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Marvel vs Capcom 2/Cable

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< Marvel vs Capcom 2(Redirected from Cable (MvC2))
Cable

MVC2 cable art.png

Story

Nathaniel Christopher Charles Summers, better known as Cable, is a character from the X-Men series by Marvel. An incredibly powerful telekinetic mutant from the future, he was infected with the Techno-Organic virus when he was a baby and must constantly use his telekinetic powers to contain the virus, lest his body from terraforming into a machine like his left arm and eye have.

Gameplay

Cable is one of the four god-tier characters in Marvel Vs. Capcom 2. He possesses a decent - if not obnoxious - zoning game, and combined with certain assists allow him to zone effectively. The main star of Cable's moveset, though, is the Air Hyper Viper Beam (AHVB), which almost single-handedly puts him in the top 4. With almost no startup, high damage, hard to counter, and loopable for massive damage on any opening it’s undoubtedly the best Hyper Combo in the game. If you want a character that can slowly chip your opponent down and then severely punish the slightest mistake with death, Cable is for you.

Gameplay

Cable is mainly known for zoning and his Air Hyper Viper Beam. Knowing how to use AHVB effectively is a crucial part of this character.

Strengths Weaknesses
  • Air Hyper Viper Beam: This move is one of the best supers in the game. 1 frame startup, full screen, massive damage, loopable... the list goes on. This move is the reason to play Cable, and the reason why he's a god.
  • Winning matchup against Sentinel: This is another good reason to play the character, as many characters simply do not have a good matchup. Cable is an exception.
  • Easy to pickup: Cable is probably the easiest of the four gods to learn how to play.
  • Guard breaks: Cable has an easy guard break, and combined with AHVB, can kill a character before they even hit the ground.
  • Grenades: Lingers for a while, denies rushdown attempts, including trijumps. Good move to play defensively and - combined with certain assists - offensively as well.
  • Bad mobility: Outside of universal movement mechanics, Cable has poor mobility.
  • Bad without meter: AHVB is the reason to play Cable... but he needs meter to do it. If you don't have meter, Cable isn't that great.
  • Limited solo defensive options: Outside of Psimitar, which is a DP (though not a great one), Cable has few options for escaping pressure.
  • No mixup: Cable struggles to find an opening, as he has no real mixup.

Character Summary

Special Moves

Viper Beam (Air OK)
  • Qcf.png + Lp.png or Hp.png (Mashable, aim with directional input)
Psimitar
  • Dp.png + Lp.png or Hp.png
Electrap
  • Qcb.png + Lk.png or Hk.png
Psy-Charge
  • Hcb.png + P.png
Crackdown
  • Qcf.png + Lk.png or Hk.png
Super Moves

Hyper Viper Beam (Air OK)
  • Qcf.png + Lp.pngHp.png (Mashable, aim with directional input)
Time Flip
  • Qcf.png + Lk.pngHk.png
Assist Moves

Type α - Projectile Type
  • Assist: Lp.png Viper Beam
  • Counter: Lp.png Viper Beam
  • Combination: Hyper Viper Beam
Type β - Anti-Air Type
  • Assist: Hp.png Psimitar
  • Counter: Hp.png Psimitar
  • Combination: Hyper Viper Beam
Type γ - Variable Type
  • Assist: Lk.png Electrap
  • Counter: Lk.png Crackdown
  • Combination: Hyper Viper Beam

Colors

First row: LP, HP, A1. Second row: LK, HK, A2.

Mvc2-cable.png

Moves List

Normal Moves

Standing Normals

Light Punch
5LP // Lp.png
MVC2 Cable 5LP 01.png
Quick punch.
Damage Startup Active Recovery Guard
4 4 2 8 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -

Just a standard quick punch. Nothing much to say.


Medium Punch
5MP // Lp.png, Lp.png
MVC2 Cable 5MP 01.png
An uppercut.
Damage Startup Active Recovery Guard
7 7 2 13 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -

An uppercut. Your grounded launcher.


Heavy Punch
5HP // Hp.png
MVC2 Cable 5HP 01.png
MVC2 Cable 5HP 02.png
Bang bang bang bang!
Damage Startup Active Recovery Guard
12, 6, 6, 6, 6 9, 12, 9, 9, 9 2, -, -, -, - 25 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Projectile Special, Super - - -

Cable points his gun forward and fires once. This shot is invisible, but the hitbox travels at a constant speed across the screen. The initial attack has a hitbox, and by mashing HP, you can fire up to 3 more times after the first shot.


