CABLE

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Game: Marvel vs. Capcom 2: New Age of Heroes
Cable Character Guide FAQ V.1.8, 8/7/00
by Dan "PhatDan81" Finch dan@finch.com
Unpublished work Copyright (c) 2000 Daniel D. Finch
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CONTENTS
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I.	Background
II.	Legend
III.	Regular Moves
IV.	Special Moves
V.	Supers
VI.	Combos
VII.	General Strategy
VIII.	Misc. Stuff
IX.	Legal Stuff

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

A computerized clone had been created of Nathan since it was believed that 
Nathan was not going to survive.  Over time, the clone turned evil, but even-
tually inhabited Nathan's body.  Nathan had learned of his mutant telekinetic 
abilities and used these abilities to resist the virus' harmful effects.  At 
the time however, the virus had already spread to his left arm, left shoulder 
and left eye.  His left eye was able to see infrared light.  He later became a 
mercenary for the U.S. government, where he was issued high-tech weapons and 
was taught hand-to-hand combat.  He eventually became the greatest hero of his 
time.  Recently he has returned to this present time.  He has reunited with 
his father and was able to defeat Apocalypse.  He is now part of the present 
X-Men.

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II.	LEGEND
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ABBREVIATIONS

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

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UNIVERSAL COMMANDS

LP + LK     Calls in second partner
HP + HK     Calls in third partner
Assist 1    Calls in second partner, who steps in and does an attack
Assist 2    Calls in third partner, who steps in and does an attack
Snapback    D, DF, F + Assist, forces the opponent out if they get hit (one HC 
            level)
Variable Counter B, DB, D + Assist (while blocking); tags in partner who jumps 
            in and does a designated attack
Crossover Combination	

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

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III.	REGULAR ATTACKS
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PUNCHES
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JAB

1.	Standing

A basic jab, it has about the same priorities as most other standing jab 
punches.  Cable's version, however does not hit most crouching opponents or 
even some crouching opponents.  It's not that useful in my opinion.

2.	Crouching

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

3.	Jumping

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

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STRONG

1.	Standing

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

2.	Crouching

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

3.	Jumping

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

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FIERCE

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

1.	Standing

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

2.    Crouching


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

3.	Jumping

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

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KICKS

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

1.	Standing

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

2.	Crouching

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

3.	Jumping

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

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FORWARD

1.	Standing

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

2.	Crouching

Cable extends his leg out while crouching.  It has the same priorities as the 
standing version except it hits low.

3.	Jumping

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

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ROUNDHOUSE

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

1.	Standing

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

2.	Forward

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

3.	Crouching

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

4.	Jumping

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

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IV.	SPECIAL MOVES
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A (*) means that the move can be done while in the air.
A (H) means that the move can be cancelled into a super.
A (h) means that the move can be cancelled into a super only if it doesn't 
connect.

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

This is Cable's primary projectile and keep away attack.  He pulls out a gun 
that looks like a machine gun and fires a beam straight-ahead.  It combos 
easily off any fierce or roundhouse attacks.  It also combos easily into a 
Hyper Viper Beam.  Use this in ground combos or for keep away.  Use the air 
version for aerial confrontations.  The punch button used determines how long 
Cable fires the beam and the amount of damage it does.  Don't use this at mid-
range or when next to your opponent.  They could jump over the beam and punish 
you, or if it's blocked close, they could punish you while you're recovering.

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

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

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

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

Cable holds out his hand, attempting to grab his opponent.  If he does, he 
charges them with electricity, causing your super meter to get charged up from 
your opponent's life.  Holding the punch button causes Cable to hold his hand 
out until it is blocked or it connects.  Tapping the button while the move is 
being performed takes more life from the opponent and gives you more super 
energy.  If it gets blocked or it misses, Cable will be standing there for a 
second holding his hand out, even if you don't hold the button.  Use this move 
as a surprise attack or a mistake punisher.

CRACKDOWN (H) D, DF, F + K

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

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

Cable pulls out a capsule containing electric energy.  It explodes when it 
either reaches a specific point, hits the opponent(s) or upon releasing the 
kick button.  The start-up is painfully slow, but it does have its uses.  You 
can use it to keep an opponent from jumping.  You can also use it in the air 
for an opponent that is in the air but at a distance.  You can also use it as 
a decoy; throw one out then dash forward and either throw or attack your 
opponent while the capsule is still travelling through the air and they're 
trying to block it.  If it hits the opponent, it causes them to be trapped, 
unable to do anything.  Attack them immediately afterwards.  If you hold the 
kick button, the amount of damage that it will do and the amount of time that 
it holds the opponent are both lowered.  Thanks to Cayr Desanea 
(cayr@yahoo.com) for that small piece of info.

