For my Cyclops Cable Capcom team I like Cable-b more than Cable-a. The reason is that if I'm trying to use the Cable-a assist and someone puts Cable-b in their team I can no longer use the Cable-a assist. The opponent can alpha counter in their Cable-b, cancel it into AHVB and possibly kill my Cable-a This is actually my favorite Cable tactic, and something I'm known for. True Story. Someone I was playing against had Spiderman with Cable-a assist. I was behind. I was about to lose my point character and Spiderman was almost dead. I alpha countered against his Cable-a assist, Spiderman was overcommitted, Spiderman died, I guard broke Cable, he died, I retook the lead, killed the last character eventually, and won the match. 3:01 I think the bullet flies far enough to be useful and has more range than you think. I don't use it much, so I won't complain. 3:34 If you are trying to get standing hk and accidentally do ducking hk, do a light Scimitar [towards, down, down+towards+lp] to get an OTG, and cancel the move to an Air Hyper Viper Beam if the Scimitar hits. If they don't roll and you're loaded, you can kill the character. If they do roll, you can either do the Scimitar anyways since you should recover safely, or not bother doing it and take advantage of the roll for positioning. 3:43 Cable's air lp has a very low hurtbox, so it's a better anti-air than it looks. The only issue is you're jumping and don't have any special air mobility, so it's best used as an attempt to air combo knocking them down onto Cyclops, or as an air combo starter. 3:58 Many players don't realize this, but if shot, the opponent recovers just before they hit the ground. It's generally only a hard knockdown if used as an air combo ender. If jumping back and doing this, I recommend doing it low enough to hit people dashing, running, or walking forwards. 4:28 Air hk is a very good move, but if done at Cable's effective combo depth, a player using Psylocke assist that has lightning fast reactions can call it on reflex to its startup as a punish. This doesn't happen often, but I've done it. 5:42 When mastering the grenade, try to learn how to hold down the button, and release it. Doing so allows you to place the grenade ANYWHERE along its flight path. One useful trick is to release the button the nanosecond it leaves Cable's hand. IMHO, the best time to use a grenade is during a tiger knee. Neutral the stick briefly, Over-rotate a QCB by 1 position [up-back], hold kick, and release it when you want is more useful than you think. Unlike when you jump and do it, you will be able to block once Cable's animation for throwing the grenade ends since you're in a super-jump state. 6:06 I agree with the assessment of this move. The only practical use is if you've committed to mashing hp and someone attempts to tag over it. Do this move to make the tag-in miss, and punish accordingly. Shoutouts to BlackheartKing and Magnetro. 6:48 The HVB. The ground version is repulsively bad. Only do this if you KNOW it will kill, or plan to DHC out of it. I've actually got hit by this, and retaliated with Air Hyper Viper Beams and killed him. On block as a punish, I've Gamma Charged with Hulk, dashed in [full screen] with Magneto for the hit, rocket punched [full screen] with Sentinel, and that's just what I can remember off the top of my head. -The Air version is too good. Use it. You recover when your feet land, so the lower you can do it while still leaving the ground, the better. Here are Cable's most important combos... =Anything that ends in a standing hk, slight pause in neutral, qcf,uf, both punches upon leaving the ground and as low as possible. Example shown below.. -Dlk, hk, TK-AHVB -Air hk [or lk,mk], land, dash via both punches, dlk,mk or dmk, hk, TK-AHVB =Mash hp, Whiff cancel light Scimitar, cancel scimitar to AHVB -Only use this at full screen against standing opponents. The gunshots might miss if they crouch. =AHVB via qcf, uf, press both buttons immediately upon leaving the ground, repeat 1-3 times. If they get too high, normal jump during the 3rd or 4th one and Qcf+both punches. This can make it so you can reliably shoot them for up to 4 bars of meter. =I cannot stress this enough. Unless you're guaranteed the kill or planning to DHC, NEVER combo [intentionally] into a ground HVB. Sooner or later, you WILL get punished. Sometimes even on hit.
$$SAME THERE YUNGE MAGIKE THERE SAME THERE CABLE ONE OFE MYE FAVURITE YUNGE CHARACTERE THERE I'ME STEADYE WATCHEINGE ANDE PLAYEINGE THEM VIMEOE GAME AROUNDE THERE SAME THERE SAME THERE JESTE JUSTE FUNNIE ANDE SMARTE THERE SAME THERE SAME ONE THERE SAME THERE YUNGE MAMASITUAE THERE JUMPEMANE THERE ALLE KLEARE YUNGE PLAYERE ALLE GREATE
This guide was peak, my guy. Understood the material to the T. Im off to the lab 👌
Wow he looks like that guy who plays Thanos in the mcu
The resemblance is truly astounding
For my Cyclops Cable Capcom team I like Cable-b more than Cable-a. The reason is that if I'm trying to use the Cable-a assist and someone puts Cable-b in their team I can no longer use the Cable-a assist. The opponent can alpha counter in their Cable-b, cancel it into AHVB and possibly kill my Cable-a This is actually my favorite Cable tactic, and something I'm known for. True Story. Someone I was playing against had Spiderman with Cable-a assist. I was behind. I was about to lose my point character and Spiderman was almost dead. I alpha countered against his Cable-a assist, Spiderman was overcommitted, Spiderman died, I guard broke Cable, he died, I retook the lead, killed the last character eventually, and won the match.
