Marvel vs Capcom 2: New Age of Heroes by: RAW64life@aol.com Character FAQ/Move List for Cable Version 2.1 -------------------------------------------------------------- 0. Table of Contents -------------------------------------------------------------- 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 -------------------------------------------------------------- I. Introduction -------------------------------------------------------------- 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. -------------------------------------------------------------- II. Version History -------------------------------------------------------------- 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 -------------------------------------------------------------- III. Legend -------------------------------------------------------------- - 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............. -------------------------------------------------------------- IV. Character Information -------------------------------------------------------------- ----------------------------- Biography ----------------------------- 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. ----------------------------- Outfits ----------------------------- LP - Blue Uniform HP - Light Green Uniform LK - Purple Uniform HK - Weird Color Uniform A1 - Dark Green Uniform A2 - Dark Blue Uniform -------------------------------------------------------------- V. Rating -------------------------------------------------------------- - 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? -------------------------------------------------------------- VI. Moves -------------------------------------------------------------- ----------------------------- Basic Moves ----------------------------- - 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. -------------------- LP / Jab -------------------- - 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. -------------------- LK / Short -------------------- - 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. -------------------- HP / Fierce -------------------- - 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 ----------------------------- 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) ----------------------------- 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. -------------------------------------------------------------- IX. Coming Soon -------------------------------------------------------------- - More combos (if necessary. If you have a combo send it in and I will give you full credit) - More Character FAQs -------------------------------------------------------------- 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 -------------------------------------------------------------- XI. Legal Stuff -------------------------------------------------------------- - 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 RAW64life@aol.com --------------------------------------------------------------