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

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

Cable does a super version of his Viper Beam (VB from this point on).  This 
time, he pulls out a BFG (big 'freakin gun) and blasts the opposition.  Just 
like the regular version, you can arc the beam up or down by using the 
joystick.  This has a decent start-up and does enormous amounts of damage.  It 
combos off any heavy attack, a VB, Crackdown, Electrap and sometimes even his 
Scimitar.  The air version also has its uses.  If you connect the air version, 
you can do another one immediately afterwards and it'll register as a combo!

Through my extensive game playing I have discovered that this super can be 
comboed into in air combos!  Getting it to connect is a little awkward, but is 
pretty easy to do once you get the hang of it.  If you want to learn how to do 
it see Section VII (General Strategy). 

Care should be taken when doing this super.  It certainly does have some 
flaws. Throwing the ground version out at random shows your opponent that you 
have a death wish.  The air version should not be thrown out if the opponent 
is directly below you.  Doing either of these things could mean eating a combo 
or a super.  If you do this super from a regular jump, Cable cannot block 
after doing the super until he lands.

TIME FLIP D, DF, F + 2K

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

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VI.	COMBOS
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MAGIC SERIES

Ground            Stronger
Jumping           Stronger
Super Jumping     Zigzag
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Launcher          S.Strong
Strike            C.Fierce (first hit)
Knockdown         C.Roundhouse
Snapback          S.Roundhouse
AC Finishers      SJ.Fierce, SJ.Roundhouse, Viper Beam, Hyper Viper Beam,  
                  Roundhouse Air Throw
Assists/Crossover Counters   _  Crossover Combination
  A   Viper Beam              \  
  B   Psimitar			|-Hyper Viper Beam 
  C   Electrap/Crackdown     _/ 

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When starting a combo with a J.Roundhouse, it may be necessary to dash in 
afterwards and then continue the combo accordingly.  J.Roundhouse may be 
replaced with J.Short, J.Forward.  S.Short may be replaced with C.Short.  
S.Forward may be replaced with C.Forward.

