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    Cable by The fireboy

    Version: 2.0 | Updated: 03/04/04 | Printable Version | Search This Guide

    Marvel Vs Capcom 2: Cable Faq
    By Heat Clarense (iisolidsnakeil@aol.com)
    Version 2.0 February 20th 2003
    
    
    -----Introduction-----
    Alright, with MvC2 coming around again for PS2 and X-box
    I thought I should make a Faq being Iíve been in a few local
    Tournaments at my arcade so I guess I hold enough knowledge
    To create a FAQ on Cable and a few other characters I play as.
    Please feel free to distribute this, but please do not edit it in any
    Way, thank you for reading this.
    
    (What to mail me on)
    I added this because Iíve been getting a swarm of emails as of late
    ďRyu does not suck!Ē ď<Character here> can beat <Character Iíve
    written a FAQ for>Ē For those who email me over this, it will be
    deleted, because in my opinion, Ryu DOES suck and is a huge waste.
    Donít like it? Too bad, donít read what I write then, and yes, Iím
    Aware that any character can beat another, but lets face it, sometimes
    The odds arenít in that characterís favor, some characters like Cable,
    Storm, Magneto, Doom, Sentinel and all the other ĎTop tiersí have
    A higher win ratio over everyone else in the game, so they are more
    Likely to win. And yes, I know everyone plays different in my strategies
    Section, but this is how I see MOST players use these characters, so the
    People who read this will probably have more of a chance of running
    Into someone who plays like this. And to those who actually Email me
    And try to find me to challenge me in this game, yes, I will face you if you
    Live near by and would love to, I love competition. Saying this, please only
    Email me if youíd like to try and face me, see I left something out, or left
    Something out like a combo/infinite or if you have a tip to contribute.
    
    Also, if you do email me, mention my faq in the subject line or else
    it may be deleted thanks to the huge amount of spam I've been recieving.
    
    And finally, Thank you!
    =======================
    
    
    -----Updates-----
    June/6th/2003: Created a damage chart, assist list and outfit list.
    June/4th/2003: Updated a few misspellings, and created a damage chart.
    May/4th/2003: I just got this up here. Yay me! :D
    
    
    
    -----Contents-----
    
    1. 	Character information
    2. 	Move legend
    3. 	Move abbreviation
    4. 	Normal moves
    5. 	Special moves
    6. 	Hyper combos
    7. 	Ground combos
    8. 	Air combos
    9. 	Tips and tricks
    10.	Strategy and Recommended teams
    11.	Damage charts
    12. 	Credits
    13.	Contact
    14. 	Legal stuff.
    
    =======================
    Character information
    =======================
    
    Team:			Marvel
    Name:			Nathan Christopher Charles Summers
    AKA:			Cable
    Date of Birth:		In the future.
    Height:			6'8
    Weight:			355 pounds.
    Eye Color:		Right eye is blue, Left is white/yellow due to a
    			technological virus.
    Hair Color:		White
    First Appearance:		Uncanny X-men: New Mutants #87
    Damage Setting:		100% (Average)
    --------------------------------------
    
    Reasons to play as Cable:
    
    Pros:
    Cable is a Keep away king, almost every single one of his moves will keep your
    opponent at the other side of the screen.
    For a keep away character, Cable has a VERY nice up close game.
    He can reward your opponent with a dead character in the blink of an eye at one
    mistake.
    He has the fastest move in the game (That's right, faster then even a little
    jab.)
    Cable can chip decently, and even better when paired with the right assist.
    With the Tiger knee styled hyper viper, Cable can punish just about anything.
    All of his moves are hyper cancelable.
    His assists aren't too bad either.
    
    Cons:
    Even though Cable may have a nice upclose game, he can't hold a candle to the
    real melee fighters (Cammy, Strider, STORM and most of all, Magneto!)
    Without proper assists, Cable can be wiped to the floor depending on the
    situation.
    Without a meter, Cable can't fight too well.
    Cable uses a lot of a meter very quickly, He can use up three bars within one
    combo.
    Cable is not a good battery (Character to raise the hyper combo meter)
    His dash sucks if you try to get in the offence, even if you wave dash it's not
    too fast.
    
    
    
    
    
    =======================
    Cable's assists
    =======================
    
    Alpha Assist type (Projectile)
    Assist move: Fierce Viper beam
    Variable counter: Fierce viper beam
    Triple team combo: Hyper Viper beam
    -----------------------
    
    Beta assist type (Anti air)
    Assist move: Fierce Psimitar
    Variable counter: Jab Psimitar
    Triple team combo: Hyper Viper Beam
    -----------------------
    
    Gamma Assist type (Capture)
    Assist move: Fierce Electrap
    Variable counter: Fierce crackdown
    Triple team combo: Hyper Viper beam
    
    
    My opinion:
    
    Alpha: Eh'..I like this one, this is a good choice for some.
    Though I stopped using this when I found out a few tricks
    with his Anti air assist. Good choice for beginners.
    
    Beta:  Woo! I love this one, it's so useful, it might not have
    any invincibility like Cyclops', Ken's, Cammy's or Psylocke's
    But it stops up so fast it can stuff a lot of things anyway, I
    personally use this as my assist of choice for Cable, why?
    Variable counter xx AHVB, you can even kill Sentinel in the
    middle of his HSF if you get timing down well enough (And
    have a little luck too!)
    
    Gamma: Yuck, don't use this, it doesn't work well like Mag's
    capture, since you can alter explosion time, it explodes in the
    same place and it's slow, sure Crackdown is a nice for a counter
    But I'd rather Psimitar xx AHVB, look how much damage and how
    much you can do with it. Enough said.
    
