LP, Ducking LP, Standing HP, HP
- Standing LP, Ducking LP, Standing HP, HP into VB
- Standing LP, Ducking LP, Standing HP, HP into HVB
- Standing LP, Ducking LP, Standing HP, HP
into VB into HVB
- Standing LP, Ducking LP, Standing HP, HP, HP
- Standing LP, Ducking LP, Standing HP, HP, HP into VB
- Standing LP, Ducking LP, Standing HP, HP, HP into HVB
- Standing LP, Ducking LP, Standing HP, HP, HP
into VB into HVB
- Standing LP, Ducking LP, Standing HP, HP, HP, HP
- Standing LP, Ducking LP, Standing HP, HP, HP, HP into VB
- Standing LP, Ducking LP, Standing HP, HP, HP, HP into HVB
- Standing LP, Ducking LP, Standing HP, HP, HP, HP
into VB into HVB
- Standing LP, Ducking HP
- Standing LP, Ducking HP, Psimitar
- Standing LP, Ducking LK, Standing HP
- Standing LP, Ducking LK, Standing HP into VB
- Standing LP, Ducking LK, Standing HP into VB
- Standing LP, Ducking LK, Standing HP
into VB into HVB
- Standing LP, Ducking LK, Standing HP, HP
- Standing LP, Ducking LK, Standing HP, HP into VB
- Standing LP, Ducking LK, Standing HP, HP into HVB
- Standing LP, Ducking LK, Standing HP, HP
into VB into HVB
- Standing LP, Ducking LK, Standing HP, HP, HP
- Standing LP, Ducking LK, Standing HP, HP, HP into VB
- Standing LP, Ducking LK, Standing HP, HP, HP into HVB
- Standing LP, Ducking LK, Standing HP, HP, HP
into VB into HVB
- Standing LP, Ducking LK, Standing HP, HP, HP, HP
- Standing LP, Ducking LK, Standing HP, HP, HP, HP into VB
- Standing LP, Ducking LK, Standing HP, HP, HP, HP into HVB
- Standing LP, Ducking LK, Standing HP, HP, HP, HP
into VB into HVB
- Standing LP, Ducking LK, Standing HK
- Standing LP, Ducking LK, Standing HK, Psimitar
- Standing LP, Ducking HK
- Standing HP, Psimitar
- Standing HP into VB
- Standing HP into HVB
- Standing HP into VB into HVB
- Standing HP, HP
- Standing HP, HP, Psimitar
- Standing HP, HP into VB
- Standing HP, HP into HVB
- Standing HP, HP into VB into HVB
- Standing HP, HP, HP
- Standing HP, HP, HP into VB
- Standing HP, HP, HP into HVB
- Standing HP, HP, HP into VB into HVB
- Standing HP, HP, HP, HP
- Standing HP, HP, HP, HP into VB
- Standing HP, HP, HP, HP into HVB
- Standing HP, HP, HP, HP into VB into HVB
- Standing LK, LP
- Standing LK, LP, Psimitar
- Standing LK, LP, HK
- Standing LK, HP
- Standing LK, HP, Psimitar
- Standing LK, HP into VB
- Standing LK, HP into HVB
- Standing LK, HP into VB into HVB
- Standing LK, HP, HP
- Standing LK, HP, HP into VB
- Standing LK, HP, HP into VB into HVB
- Standing LK, HP, HP into HVB
- Standing LK, HP, HP, HP
- Standing LK, HP, HP, HP into VB
- Standing LK, HP, HP, HP into HVB
- Standing LK, HP, HP, HP into VB into HVB
- Standing LK, HP, HP, HP, HP
- Standing LK, HP, HP, HP, HP into VB
- Standing LK, HP, HP, HP, HP into HVB
- Standing LK, HP, HP, HP, HP into VB into HVB
- Standing LK, LK, HK, Psimitar
- Standing LK, LK, HP
- Standing LK, LK, HP, Psimitar
- Standing LK, LK, HP into VB
- Standing LK, LK, HP into HVB
- Standing LK, LK, HP into VB into HVB
- Standing LK, LK, HP, HP