1.  S.Jab, Scimitar
2.  S.Short, Scimitar
3.  S.Jab, Psi-Charge
4.  S.Short, Psi-Charge
5.  S.Jab, Snapback
6.  S.Short, Snapback
7.  S.Short, S.Fierce(1-Hit), Snapback
8.  S.Short, S.Fierce(1-Hit), Scimitar
9.  S.Short, S.Roundhouse, Scimitar
10. S.Short, S.Strong, Scimitar
11. S.Short, S.Forward, Scimitar
12. S.Short, S.Forward, Crackdown
13. S.Short, S.Forward, Snapback
14. J.Roundhouse, S.Short, S.Strong, SJ.(Jab, Short, Strong, Forward, [AC  
    Finisher])
15. S.Short, S.Strong, SJ.(Jab, Short, Strong, Forward, Fierce), C.Short, 
    C.Fierce
16. Long-Range: S.Fierce(4-Hit), VB
17. Long-Range: S.Fierce(4-Hit), HVB
18. Long-Range: S.Fierce(4-Hit), VB, HVB
19. Long-Range: S.Fierce(4-Hit), jab Scimitar, Air HVB (arc downward), Air  
    HVB (arc upward), Air HVB 
20. Tag in, Snapback
21. Tag in, S.Jab, S.Strong, SJ.(Jab, Short, Strong, Forward, [AC Finisher])
22. Tag In, S.Jab, S.Strong, SJ.(Jab, Short, Strong, Forward, Fierce), 
    C.Short(OTG), C.Fierce
23. Tag in, S.Fierce(4-Hit), VB (arc upward)
24. Tag in, S.Roundhouse, HVB (arc upward) 
25. In Corner: J.Roundhouse, S.Short, S.Strong, SJ.(Jab, Short, Strong, 
    Forward, Fierce, Jab), Jump (Jab, Strong, Fierce)
26. J.Roundhouse, S.Short, S.Forward, S.Roundhouse, VB
27. S.Short, S.Forward, S.Roundhouse, Crackdown
28. In Corner: J.Roundhouse, S.Short, S.Forward, S.Fierce(4-Hit), Crackdown, 
    C.Short(OTG), S.Strong, SJ.(Jab, Short, Strong, Forward, Fierce, Jab), 
    Jump (Jab, Strong, [AC Finisher])
29. In Corner: S.Short, S.Forward, S.Roundhouse, Crackdown, C.Short(OTG), 
    S.Strong, SJ.(Jab, Short, Strong, Forward, Fierce, Jab), Jump (Jab, 
    Strong, [AC Finisher])
30. In Corner: S.Short, S.Forward, S.Fierce(4-Hit), Crackdown, C.Short(OTG), 
    S.Roundhouse, HVB (arc upward)
31. In Corner: S.Short, S.Forward, S.Roundhouse, Crackdown, 
    C.Short(OTG), S.Roundhouse, HVB (arc upward)
32. J.Roundhouse, S.Short, S.Forward, S.Roundhouse, HVB
33. J.Roundhouse, C.Short, C.Forward, C.Roundhouse, VB(OTG; arc downward)
34. C.Short, C.Forward, C.Roundhouse, Crackdown(OTG)
35. C.Short, C.Forward, C.Roundhouse, HVB(OTG; arc downward)
36. J.Roundhouse, S.Short, S.Forward, S.Fierce(4-Hit), VB
37. S.Short, S.Forward, S.Fierce(4-Hit), Crackdown
38. S.Short, S.Forward, S.Fierce(4-hit), HVB
39. J.Roundhouse, C.Short, C.Fierce(1-Hit), VB (arc upward)
40. C.Short, C.Fierce(2-Hit), HVB (arc upward)
41. J.Roundhouse, S.Short, S.Forward, S.Roundhouse, VB, HVB
42. S.Short, S.Forward, S.Roundhouse, Crackdown, HVB (arc upward)
43. J.Roundhouse, S.Short, S.Forward, S.Fierce(4-hit), VB, HVB
44. S.Short, S.Forward, S.Fierce(4-hit), Crackdown, HVB (arc upward)
45. J.Roundhouse, S.Short, S.Forward, S.Fierce(4-hit), jab Scimitar, Air  
    HVB (arc downward), Air HVB (arc upward), Air HVB
46. J.Roundhouse, S.Short, S.Strong, SJ.(Jab, Short, Strong, Forward, HVB)
47. Small Character: J.Roundhouse, S.Short, S.Strong, SJ.(Jab, Strong, HVB)
48. Electrap, Jump (Jab, Strong, [AC Finisher])
49. Electrap, Jump (Air VB)
50. Electrap, HVB (arc upward)
51. Electrap, Jump (Air HVB), Air HVB (arc upward), Air HVB
52. Time Flip, J.Roundhouse (at end of Time Flip), S.Short, S.Strong, SJ.(Jab, 
    Short, Strong, Forward, [AC Finisher])
53. In Corner: Time Flip, J.Roundhouse (at end of Time Flip), S.Short, 
    S.Strong, SJ.(Jab, Short, Strong, Forward, Fierce, Jab), Jump (Jab, 
    Strong, Fierce)
54. Time Flip, J.Roundhouse (at end of Time Flip), S.Short, S.Forward,  
    S.Roundhouse, VB, HVB
55. Time Flip, J.Roundhouse (at end of Time Flip), S.Short, S.Forward, 
    S.Roundhouse, Crackdown, HVB (arc upward)
56. Time Flip, J.Roundhouse (at end of Time Flip), S.Short, S.Strong, SJ.(Jab, 
    Short, Strong, Forward, HVB)
57. Small Character: Time Flip, J.Roundhouse (at end of Time Flip), S.Short, 
    S.Strong, SJ.(Jab, Strong, HVB)

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COMBO TREE

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

START

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

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TEAM HYPER COMBOS

When doing a Team Hyper Combo (THC, excuse the pun) with Cable, always use his 
HVB.  Time Flip starts up way too slow to be a THC filler.  HVB can be a THC 
starter, filler or ender.  This does not list every single possibility, but 
they are basically to help you get ideas of how to do THC's with Cable.  If 
you find any possibilities as far as THC's go, e-mail me and I'll put it up 
here and I'll give you credit for it as well.

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

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

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

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

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

Cable is an offensive/keep away player.  He is definitely the best keep away 
character in the game.  His strong points are his keep away abilities and 
high-priority ground combos.  Don't expect to win matches by simply standing 
at the other end of the screen and attempting to blast your opponent to death.  
This is very cheesy and you'll be in big trouble if your opponent finds a way 
around this lame strategy.  It's okay to throw out projectile attacks 
occasionally, but not all day long.