Light Kick
5LK // Lk.png
MVC2 Cable 5LK 01.png
A quick knee.
Damage Startup Active Recovery Guard
4 5 2 14 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -

A quick knee. Nothing too special. Tied for your fastest grounded attack.


Medium Kick
5MK // Lk.png, Lk.png
MVC2 Cable 5MK 01.png
MVC2 Cable 5MK 02.png
A side kick.
Damage Startup Active Recovery Guard
7 7 3 21 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -

A side kick. Combo filler, for the most part.


Heavy Kick
5HK // Hk.png
MVC2 Cable 5HK 01.png
A high kick.
Damage Startup Active Recovery Guard
13 11 3 24 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Special, Super - - -

A high kick. Crucial to his B&B combos. After this move hits, there is an unusually long time where a super jump can be inputted.


Crouching Normals

Crouching Light Punch
2LP // D.png + Lp.png
MVC2 Cable 2LP 01.png
A low punch.
Damage Startup Active Recovery Guard
4 4 2 10 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -

A low punch. Also not that special. Tied for your fastest grounded attack.


Crouching Medium Punch
2MP // D.png + Lp.png, Lp.png
MVC2 Cable 2MP 01.png
A hit with the end of his gun.
Damage Startup Active Recovery Guard
7 9 2 18 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -

A flashy looking move, though generally also just combo filler.


Crouching Heavy Punch
2HP // D.png + Hp.png
MVC2 Cable 2HP 01.png
MVC2 Cable 2HP 02.png
Skeet shooting, anyone?
Damage Startup Active Recovery Guard
12, 6 9, 8 2, - 34 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Projectile Special, Super - - -

Cable hits opponents up, then fires a shot into them, sending them back down. Not that useful for zoning, but decent.


Crouching Light Kick
2LK // D.png + Lk.png
MVC2 Cable 2LK 01.png
A low kick.
Damage Startup Active Recovery Guard
4 4 2 10 L
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -

A low kick. Being a low is useful, otherwise not much to write about. Tied for your fastest grounded attack.


Crouching Medium Kick
2MK // D.png + Lk.png, Lk.png
MVC2 Cable 2MK 01.png
A crouching side kick.
Damage Startup Active Recovery Guard
7 9 2 22 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -

A crouching high kick, mainly combo filler and a hitconfirm tool into his St. HK.


Crouching Heavy Kick
2HK // D.png + Hk.png
MVC2 Cable 2HK 01.png
Sweep.
Damage Startup Active Recovery Guard
13 13 3 24 L
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Special, Super - - -

A sweep. Knocks down, as most sweeps do.


Jumping Normals

Jumping Light Punch
Jump+LP // Jump + Lp.png
MVC2 Cable 8LP 01.png
MVC2 Cable 8LP 02.png
A quick aerial punch.
Damage Startup Active Recovery Guard
4 4 10 11 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -

A quick punch. Not really much to talk about, and you won't see this very often, as Cable very rarely does air combos.


Jumping Medium Punch
Jump+MP // Jump + Lp.png, Lp.png
MVC2 Cable 8MP 01.png
Another aerial gun hit.
Damage Startup Active Recovery Guard
7 8 2 20 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -

Mostly used as air combo filler.


Jumping Heavy Punch
Jump+HP // Jump + Hp.png
MVC2 Cable 8HP 01.png
MVC2 Cable 8HP 02.png
Aerial gunshot.
Damage Startup Active Recovery Guard
6 17 - 25 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Special, Super - - -

A pretty useful move. Like his other HP buttons, this shoots an invisible projectile across the screen. Used in guard break setups a lot, and generally really good in his zoning game. An invaluable move.


Jumping Light Kick
Jump+LK // Jump + Lk.png
MVC2 Cable 8LK 01.png
A knee.
Damage Startup Active Recovery Guard
4 6 3 19 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -

A quick knee. Air combo starter.


Jumping Medium Kick
Jump+MK // Jump + Lk.png, Lk.png
MVC2 Cable 8MK 01.png
A flying kick.
Damage Startup Active Recovery Guard
7 8 2 19 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -

A flying kick. Air combo filler.


Jumping Heavy Kick
Jump+HK // Jump + Hk.png
MVC2 Cable 8HK 01.png
MVC2 Cable 8HK 02.png
A downward kick.
Damage Startup Active Recovery Guard
13 12 6 18 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Special, Super - - -

Your main jump-in move. Pretty good hitbox, and lasts for a while. Can sometimes crossup.