- Standing LK, LK, HP, HP into VB
- Standing LK, LK, HP, HP into VB into HVB
- Standing LK, LK, HP, HP into HVB
- Standing LK, LK, HP, HP, HP
- Standing LK, LK, HP, HP, HP into VB
- Standing LK, LK, HP, HP, HP into HVB
- Standing LK, LK, HP, HP, HP into VB into HVB
- Standing LK, LK, HP, HP, HP, HP
- Standing LK, LK, HP, HP, HP, HP into VB
- Standing LK, LK, HP, HP, HP, HP into HVB
- Standing LK, LK, HP, HP, HP, HP into VB into HVB
- Standing LK, LK, HK, Psimitar
- Standing LK, HK
- Standing LK, HK, Psimitar
- Standing LK, Ducking LP
- Standing LK, Ducking LP, Psimitar
- Standing LK, Ducking LP, Standing HP
- Standing LK, Ducking LP, Standing HP into VB
- Standing LK, Ducking LP, Standing HP into VB
- Standing LK, Ducking LP, Standing HP
into VB into HVB
- Standing LK, Ducking LP, Standing HP, HP
- Standing LK, Ducking LP, Standing HP, HP into VB
- Standing LK, Ducking LP, Standing HP, HP into HVB
- Standing LK, Ducking LP, Standing HP, HP
into VB into HVB
- Standing LK, Ducking LP, Standing HP, HP, HP
- Standing LK, Ducking LP, Standing HP, HP, HP into VB
- Standing LK, Ducking LP, Standing HP, HP, HP into HVB
- Standing LK, Ducking LP, Standing HP, HP, HP
into VB into HVB
- Standing LK, Ducking LP, Standing HP, HP, HP, HP
- Standing LK, Ducking LP, Standing HP, HP, HP, HP into VB
- Standing LK, Ducking LP, Standing HP, HP, HP, HP into HVB
- Standing LK, Ducking LP, Standing HP, HP, HP, HP
into VB into HVB
- Standing LK, Ducking HP
- Standing LK, Ducking HP, Psimitar
- Standing LK, Ducking LK, Standing HP
- Standing LK, Ducking LK, Standing HP into VB
- Standing LK, Ducking LK, Standing HP into VB
- Standing LK, Ducking LK, Standing HP
into VB into HVB
- Standing LK, Ducking LK, Standing HP, HP
- Standing LK, Ducking LK, Standing HP, HP into VB
- Standing LK, Ducking LK, Standing HP, HP into HVB
- Standing LK, Ducking LK, Standing HP, HP
into VB into HVB
- Standing LK, Ducking LK, Standing HP, HP, HP
- Standing LK, Ducking LK, Standing HP, HP, HP into VB
- Standing LK, Ducking LK, Standing HP, HP, HP into HVB
- Standing LK, Ducking LK, Standing HP, HP, HP
into VB into HVB
- Standing LK, Ducking LK, Standing HP, HP, HP, HP
- Standing LK, Ducking LK, Standing HP, HP, HP, HP into VB
- Standing LK, Ducking LK, Standing HP, HP, HP, HP into HVB
- Standing LK, Ducking LK, Standing HP, HP, HP, HP
into VB into HVB
- Standing LK, Ducking LK, Standing HK
- Standing LK, Ducking LK, Standing HK, Psimitar
- Standing LK, Ducking HK
- Standing HK, Psimitar
- Ducking LP, Psimitar
- Ducking LP into VB
- Ducking LP into HVB
- Ducking LP into VB into HVB
- Ducking LP, LP
- Ducking LP, LP, Psimitar
- Ducking LP, LP into VB
- Ducking LP, LP into HVB
- Ducking LP, LP into VB into HVB
- Ducking LP, LP, HP
- Ducking LP, LP, HP, Psimitar
- Ducking LP, LP, HP into VB
- Ducking LP, LP, HP into HVB
- Ducking LP, LP, HP into VB into HVB
- Ducking LP, HP
- Ducking LP, HP, Psimitar
- Ducking LP, HP into VB
- Ducking LP, HP into HVB
- Ducking LP, HP into VB into HVB
- Ducking LP, HP, HP
- Ducking LP, HP, HP into VB