3:01 I think the bullet flies far enough to be useful and has more range than you think. I don't use it much, so I won't complain.
3:34 If you are trying to get standing hk and accidentally do ducking hk, do a light Scimitar [towards, down, down+towards+lp] to get an OTG, and cancel the move to an Air Hyper Viper Beam if the Scimitar hits. If they don't roll and you're loaded, you can kill the character. If they do roll, you can either do the Scimitar anyways since you should recover safely, or not bother doing it and take advantage of the roll for positioning.
3:43 Cable's air lp has a very low hurtbox, so it's a better anti-air than it looks. The only issue is you're jumping and don't have any special air mobility, so it's best used as an attempt to air combo knocking them down onto Cyclops, or as an air combo starter.
3:58 Many players don't realize this, but if shot, the opponent recovers just before they hit the ground. It's generally only a hard knockdown if used as an air combo ender. If jumping back and doing this, I recommend doing it low enough to hit people dashing, running, or walking forwards.
4:28 Air hk is a very good move, but if done at Cable's effective combo depth, a player using Psylocke assist that has lightning fast reactions can call it on reflex to its startup as a punish. This doesn't happen often, but I've done it.
5:42 When mastering the grenade, try to learn how to hold down the button, and release it. Doing so allows you to place the grenade ANYWHERE along its flight path. One useful trick is to release the button the nanosecond it leaves Cable's hand. IMHO, the best time to use a grenade is during a tiger knee. Neutral the stick briefly, Over-rotate a QCB by 1 position [up-back], hold kick, and release it when you want is more useful than you think. Unlike when you jump and do it, you will be able to block once Cable's animation for throwing the grenade ends since you're in a super-jump state.
6:06 I agree with the assessment of this move. The only practical use is if you've committed to mashing hp and someone attempts to tag over it. Do this move to make the tag-in miss, and punish accordingly. Shoutouts to BlackheartKing and Magnetro.
6:48 The HVB. The ground version is repulsively bad. Only do this if you KNOW it will kill, or plan to DHC out of it. I've actually got hit by this, and retaliated with Air Hyper Viper Beams and killed him. On block as a punish, I've Gamma Charged with Hulk, dashed in [full screen] with Magneto for the hit, rocket punched [full screen] with Sentinel, and that's just what I can remember off the top of my head.
-The Air version is too good. Use it. You recover when your feet land, so the lower you can do it while still leaving the ground, the better.
Here are Cable's most important combos...
=Anything that ends in a standing hk, slight pause in neutral, qcf,uf, both punches upon leaving the ground and as low as possible. Example shown below..
-Dlk, hk, TK-AHVB
-Air hk [or lk,mk], land, dash via both punches, dlk,mk or dmk, hk, TK-AHVB
=Mash hp, Whiff cancel light Scimitar, cancel scimitar to AHVB
-Only use this at full screen against standing opponents. The gunshots might miss if they crouch.
=AHVB via qcf, uf, press both buttons immediately upon leaving the ground, repeat 1-3 times. If they get too high, normal jump during the 3rd or 4th one and Qcf+both punches. This can make it so you can reliably shoot them for up to 4 bars of meter.
=I cannot stress this enough. Unless you're guaranteed the kill or planning to DHC, NEVER combo [intentionally] into a ground HVB. Sooner or later, you WILL get punished. Sometimes even on hit.
Loved the vid very helpful and easy to understand.
Keep up the good work :)
Awesome! Thank you very much
Cable is so good. I did a combo video recently
I’d be down to see.
Hey i sub to u cuz of that one cable combo
8:10 But what if the opponent decides the roll out of the way during that combo?
Great job. These videos make me want to fire up the PS3 again.
Thank you! That's a big compliment
you were saying there are light medium and heavy variants of attacks. there is only light and heavy?
press a light button twice to get a medium button
Great video! Can we please get a magneto guide for mvc2 🙏🏽🙏🏽🙏🏽
Cable’s cyber arm can’t decide where it should be
This will sound stupid but i am coming into this game completely blind and have no idea how to do even super attacks lol
Welcome to the club. 😅
Same 😭
$$SAME THERE YUNGE MAGIKE THERE SAME THERE CABLE ONE OFE MYE FAVURITE YUNGE CHARACTERE THERE I'ME STEADYE WATCHEINGE ANDE PLAYEINGE THEM VIMEOE GAME AROUNDE THERE SAME THERE SAME THERE JESTE JUSTE FUNNIE ANDE SMARTE THERE SAME THERE SAME ONE THERE SAME THERE YUNGE MAMASITUAE THERE JUMPEMANE THERE ALLE KLEARE YUNGE PLAYERE ALLE GREATE
"Here are some other combos"
>does the exact same combo 3 times then cancels a whiff special into super
Don't be rude lol, this was helpful to a newb like me. But I was sad that I didn't get to see the demonstration ground to air combo 😢
@@charliekatrina you say rude, but was any of it incorrect? lol