Instead, get close to your opponent and do some real, legitimate damage.  He 
plays just as well up close as he does far away.  When doing ground combos, 
always use his kicks. His kicks have better range than his punches.  Some 
exceptions would include using S.Strong to start air combos and comboing into 
a S/C.Fierce in a ground combo.

Any heavy attacks that are blocked should be canceled into a VB or Crackdown.  
If you do a S.Fierce and the opponent jumps over the bullets, cancel into a 
jab Scimitar.  Also, when playing close to an opponent, mix up your kicks, 
your launcher attack, VB, Crackdown and occasionally throw a jab Scimitar out 
to surprise your opponent.

There are several ways to combo into an HVB.  Any heavy attacks on the ground 
will combo into a HVB.  Another thing you can do is after a S.Fierce connects, 
quickly cancel into a jab Scimitar then immediately cancel into an HVB while 
in the air.  The Scimitar is not supposed to connect but it makes it so that 
you can connect an air HVB from a ground combo.  Immediately after the HVB 
connects do another air HVB afterwards and if you can do another super, do 
another air HVB (ouch)!

As I had mentioned earlier you can combo into Cable's HVB in air combos.  It 
combos off any light or medium attack in the air.  It's pretty easy to do, but 
the procedure for setting it up is different from doing a standard air combo.  
Instead of jumping forward after launching your opponent, jump straight up.  
Do a regular air combo and then after his SJ.Forward connects, cancel quickly 
into a HVB.

In order to get all the hits to connect you must be very close to your 
opponent when you launch them.  Against small characters, you should probably 
do SJ.Jab, SJ.Strong and then HVB, which is a safer bet than the standard 
method.  This is also the way you should combo into a VB in an air combo.  HVB 
may not do as much damage if you combo into it in AC's, but it's nonetheless 
very effective.  This has influenced me to change my mind about the priority 
in Cable's air combos.  Cable's air combos do have good priority and you 
should use them often.

If you are not playing well at close range, try playing from long range.  
Throw out VB's only while coming down from a jump and remember to arc the beam 
downward.  Throw out Electraps to keep them from jumping.  If the opponent 
tries getting close throw out a S/C.Fierce, jab Scimitar or Crackdown to keep 
them distanced from you.

Assists A and B are the best choices for assist attacks when using Cable.  
Assist A is good as a surprise attack and to keep the opponents at a distance.  
It's also good helping a character that doesn't play very well from far away.  
The good thing about it is that Cable is safe for the most part while doing 
this move.

Assist B is a more defensive assist.  You should use this for a character that 
doesn't have a very good anti-air attack to help counter jump-in attacks.  
It's also good for helping your opponent out of corner pressure.  It's also 
both a good decoy and surprise attack.  If it gets blocked and your opponent 
tries attacking Cable, just dash up to your opponent and start attacking them.

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

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

DISADVANTAGES

1. Poor defensive character
2. Recovery delays on many of his moves
3. Short-range launcher
4. Unreliable anti-air attacks
5. Not one of the faster characters
6. Poor variety

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Any comments, questions or suggestions?  E-mail me at dan@finch.com.
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ACKNOWLEDGEMENTS

Kmegura for information on Cable's Special moves and his Hyper Viper Beam  
      super
Cayr Desanea (cayr@yahoo.com) for the info on Cable's Electrap and Time Flip 
      super
Capcom for making such a cool game

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UPDATES
1.1 Fixed a few typos, included one of his regular attacks
1.2 Touched up a few things, corrected the name of Cable's Time Flip 
    super, thanks to Cayr Desanea (cayr@yahoo.com)
1.3 Added more combos, added more information in Section VI and Section VII, 
    touched up a few things
1.4 Added a Combo Tree in Section VI--a thanks goes out to 3pwood   
    (mayfield_john@hotmail.com) for the concept, added more combos--I have 
    discovered that Hyper Viper Beam can be comboed into in air combos!
1.5 Added more info on Cable's Electrap move, thanks to Cayr Desanea 
    (cayr@yahoo.com) for the info
1.6 Added two more combos (Combos 22 and 46), thanks to shoryuken.com
1.7 Added more combos
1.8 Fixed a few typos, added more combos

==============================================================================
IX. LEGAL STUFF
==============================================================================

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