- Ducking LP, HP, HP into HVB
- Ducking LP, HP, HP into VB into HVB
- Ducking LP, HP, HP, HP
- Ducking LP, HP, HP, HP into VB
- Ducking LP, HP, HP, HP into HVB
- Ducking LP, HP, HP, HP into VB into HVB
- Ducking LP, HP, HP, HP, HP
- Ducking LP, HP, HP, HP, HP into VB
- Ducking LP, HP, HP, HP, HP into HVB
- Ducking LP, HP, HP, HP, HP into VB into HVB
- Ducking LP, LK
- Ducking LP, LK, Psimitar
- Ducking LP, LK into VB
- Ducking LP, LK into HVB
- Ducking LP, LK into VB into HVB
- Ducking LP, LK, HP
- Ducking LP, LK, HP, Psimitar
- Ducking LP, LK, HP into VB
- Ducking LP, LK, HP into HVB
- Ducking LP, LK, HP into VB into HVB
- Ducking LP, LK, HP, HP into VB
- Ducking LP, LK, HP, HP into HVB
- Ducking LP, LK, HP, HP into VB into HVB
- Ducking LP, LK, HP, HP, HP into
- Ducking LP, LK, HP, HP, HP into HVB
- Ducking LP, LK, HP, HP, HP into VB into HVB
- Ducking LP, LK, HP, HP, HP, HP
- Ducking LP, LK, HP, HP, HP, HP into VB
- Ducking LP, LK, HP, HP, HP, HP into HVB
- Ducking LP, LK, HP, HP, HP into VB into HVB
- Ducking LP, HK
- Ducking LP, HK, Psimitar
- Ducking LP, Ducking LP
- Ducking LP, Ducking LP, Psimitar
- Ducking LP, Ducking LP, Standing HP
- Ducking LP, Ducking LP, Standing HP into VB
- Ducking LP, Ducking LP, Standing HP into VB
- Ducking LP, Ducking LP, Standing HP
into VB into HVB
- Ducking LP, Ducking LP, Standing HP, HP
- Ducking LP, Ducking LP, Standing HP, HP into VB
- Ducking LP, Ducking LP, Standing HP, HP into HVB
- Ducking LP, Ducking LP, Standing HP, HP
into VB into HVB
- Ducking LP, Ducking LP, Standing HP, HP, HP
- Ducking LP, Ducking LP, Standing HP, HP, HP into VB
- Ducking LP, Ducking LP, Standing HP, HP, HP into HVB
- Ducking LP, Ducking LP, Standing HP, HP, HP
into VB into HVB
- Ducking LP, Ducking LP, Standing HP, HP, HP, HP
- Ducking LP, Ducking LP, Standing HP, HP, HP, HP into VB
- Ducking LP, Ducking LP, Standing HP, HP, HP, HP into HVB
- Ducking LP, Ducking LP, Standing HP, HP, HP, HP
into VB into HVB
- Ducking LP, Ducking HP
- Ducking LP, Ducking HP, Psimitar
- Ducking LP, Ducking LK, Standing HP
- Ducking LP, Ducking LK, Standing HP into VB
- Ducking LP, Ducking LK, Standing HP into VB
- Ducking LP, Ducking LK, Standing HP
into VB into HVB
- Ducking LP, Ducking LK, Standing HP, HP
- Ducking LP, Ducking LK, Standing HP, HP into VB
- Ducking LP, Ducking LK, Standing HP, HP into HVB
- Ducking LP, Ducking LK, Standing HP, HP
into VB into HVB
- Ducking LP, Ducking LK, Standing HP, HP, HP
- Ducking LP, Ducking LK, Standing HP, HP, HP into VB
- Ducking LP, Ducking LK, Standing HP, HP, HP into HVB
- Ducking LP, Ducking LK, Standing HP, HP, HP
into VB into HVB
- Ducking LP, Ducking LK, Standing HP, HP, HP, HP
- Ducking LP, Ducking LK, Standing HP, HP, HP, HP into VB
- Ducking LP, Ducking LK, Standing HP, HP, HP, HP into HVB
- Ducking LP, Ducking LK, Standing HP, HP, HP, HP
into VB into HVB
- Ducking LP, Ducking LK, Standing HK
- Ducking LP, Ducking LK, Standing HK, Psimitar
- Ducking LP, Ducking HK
- 200 combos isn't too bad for starters......