Command Normals

Forward Heavy Kick
6HK // F.png + Hk.png
MVC2 Cable 6HK 01.png
A grounded leaping kick.
Damage Startup Active Recovery Guard
13 20 3 31 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Special, Super - - -

A pretty useless move. You can theoretically kara cancel this into special moves, but it's not even really good for that. Try to avoid this one, unless you're styling.


Universal Mechanics

Launcher
3HP // Df.png + Hp.png
MVC2 Cable 5MP 01.png
Launcher
Damage Startup Active Recovery Guard
10 7 2 13 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Special, Super - - -

Standing medium punch launcher, but it does slightly more damage, and you can do it raw.


Throw (Kick)
4/6HK // B.png or F.png + Hk.png
Damage Startup Active Recovery Guard
16 - - - N/A
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Throw None - - -

Cable grabs his opponent and sends them flying over him with a push. Press backward to throw the opponent behind you.


Special Moves

Viper Beam
QCF+P // Qcf.png + Lp.png or Hp.png (Air OK, Mashable, aim with directional input)
MVC2 Cable QCF P 01.png
Gun not present.
MVC2 Cable QCF P 02.png
Air version.
Damage Startup Active Recovery Guard
15 (LP), 18 (HP) 19 (LP, ground)
20 (HP, ground)
16 (LP, air)
18 (HP, air)
11 (LP), 31 (HP) 41 (Ground), 29 (Air) HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Projectile Super - - -

Cable takes out a beam rifle, and fires it across the screen. Decent for zoning, but unsafe on block, unless you're in the air.


Psimitar
DP+P // Dp.png + Lp.png or Hp.png
MVC2 Cable DP P 01.png
Completely invulnerable on startup.
MVC2 Cable DP P 02.png
First active frame.
MVC2 Cable DP P 03.png
MVC2 Cable DP P 04.png
Projectile thrown. Colors are not correct, hitbox is.
Damage Startup Active Recovery Guard
21 (LP), 24 (HP) 5 10, - 30 (LP), 46 (HP) HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Projectile Super - - -

Cable takes out a halberd-like weapon charged with psionic energy and throws it into the sky. A good reversal option, as it is invincible until (but not as) it hits. Kara cancelling this into AHVB is a good way to start learning them, if Tiger Knee motions are too tough.


Electrap
QCB+K // Qcb.png + Lk.png or Hk.png (Air OK, hold to delay detonation)
MVC2 Cable QCB K 01.png
MVC2 Cable QCB K 02.png
Air version.
MVC2 Cable QCB K 03.png
Projectile thrown.
MVC2 Cable QCB K 04.png
Explosion hitbox. Colors are not correct, hitbox is.
Damage Startup Active Recovery Guard
12 36 (Ground), 23 (Air) - 11 (Ground), 22 (Air) HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Projectile Super - - -

Cable pulls the pin on a time grenade, and throws it forward. A great zoning tool, as the explosions linger for a while, and the grenades can be detonated at any time by holding until after Cable has thrown one, then releasing. Keeps pressure up, denies rushdown and trijumps, and more. A very good move, especially when Tiger Knee'd. LK on the ground throws it further, HK throws it more vertically. LK in the air throws it closer, and HK in the air throws it farther. Learn to use this move.


Psy-Charge
HCB+P // Hcb.png + P.png
MVC2 Cable HCB P 01.png
Command grab.
Damage Startup Active Recovery Guard
24 15 5 17 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -

Cable reaches out, and if he hits the opponent, sends psionic energy into them, then throws them away. Not a true command grab, this move is a hitgrab instead. This move is bad. According to the old page, "The Psy-Charge is generally considered to be one of the most insulting moves in the game. In Florida you had to pay your opponent a quarter if you got hit by it." On the plus side, he does go into a really cool animation if you land it... It's hard to combo into, and can be used as a poor anti-air option. Try to avoid this move.


Crackdown
QCF+K // Qcf.png + Lk.png or Hk.png
MVC2 Cable QCF K 01.png
MVC2 Cable QCF K 02.png
Projectile hitbox. Colors are not accurate, hitbox is.
Damage Startup Active Recovery Guard
17 (LK), 20 (HK), 4 (Projectile) 14 2, - 32 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Projectile Super - - -

Cable rushes forward, swinging with an overhand strike. Launches a projectile in front of Cable's fist. Not a move used very often, not that great. Try to avoid this move.


