MARVEL VS. CAPCOM 2: NEW AGE OF HEROES

Cable Character Guide FAQ V.1.2 6/14/00
by Dan (PhatDan81) Finch dan@finch.com
Unpublished work Copyright 2000 Daniel D. Finch
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)

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CONTENTS
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I.	Introduction
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.	INTRODUCTION
================================================================================

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.  While working for the 
government, 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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U     Up
D     Down
B     Backward
F     Forward
C     Crouching
S     Standing
J     Jump/Jumping
SJ    Super Jump/Jumping
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

----------------------------------------
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 and do 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 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 kicks.

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 it's done in the air.  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 Crack-
down 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
================================================================================

A "(*)" means that the move can be done while in the air.
A "(H)" means that the move can be cancelled into a super while the move is 
being performed.

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 F, DF, D, DB, B + press P rapidly

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 combos off any heavy attack and it cancels into a Hyper 
Viper Beam.  It also has a pretty quick recovery.

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.

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

HYPER VIPER BEAM (HVB) (*) D, DF, F + 2P 
(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!

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
================================================================================

----------------------------------------------------------------------------
MAGIC SERIES

Ground            Stronger
Jumping           Stronger
Super Jumping     Zigzag
----------------------------------------------------------------------------
Launcher          S.Strong
Strike            C.Fierce (first hit)
Knockdown         C.Roundhouse
Snapback          S.Roundhouse
AC Finishers      SJ.Fierce, SJ.Roundhouse, Viper Beam, Roundhouse Air Throw
----------------------------------------------------------------------------

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.Jab, J.Strong.  Combos 1 through 12 may begin with a jump-in 
attack.  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), Scimitar
8.	S.Short, S.Roundhouse, Scimitar
9.	S.Short, S.Strong, Scimitar
10.	S.Short, S.Forward, Scimitar
11.	S.Short, S.Forward, Crackdown
12.	S.Short, S.Forward, Snapback
13.	Long-Range: S.Fierce (4-Hit), VB
14.	Long-Range: S.Fierce (4-Hit), HVB
15.	Long-Range: S.Fierce (4-Hit), VB, HVB
16.	Tag in, Snapback
17.	Tag in, dash, S.Jab, S.Strong, SJ (Jab, Short, Strong, Forward, [AC 
      Finisher])
18.	Tag in, S.Fierce (4-Hit), VB (arc upward)
19.	Tag in, S.Roundhouse, HVB (arc upward)
20.   J.Roundhouse, S.Short, S.Strong, SJ (Jab, Short, Strong, Forward, [AC  
      Finisher])
21.	J.Roundhouse, S.Short, S.Forward, S.Roundhouse, VB
22.	J.Roundhouse, S.Short, S.Forward, S.Roundhouse, Crackdown
23.	J.Roundhouse, S.Short, S.Forward, S.Roundhouse, HVB
24.	J.Roundhouse, C.Short, C.Forward, C.Roundhouse, VB (OTG)
25.	J.Roundhouse, C.Short, C.Forward, C.Roundhouse, Crackdown (OTG)
26.	J.Roundhouse, C.Short, C.Forward, C.Roundhouse, HVB (OTG; arc downward)
27.	J.Roundhouse, S.Short, S.Forward, S.Fierce (4-Hit), VB
28.	J.Roundhouse, S.Short, S.Forward, S.Fierce (4-Hit), Crackdown
29.	J.Roundhouse, S.Short, S.Forward, S.Fierce (4-hit), HVB
30.	J.Roundhouse, C.Short, C.Fierce (1-Hit), VB (arc upward)
31.	J.Roundhouse, C.Short, C.Fierce (2-Hit), HVB (arc upward)
32.	J.Roundhouse, S.Short, S.Forward, S.Roundhouse, VB, HVB
33.	J.Roundhouse, S.Short, S.Forward, S.Roundhouse, Crackdown, HVB (arc 
      upward)
34.   J.Roundhouse, S.Short, S.Forward, S.Fierce (4-hit), VB, HVB
35.   J.Roundhouse, S.Short, S.Forward, S.Fierce (4-hit), Crackdown, HVB (arc 
      upward)
36.	Electrap, Jump (Jab, Strong, [AC Finisher])
37.	Electrap, Jump (J.VB)
38.	Electrap, HVB (arc upward)
39.	Electrap, Jump (J.HVB), HVB
40.   Time Flip, J.Roundhouse (at end of Time Flip), S.Short, S.Strong, SJ  
      (Jab, Short, Strong, Forward, [AC Finisher])
41.   Time Flip, J.Roundhouse (at end of Time Flip), S.Short, S.Forward,  
      S.Roundhouse, VB, HVB
42.   Time Flip, J.Roundhouse (at end of Time Flip), S.Short, S.Forward, 
      S.Roundhouse, Crackdown, HVB (arc upward)

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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, unless you use it to combo into an HVB, 
which combos into many other supers.  HVB can be a THC starter, filler or ender.  
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

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================================================================================
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 
cancelled 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, you launcher attack, VB, Crackdown and occasionally 
throw a jab Scimitar out to surprise your opponent.

Cable does not rely upon frequent air combos for winning battles.  His launcher 
has very poor range and he can't combo into an HVB in the air.  His ground 
combos do more damage and have better priority.  The only time you should be 
using air combos is if your super meter is not charged up to at least one level.  
Otherwise, focus on staying on the ground and comboing into HVB's as much as 
possible.

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.

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VIII. MISC. STUFF
================================================================================

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ADVANTAGES AND DISADVANTAGES
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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. Easy to learn

DISADVANTAGES

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

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

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 Time Flip super
Capcom for making such a cool game

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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.