--------------------------------------------------------------
VII. Strategy
--------------------------------------------------------------
--------------------------------
General
--------------------------------
- Obviously this is the general strategy section. Here I will
show you basic strategy to use with Cable on most occasions.
This strategy may not work for you but this is simply the
way I play Cable divided into sections.
---------------------
1. Keep Away!!!
---------------------
- A must learn strategy for Cable users. For people who don't know
what the keep away technique, it's just like it sounds. Keep away
from the opponent at all costs. If your opponent jumps, throw an
Electro Trap at him/her. If he/she walks or dashes towards you,
Viper, or Hyper Viper Beam him/her. If he/she manages to penetrate
any of those moves and is right up in your face you can either use
your Time Flip super, Glow Punch, or Psy-charge him. If you
don't want to take .15 seconds to do that, or are already in the
process of being beaten to death, use an assist, preferably someone
with an anti-air move considering the person doing the anti-air move
pops up right behind you before doing the move so if the person is
right next to you he/she will hit him.
---------------------
2. Be Combo Friendly
---------------------
- Cable himself has absolutely nothing to worry about when it comes
to being combo friendly, but sometimes is partners can be a bit
of a problem when a comes to team supers and delayed hyper combos.
If you definitely have your three guys and don't want to change them
under any circumstances, that's fine. But if Cable's your man and
you in the need for two other people to be good with, read on. My
team as some as you know is Cable, Thanos and Ken. While Cable,
Thanos, and Ken all work great together with delayed hyper combos,
team supers are a different story. Thanos' ball takes up some of the
Hyper Viper Beam hits and Ken's super doesn't even hit the opponent.
So if your looking for more people to go with Cable, I suggest trying
Cyclops, Iron Man, War Machine, Mega Man, Iceman, Doctor Doom, and
Sentinel unless your already satisfied with your team.
--------------------
3. Play With Guns
--------------------
- Always take full advantage of having the best fierce punch in the
game. His regular fierce is practically a special move, his ducking
fierce is an anti-air move and his jumping fierce like the others,
is a projectile. If you need some serious damage, use the Hyper
Viper Beam. Always remember while playing with Cable that your gun
is your best friend (please don't commit suicide and blame it on
this FAQ). You should also use Cable's assists to your advantage
as they are all useful. His Viper Beam can stop dashes, and his
Electro Trap and Psimitar moves can stop jump-ins (I was goona put
"Use Assists!" into a separate section but it was too short so im
just adding it to this one).
--------------------
4. Cancel!
--------------------
- Probably my most frequently used set of moves using Cable is the
fierce punch canceled into Viper Beam canceled into Hyper
Viper Beam. This move easily gets 30-45 hits and does about 30-
50 percent damage, depending on who you're fighting. I always
get really mad when I miss a Hyper Viper Beam, so to make sure
I connect, I hit the opponent with a few shots first and then
a Viper Beam before doing it so I ensure that I will land it.
This is especially using against Iceman because he doesn't take
any damage at all from blocking projectile attacks.
--------------------
5. Dont be Cheap!
--------------------
- Also a must learn strategy by not only Cable users, but by all
users. Do not be cheap! Especially with Cable. And that's pretty
damn hard. The most important thing you need to do is not to
abuse the guns. An expierienced player will sow no mercy to you
both during the match and after the match if you abuse the
almighty punch button, the Viper Beam, or the Hyper Viper Beam.
And yes that does go for the 4 fierce punch, cancel into Viper
Beam, cancel into Hyper Viper Beam move too. There are only two
times when you can just let al the cheapness out. Those are when
either the person you are facing is also extremely cheap, or if
it's a super scrub that's not giving you any problem. Also make
sure your stornger than him so you can beat him to death in real
life if he gets pissed.