Assist Moves

Viper Beam
A1 // A2
MVC2 Cable QCF P 01.png
Assist α
Damage Startup Active Recovery Guard
15 - - - HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Projectile N/A - - -

Cable takes out a beam rifle, and fires it across the screen, then jumps out. Used when more of a ground game is needed, which isn't too often.


Psimitar
A1 // A2
MVC2 Cable DP P 01.png
Completely invulnerable on startup.
MVC2 Cable DP P 02.png
MVC2 Cable DP P 03.png
MVC2 Cable DP P 04.png
Assist β
Damage Startup Active Recovery Guard
21 - - - HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Projectile N/A - - -

Cable takes out a halberd-like weapon charged with psionic energy and throws it into the sky. Not really used as a traditional anti-air assist. However, a big thing to note with this assist is the utility of Variable Counter (B.png, Db.png, D.png + A1/A2, while blocking) XX AHVB, which is a VERY good tool for punishing attacks on block, as this can do MASSIVE damage, and with the invulnerability, blow through other attacks that may be close.


Electrap
A1 // A2
MVC2 Cable QCB K 01.png
Assist γ
MVC2 Cable QCB K 03.png
Projectile thrown.
MVC2 Cable QCB K 04.png
Explosion hitbox. Colors are not correct, hitbox is.
Damage Startup Active Recovery Guard
12 - - - HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Projectile N/A - - -

Cable pulls the pin on a time grenade, and throws it forward. Mainly used as a surprise assist pick.


Super Moves

Hyper Viper Beam
QCF+PP // Qcf.png + Lp.pngHp.png (Air OK, mashable, aim beam with up or down + mashing)
MVC2 Cable QCF PP 01.png
"What? It's just an ordinary Hyper-"
MVC2 Cable QCF PP 02.png
"WHAT AN ANSWER!"
Damage Startup Active Recovery Guard
56 20 (Ground, 4 pre-freeze, 16 post-freeze)
2 (Air, 1 pre-freeze, 1 post-freeze)
- 63 (Ground), When landing (Air) HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Projectile N/A - - -

Oh boy. This is THE Cable super. Buckle up for a paragraph.
Hyper Viper Beam on the ground is not too special. The beam travels across the screen instantly after about 20 frames of startup. You can mash buttons to wiggle the beam, and mash buttons while holding up or down to aim the beam.
The air version, though, is a different beast. This version is just 2 frame startup, and you can do it as soon as you leave the ground. This super punishes a lot of things that were probably intended to be safe. (Example: AHVB punishes Blackheart's midscreen Heart of Darkness on HIT.) Additionally, AHVB recovers as soon as Cable touches the ground. The lower he is, the safer he is. Tiger Knee (D.png, Df.png, F.png, Uf.png + Lp.pngHp.png) AHVBs are usually safe on block (keyword usually, watch out for Variable Counters), and on hit, Cable can loop AHVBs for all 5 bars if he wants to. Cable can also punish poor assist calls with this move, and it's very hard to contest as the opposing point character. This super is what DEFINES Cable. Most people won't try to threaten your zoning because if you cancel into this move, it punishes their mistakes MASSIVELY. Learn to love, use, and abuse this move. This is Cable, and what makes him a god.


Time Flip
QCF+KK // Qcf.png + Lk.pngHk.png
MVC2 Cable QCF KK 01.png
Time Flip!
Damage Startup Active Recovery Guard
30 30 - 13 (whiff), 0 (hit, block) HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Projectile N/A - - -

Cable creates a shadow clone that rushes forward. If it hits the opponent, the clone will perform an autocombo, while the original Cable is free to move around and do whatever he wants. If it's blocked, the clone will shake its fist and fade away, this will also happen if it doesn't hit anything or hits an assist. Most players will time an Electrap so that it hits the opponent on the last hit of the combo, keeping them in place. Cable cannot perform another Time Flip, a Hyper Viper Beam, or call assists while the clone is performing the autocombo.


Beginner Overview


General Strategy

Jump/Super Jump back and J. Hp.png or Lp.png Viper Beam. If you normal jump, you can call assists to aid your zoning ability.
Throw Tiger Knee grenades (D.png, Db.png, B.png, Ub.png + Lk.png or Hk.png) to stave off approaches and control space.
Block often.
Wait for your opponent to make a mistake, then Tiger Knee AHVB to punish. Be sure to land multiple loops of it to maximize the damage out of any scenario.


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