Marvel vs Capcom 2/Cable/Combos

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Tiger Knee AHVB

Cable is known for comboing into his extremely damaging Air Hyper Viper Beam (AHVB). Learn to wield AHVB, and utilize it well.

The biggest tip for all combos that go into AHVB right from super jump is to do a Tiger Knee motion. Start with D.png, then roll the stick to Uf.png. Then delay a tiny bit before pressing the buttons at once. This will give you a super jump input, followed by the input for the super. This is the main way to combo into AHVB, and the fastest way to get it off the ground.

Combo Notation

">" denotes a chain.
"XX" denotes a cancel.
"," denotes a link.
"St." denotes a standing attack.
"Cr." denotes a crouching attack.
"D." denotes a dash. Dash before pressing the next button.
"SJ." denotes an attack while in Super Jump mode.
"J." denotes an attack while in Normal Jump mode.

Bread and Butter Combos

Combo Damage Meter Gain Works on: Difficulty Notes
St. Mp.png > sjc. Lp.png > sj. Lk.png > sj. Mp.png > sj. Mk.png > sj. Hp.png / Hk.png ? ? All Very Easy Launcher into air magic series combo. Since his laucnhers are limited to st. Mp.png and df. Hp.png and his AHVB combos are better you won't use this a lot.
Cr. Lk.png > Cr. Mk.png > St. Hk.png XX Qcf.png + Lk.png ? ? All Very Easy text
Cr. Lk.png > Cr. Mk.png > St. Hk.png XX Qcf.png + Lp.png or Hp.png ? ? All Very Easy Leaves you minus and punishable on hit. Be careful when using this one.
Cr. Lk.png > Cr. Mk.png > St. Hp.png x 4 XX Dp.png + P.png XX Air Qcf.png + Lp.pngHp.png ? ? All Easy Kara cancel the Psimitar into AHVB.
Cr. Lk.png > Cr. Mk.png > St. Hk.png XX Super Jump XX Air Qcf.png + Lp.pngHp.png ? ? All Very Easy Tiger Knee the super.
j. Qcf.png + Lp.pngHp.png, Air Qcf.png + Lp.pngHp.png, Air Qcf.png + Lp.pngHp.png ? ? All Very Easy Tip for this combo, Tiger Knee the first one, and aim straight ahead or down. Tiger Knee the second one and aim either straight ahead or up, depending on the height of the opponent. Last, Normal Jump and do the motion in the air, then aim up. You have WAY more time than you think you do with this combo. Take it real easy and just make sure you hit the directions.

Cr. Lk.png > Cr. Mk.png > St. Hk.png XX Qcf.png + Lk.png

Cr. Lk.png > Cr. Mk.png > St. Hk.png XX Qcf.png + Lp.png or Hp.png
Leaves you minus and punishable on hit. Be careful when using this one.

Cr. Lk.png > Cr. Mk.png > St. Hp.png x 4 XX Dp.png + P.png XX Air Qcf.png + Lp.pngHp.png
Kara cancel the Psimitar into AHVB.

Cr. Lk.png > Cr. Mk.png > St. Hk.png XX Super Jump XX Air Qcf.png + Lp.pngHp.png
Tiger Knee the super.

Air Qcf.png + Lp.pngHp.png, Air Qcf.png + Lp.pngHp.png, Air Qcf.png + Lp.pngHp.png
Tip for this combo, Tiger Knee the first one, and aim straight ahead or down. Tiger Knee the second one and aim either straight ahead or up, depending on the height of the opponent. Last, Normal Jump and do the motion in the air, then aim up. You have WAY more time than you think you do with this combo. Take it real easy and just make sure you hit the directions.

Ground to Air Combo

Cr. Lk.png > St. Mp.png > Super Jump > SJ. Lp.png > SJ. Mp.png > SJ. Hk.png
Most consistent air combo. This isn't incredibly important for Cable, though.

Corner Combos

Combo Damage Meter Gain Works on: Difficulty Notes
Lp.png > SJ. Mp.png > SJ. Mk.png > SJ. Hp.png, SJ. Lp.png, J. Lp.png > J. Mk.png > J. Hp.png ? ? ? ? Requires some pretty specific timing, but techincally corner exclusive. Most of Cable's regular B&Bs work anywhere, including the corner.