--------------------
6. Secret Weapon...
--------------------
- The secret weapon... Known to few, used by few (that would make
sense) but now will be revealed to the public. It is indeed the
AHVBx3. The AHVBx3? The AHVBx3!!! What is the AHVBx3 anyway? That
would translate into the Air Hyper Viper Beam times 3. Yes, you
can indeed catch someone in mid-air with not 1, not 2, but three
devastating Air Hyper Viper Beams. That could be anywhere from 1
to 90 percent damage. But beware as the secret weapon is also
linked to number 5 in the general strategy section. If you even
think about using this move more than once, not only will your
opponent beat you to death, but I will send attack dogs after you
and you will die a horrid and embarresing death. Again, feel free
to do this as much as you wan't to other cheapos and super scrubs.
--------------------------------
Vs. Abyss
--------------------------------
- If you need to use this section let me tell you now to find
another Cable FAQ because obviously this one isn't helping
you that much. Ask anybody who has ever played against Abyss
will most likely tell you that he is one of the easiest if
not the easiest end-boss ever especially with Cable. I
rarely beat him with only having 2 people at the end. Let's
break down the three forms of this pathetic boss.
--------------------
1st Form
--------------------
- What a joke. He's slow, he can't block, he takes damage
like a schoolgirl, he looks like a knight and he charges
up for his supers about five seconds before doing them.
His normal moves are slow too like when he throws one of
is horns at you he actually has to rip it out of his face
first before throwing it at you. Simply block his moves
and Hyper Viper Beam the hell out of him.
--------------------
2nd Form
--------------------
- The gayest, yet hardest of the three forms. He's a green
blob who has a really annoying laugh. His moves and supers
are quick but ineffective and like the 1st form, he can't
block. The only moves you really need to worry about at all
are the bubbles which you can just shoot away, and the beam
that goes across the whole screen. Other than that basically
use the same strategy as you did for the first form.
--------------------
3rd Form
--------------------
- A horribly pixelated huge red man beast with devastating
attacks that can be easily blocked and followed up with
a Hyper Viper Beam to the face. In conclusion, Considering
that there's a black ball that floats around that you can
also hit, and a huge red blob on the screen both which
can't block and take damage like an old game show host,
you should be done with this trash in no time.
--------------------------------
Vs. Computer
--------------------------------
- Remember this is the Vs. Computer section, not the Vs. Friend
section. If you need help fighting fellow humans, go to the
general strategy section. While Im at it, I might as well post
my current Marvel vs Capcom 2 status. It's 4:30 PM EST, I have
55 hours, 56 characters, 7 stages, and 21 colors (Note: Don't
think I spent all 55 hours trying to get points. About 40 of
those hours is playing with friends or in training mode, where
I have spent countless hours trying to make this FAQ worth
something, and where you get a point every minute. Believe it
or not, the reason for my recent lack of MvsC2 gaming is because
I picked up Wacky Races and ever seince I got it I've been
barely playing MvsC2. Anybody looking for a cart game on DC
should stay away from Mickey and Cartman and pick this one up.
--------------------
Amingo
--------------------
- Can be annoying as hell if you give him the chance. Numbers
1 and 3 in the general strategy section are big helps to
fighting him. Keep Away! is mandatory, as you not only have
to keep away Amingo from getting to you, but those damned
plants as well. Amingo frequently plants and deploys little
cactuses at you as well as a Super Mario Brothers-like parana
plant for his maraca super. What do you do when you see either
of these two spawns of Amingo? Melt them. Use the almighty
fierce punch to stop the flying onion attack and remember,
Keep away! If Amingo gets close if enough to you, hell most
likely either use the spinning plant super, or air combo you
to death.
--------------------
Cable
--------------------
- When you fight yourself and your Cable get ready for some long
range military combat. The harder difficulty levels use the
Keep Away! strategy to some extent, but obviously, two keep
away characters fighting each other will eventually wind up
in a stale mate so I suggest you don't use the Keep Away!
strategy too much but to frequently use number 3 in the general
strategy section. If all else fails you're goona have to use
some basic training and go full contact with your clone and
make some use of the 150 combos I have posted up above. I
just realized that Cable is the only person who would make
sense fighting himself considering that he can send himself
back in time and do whatever he wants.
--------------------
Dan
--------------------
- Even Abyss can make fun of this guy. Use the Keep Away!
Strategy if you're a beginner, but if you're more experienced
I would try fighting him with no hands. His triple kick takes
him 5 seconds to get across the screen with so you can just
Viper or Hyper Viper Beam him, his autograph thing takes him
30 seconds to do so you can go to bathroom, come back and
then still have enough time to Viper or Hyper Viper Beam him,
and his pathetic Gadoken and imitation Dragon Punch moves
don't even make it half way across the screen. And don't
forget his devastating taunt which is soooo useful and does
so much damage. The only thing you're even have to think about
is his combo super which he can only do if he gets to you.
--------------------
Iceman
--------------------
- As usual, use the Keep Away! Strategy while fighting Iceman.
The only major problem is that damn Ice Beam of his. He
frequently uses that hated move which has given himself quite
a name for being "cheap" among Marvel vs Capcom 2 experts.
Anyway, Iceman sometimes will use this move as a keep away
tactic, but of course that won't affect you at all since you're
already using keep away tactics yourself. His giant ice ball
thing can't reach any further than a little over half way across
the screen and you'll have plenty of time to block his Arctic
Attack. One thing that really pisses me off though is that he
doesn't chip. When you use for Hyper Viper Beam be positive
that you will connect because if he blocks it he wont take any
damage at all.
--------------------
Iron Man
--------------------
- One of the more annoying characters in the game, in which he
not only annoys you with his moves but with his voice tracks
too. He frequently uses the Unibeam and Proton Cannon, so in
this case you should use the Keep Away! strategy not really to
keep him away from you, but so that you can easily block his
attacks and follow it up with a nice Hyper Viper Beam to the
face. Also, if he gets in too close, don't try to jump towards
him because 9 out of 10 times he will Repulsor Blast you, and
sometimes even air combo you. And to make matters worse, he
has one of the most irritating voices in the game, especially
when he does the Unibeam. Superior Attack!!!
--------------------
Kobun / Servbot
--------------------
- As easy as he looks he could be a real pain for Cable. You're
goona have to rely heavily on number 3 in the general strategy
section if you want to beat this guy. This is also one of the
few characters I don't play keep away against unless he starts
to get really annoying around the sixth and seventh stages.
While playing against Kobun (I like that name a lot better than
Servbot), you're Electro Trap, Psimitar, Psy-Charge, 9 out of
10 assist moves and even the almighty fierce punch buttons are
rendered useless and your Time Flip does about 1 hit to 5 hits.
So try to jump in with a lot of jumping HK, ducking HK combos
and use a lot of low-directed Viper and Hyper Viper Beams.
Obviously, he's goona take damage pretty badly so three Hyper
Viper Beams are most likely going to kill him.
--------------------
Megaman
--------------------
- You're goona simply have to fight cheap with cheap against this
midget. Rivaling the fierce punch priority of Cable himself,
he uses it a lot more than the computer Cable does his, and can
charge his up. Make sure to especially use the Keep Away! strategy
when he's charged up because he only uses it as part of an air
combo. Thankfully, his supers are no match for Cables keep away
strategy as his Hyper Megaman can only work if either your next
to him or your block button is broken and the Rush Drill and
Beat Plane moves have to be moved towards you. In that case, you
can just block, and follow up with a nice fierce punch, cancel
into Viper Beam, cancel into Hyper Viper beam.
--------------------
Omega Red
--------------------
- Rivaling the keep away skills of Cable himself, fortunately,
the CPU opponent doesn't take advantage of it, unless the
difficulty is on MAX. Omega Red can play a monstrous game of
keep away considering he has a coil that can go in every
direction and a super that you can only escape by blocking
and taking the chip damage. Just thank God that you're Cable
and not someone like Wolverine otherwise you'd be begging
the Dreamcast not to have you face Omega Red. Anyway number
3 in the general strategy section is the definite strategy
to use. Who do you thinks goona have the upper hand in a
coil versus Hyper Viper Beam. In conclusion, Cable remains
the undisputed, undefeated, keep away king.
--------------------
Roll
--------------------
- Basically Megaman only even weaker, less cheap, and will less
affective supers. Unfortunately your almighty fierce punch
has been thwarted by those damn midgets, but thanks to the
ability to control which direction your Viper, and Hyper Viper
Beams go, you can direct them low and still do a lot of damage.