Lp.png > SJ. Mp.png > SJ. Mk.png > SJ. Hp.png, SJ. Lp.png, J. Lp.png > J. Mk.png > J. Hp.png
Requires some pretty specific timing, but techincally corner exclusive.

Most of Cable's regular B&Bs work anywhere, including the corner.

Assist Specific Combos

Combo Damage Meter Gain Works on: Difficulty Notes
St. Hp.png + Sentinel γ > Hp.png x2 XX Qcb.png + Lk.png (midscreen) or Qcb.png + Hk.png ? ? All (corner) Very Easy On block, Tiger Knee a Lp.png Viper Beam aimed down after the grenade recovers. On hit, Tiger Knee AHVB. Watch what your opponent does after this trap as well. If they rush you often, start calling your anti-air assist after the Viper Beam on the ground. If they don’t do anything, call Sentinel drones again. Most opponents don’t want to eat two traps in a row, so they’ll try to escape with a super jump, so watch out for that.
Sentinel γ, Hk.png Throw (backward), St. Hk.png XX Super Jump XX Air Qcf.png + Lp.pngHp.png ? ? All (corner) Very Easy Tiger knee the super. Works midscreen and in the corner. The timing is pretty tight for this one. Be sure to throw right after you call Sentinel, otherwise you'll take too long to recover.
St. Hp.png + call Sentinel drones > Hp.png x 2 XX Qcb.png + Lk.png / Qcb.png + Hk.png ? ? All Very Easy This is a very good trap combo. On block, Tiger Knee a Lp.png Viper Beam aimed down after the grenade recovers. On hit, Tiger Knee AHVB. Watch what your opponent does after this trap as well. If they rush you often, start calling your anti-air assist after the Viper Beam on the ground. If they don’t do anything, call Sentinel drones again. Most opponents don’t want to eat two traps in a row, so they’ll try to escape with a super jump, so watch out for that. Midscreen end with Qcb.png + Lk.png, in the corner end with Qcb.png + Hk.png
Qcb.png + K.png, Launcher (df. Hp.png) + Sentinel drones > Super Jump > SJ. Lp.png XX Qcb.png + Hk.png, SJ. Hp.png, (D. Cr. Hp.png XX Dp.png + Hp.png XX) Air Qcf.png + Lp.pngHp.png ? ? All Very Easy If a stray grenade hits a grounded enemy, you can use this combo to do good damage into an AHVB. The crouch HP XX DP is optional.

Call Sentinel drones, Hk.png Throw (backward), St. Hk.png XX Super Jump XX Air Qcf.png + Lp.pngHp.png
Tiger knee the super. Works midscreen and in the corner. The timing is pretty tight for this one. Be sure to throw right after you call Sentinel, otherwise you'll take too long to recover.

Qcb.png + K.png, Launcher (df. Hp.png) + Sentinel drones > Super Jump > SJ. Lp.png XX Qcb.png + Hk.png, SJ. Hp.png, (D. Cr. Hp.png XX Dp.png + Hp.png XX) Air Qcf.png + Lp.pngHp.png
If a stray grenade hits a grounded enemy, you can use this combo to do good damage into an AHVB. The crouch HP XX DP is optional.

Style Combos

Don't do these unless you want to lose friends. And if you do, go nuts.

Cr. Hk.png XX Qcf.png + Lk.pngHk.png, Hcb.png + P.png
This leaves you with absolutely nothing afterward, you spent an entire bar to get this, and it's escapable with a roll, but hey, you landed one of the worst moves Cable has. Good job.

Corner (J. Hk.png, D. St. Hp.png XX Qcb.png + Lk.png) x n
An infinite combo on standing Sentinel only. Not incredibly practical, and pretty tight timing is required (you have to cancel the absolute first frame of the shot into a grenade for it to combo), but hey, it exists.

Corner Cr. Lk.png + call Sentinel drones > Cr. Mk.png > (slight delay) St. Hk.png XX Qcf.png + Lk.pngHk.png, St. Hp.png x 4, Cr. Hp.png XX Qcf.png + Lk.png
Only in the corner, and a pretty specific situation. Not that great of an option, but it exists.

St. Hp.png + call Sentinel drones > Hp.png x 2 XX Qcb.png + Lk.png (midscreen) or Qcb.png + Hk.png (corner), D. Qcf.png + Lk.pngHk.png
The exact same combo as a previous section, except this time you do a dash to Time Flip. Mostly useless because... just AHVB.