Like Megaman, unless either your standing right next her, which
you wont because you're using the Keep Away! strategy, or if the
block button has been broken which I doubt, all her supers are
useless. Her hyper Roll takes too long, and her Rush Drill and
Beat Plane moves take too long to get across the screen. Even
worse for Roll, they can all be countered with a fierce punch
cancel into Viper beam cancel into Hyper Viper Beam.
--------------------
Sakura
--------------------
- The female Ryu clone makes her second appearance in the versus
series, and still remains extremely annoying. She uses almost
every one of her moves frequently, especially that cheap fire
ball wannabe. She even uses her Evil Sakura mode which is sort
of like an annoyance enhancer. Anyway, im goona have to go with
the Keep Away! strategy on this one, which in turn renders her
"Hurricane Kick" and "Hadouken" moves and supers useless. Just
make sure to watch out for that rushing imitation Dragon Punch
she does and return the favor with a nice Hyper Viper Beam. A
great way to counter a totally missed "Hurricane Kick" super
is by using the secret weapon as told in the general strategy
section. That's right I said the secret weapon. Go check it out!
--------------------
Venom
--------------------
- Two words. Block fiend. You throw an Electro Trap, he blocks it.
You give him a Viper or Hyper Viper Beam, he blocks it. You
breath near him, he blocks it. You make an apple sandwich, he
blcoks it. Ok you get the point. Venom plays a very odd keep
away game. He will always block attacks instead of using attacks
to keep you at bay, and will always use his HK to stop jumping
attacks. Even weirder, he will usually move in to attack, which
doesn't make sense if you were just playing keep away. His Death
Bite and Venom Web are both fearful supers if connected but take
too much time to charge up for, so just be lucky you're a keep
away king. As for strategy I would say use number 3 in the
general strategy section mainly due to the great chip damage
that Cable does since that's the only thing you're usually
going to get out of Venom.
--------------------
War Machine
--------------------
- One of the more annoying characters in the game, in which he
not only annoys you with his moves but with his voice tracks
too. He frequently uses the Shoulder Cannon and Proton Cannon,
so in this case you should use the Keep Away! strategy not
really to keep him away from you, but so that you can easily
block his attacks and follow it up with a nice Hyper Viper Beam
to the face. Also, if he gets in too close, don't try to jump
towards him because 9 out of 10 times he will Repulsor Blast
you, and sometimes even air combo you, or even worse, throw you
or even worse, give you a nice War Destroyer. And to make matters
worse, he has one of the most irritating voices in the game,
especially when he does the Shoulder Cannon a million times.
Here's my Sundays best!!! (Note: The reason im using similar
strategies for Iron Man and War Machine is because they basically
play the same way)
--------------------
Wolverine
--------------------
- Just as frantic as in Marvel vs Capcom 1, Wolverine, which was
my favorite character in Marvel vs Capcom 1 returns to be one
of only 4 people (Wolverine, Ryu, Chun-Li and Zangeif) to be
a playable character in all 4 Vs. series games. Anyway, he's
probably the most keep away friendly person in the game
considering he's totally useless from full screen distance.
You have to be careful because you're dead, previously
fondled man flesh if he gets to you. He frequently blocks and
then will dash in and air combo and Tornado Claw you to death.
If you keep him away long enough he will eventually get mad
and do Beserker Barrage X a million times. Counter all his
dashes with Viper or Hyper Viper Beam.
--------------------
Wolverine (Bone)
--------------------
- Just as frantic as in Marvel vs Capcom 1, Wolverine, which was
my favorite character in Marvel vs Capcom 1 returns to be one
of only 4 people (Wolverine, Ryu, Chun-Li and Zangeif) to be
a playable character in all 4 Vs. series games. Anyway, he's
probably the most keep away friendly person in the game
considering he's totally useless from full screen distance.
You have to be careful because you're dead, previously
fondled man flesh if he gets to you. He frequently blocks and
then will dash in and air combo and Tornado Claw you to death.
If you keep him away long enough he will eventually get mad
and do Beserker Barrage X a million times. Counter all his
dashes with Viper or Hyper Viper Beam. (Note: The reason im
using similar strategies for both Wolverines is because they
basically play the same way)
--------------------
Zangeif
--------------------
- The original blocking king returns in Marvel vs Capcom 2, and
also returns to be one of only 4 people (Wolverine, Ryu,
Chun-Li and Zangeif) to be a playable character in all 4 Vs.
series games. Definitely use the Keep Away! strategy as he is
completely useless from full screen distance and is extremely
slow. Shouldn't be a problem at all with Cable unless he either
gets to you and then proceeds to suplex and piledrive you to
death or even worse, turn into Mech-Zangeif early in his life
span. In this case you would have to Hyper Viper Beam him to
death and throw as many projectiles as possible before he can
get to you considering he can't block, but isn't phased by
Hyper Viper Beam (not damage wise, but he will just keep walking
towards you even if he is getting hit)
- 13 down, 43 to go.......
--------------------------------------------------------------
VIII. Miscellaneous
--------------------------------------------------------------
-----------------------------
Opening Animation
-----------------------------
1. Something sort of like an Electro Trap appears on the upper-
left corner of the screen and then Cable pops out of it and
prepares to fight. I guess he's supposed to be coming from a
different point of time.
2. He's automatically on the screen. He just poses with his gun and
says "Time to get rough" and then prepares to battle holding his
gun in the same position that cops and spies are in when they're
posing or against a wall waiting to turn and shoot.
3. He's automatically on the screen. He loads his gun and then I
think he says "Too far" but I doubt it considering it makes
absolutely no sense.
-----------------------------
Ending Animation
-----------------------------
1. Wow..... After pummeling his opponent, the tape on his arm falls
off and his arm turns into a giant grayish gooey thing. He says
"That's enough for now" and breaths heavy. I'm guessing either
it was an injury from the fight or that his techno-organic
virus is getting to him.
2. He just poses with his gun and I think he says "Too far" but
I doubt it considering it makes no sense.
-----------------------------
Other Animations
-----------------------------
1. After you press HP making Cable shoot his gun, if you don't
press anything after that he will just stand there with
his back turned and his gun up.
2. Pressing start and LK will make Cable do his taunt. He flips
his gun in a Big Bossman like fashion and says "Im ready"
3. When you call for an assist with Cable he will point with
his thumb to the opponent and say "Cover Me" which I guess
is due to the future police training he went through.
4. When you switch to another person he will say "It's your
job" and then jump off the screen like everyone else does.
5. If you don't press anything with Cable, he will breath in
and out normally twice and the third time electricity will
flow through his arm and hell sort of twitch a little bit.
6. If you don't press anything after you connect with Cable's
Psy-Charge, he will pose with his gun while looking at you
while electricity flows through his arm with the tape on it.
7. If Cable loses a match as a result of time being over, he
will kneel down sort of like his ducking position and
clutch his fist in disappointment.
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IX. Coming Soon
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- More combos (if necessary. If you have a combo send it in
and I will give you full credit)
- More Character FAQs
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X. Credits
--------------------------------------------------------------
- MadManCafe, IGNDC, Segadojo, GamingAge, Fighters.net and
Shoryuken.com for providing me with the most up to date
Marvel Vs Capcom 2 news, reviews, combo movies, previews,
FAQ's, move lists and codes
- GameFAQs for making one hell of a site
- Mike Z. for the combos
- Justumaru for help on the moves section
- Mayhewc for help on the biography section
- Fireball 13 for help on the moves and combo sections
- All of the above for confusing me on the name of Cable's super
- Capcom for making one hell of a game
- Cable: Destiny's Hero (
http://www.geocities.com/Area51/Hollow/5116/)
for the character information
- Me for writing this character FAQ
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XI. Legal Stuff
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- This document Copyright John Pantozzi (Raw64life) 2000
- If you don't find this FAQ on one of the following sites, it's illegal:
- If you find such a site please immediately stab / tranquilize it and
send it to me
-
http://www.gamefaqs.com
-
http://www.fighters.net
- http;//www.gamewinners.com
-
http://www.mvsc2.com
Questions, comments, submissions, hate mail, anything? Send it in. I
love getting mail. Send to
[email protected]
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