    
    The best assists are, hands down his anti air, though some beginners
    might rather use his Projectile assist to help them cover more ground
    for a short time, it's your call, just don't use Capture, I'm warning you!
    
    
    
    
    =======================
    Cable's outfits
    =======================
    LP - Blue uniform, yellow straps and boots
    HP - Sky blue/green uniform, dark yellow straps and boots
    LK - Light purple uniform, Yellow straps and boots
    HK - Light Teal, yellow straps and boots
    A1 - Dark Green Uniform, yellow straps and boots
    A2 - Dark Blue uniform, yellow straps and boots
    
    
    
    
    
    =======================
    Move Legend
    =======================
    In the arcade (And on your joystick if you own one), the entire layout is not
    like it says.
    In this game if you don't know already, there is no strong punch or forward
    (Middle kick for newbies). To get a middle punch/kick you must throw a jab 
    or L.kick and it must connect (Blocked or not) and hit it again to get the 
    middle punch/kick. So on your joystick the M.kick and Forward are now your 
    fierce punches and kicks, the actual fierce are your assists, and believe me
    You'll be using them often against skilled played.
    
    	O
    	 |         L punch       Fierce punch      Assist 1
    	 |         L kick          Fierce kick        Assist 2
    	---
    
    That's the actual layout, get used to it.
    
    =======================
    Move abbreviations
    =======================
    This is the part that most people who've played fighting games will know, so
    you can skip this part
    
    QCF = Quarter Circle forward, as in down, down/forward, forward.
    QCF = Quarter Circle Backwards, as in down, down/back, backwards.
    HCF = Half circle forward, as in back, back/down, down, down/forward, forward
    HCB = Half circle backwards, Forward, Forward/down, down, down/back. Backwards
    Dagon Punch motion = Forward, forward/down, down, down/forward
    2P = both punchesÖas inÖ well you should know.
    2K = Both kicks.
    OTG = On the Ground, while you knock you opponent to the ground, if they donít
    safety roll, you will be able to use a move such as a ducking low kick to hit
    them still and they will be unable to block and such (But as Cable, donít worry
    too much about OTGíing.)
    ----------------------
    
    
    
    =======================
    Normal moves
    =======================
    Punches
    ----------------
    Standing Light punch:  (justÖlight punch.)
    Cable just throws out a one-arms jab punch with his techno-infected arm. Will
    miss just about all-crouching or short characters. Iíd rather just light kick
    instead.
    
    Couching light punch (Down + L punch):
    Pretty straight forward, another light jab punch, but this time it hits low (As
    expected.)
    And it sort sucks as a punchÖjust use crouching L.kick.
    
    Jumping light punch. (L punch in air.):
    Cables air combo starter, but I warn you, his air combos are limited
    And this move does NOT make for even a decent jump in.
    
    -------------------
    Middle punch
    
    Standing middle punch:
    Cableís launcher and it could use some work, itís a small uppercut with little
    range.
    But itís decent none the less if youíre in the mood for an air combo.
    
    Crouching middle punch:
    Cable pistol-whips Ďem! Lol, not really, but he does whack them with the thing
    But he doesnít fire. Lol, but in any case, itís decent, had decent range just
    low priority.
    
    Jumping middle punch:
    The same as the crouching middle punch, yet done in air, not much to say, but
    it does have decent speed, but nothing to really talk about.
    
    ---------------------
    Fierce punch:
    Writer's note: This is the good stuff!!! Hell yeah!
    
    Standing fierce (You can make him do this up to four times.)
    Cable whips out his gun (Which can also hit as he swings it out if theyíre
    close enough.)
    And fires his gun, the range on this thing is one of the many things that makes
    Cable so cheap. Also, this move can be easily canceled into a ground Viper beam
    or a Hyper Viper beam. Just make sure you donít do this to a short opponent, it
    has the habit to miss.
    
    Crouching fierce punch: Cable will swing his pistol up (Which can hit and will
    launch them in the air, but just for that hit, canít air combo after it.) and
    then Cable will fire at about a 45-degree angle. A decent move none the less,
    not a great anti air, but it has some uses.
    
    Jumping fierce punch:
    Oh yeah, this is a good part of Cables stalling, and also Cableís Guard Breaker
    (More on that later.) Cable in air fires the gun like he would on the ground,
    horizontally, good thing is that it moves all the way across the screen like on
    the ground. Though it can be used against you in come cases such as against
    another Cable it can be used as a guard break on yourself.
    
    Kicks
    ---------
    
    Light kick:
    A small, low damaging, but extremely quick knee, not quick enough to beat out
    Wolverine in a first attack contest, but very fast to say the least. Also very
    decent for ground combos.
    
    
    Crouching light kick:
    Cable puts his foot quickly (Not as quick as standing though) and hits with the
    instep of his foot, not too good if ya ask me, just go with his standing kick.
    Itís much better in my opinion unless youíre looking to make them get a hit
    off, but standing has a little more range I think. Unless of course you want to
    OTG Ďem.
    
    Jumping light kick:
    Just a knee in air, just an air combo filler, donít use this move by itself,
    ever.
    
    ---------------------------
    Middle kick (Forward)
    
    Standing forward kick:
    Cable will throw out a decently quick side kick to the characters midsection
    (Or their head if itís Megaman. ^^)
    
    Crouching forward kick:
    Cable leans back a bit and swings his leg up to kick his opponent in the torso,
    decent, and can be used for Cableís main combo (Well, my main Cable combo.) Not
    much else to say being I only use this for one combo so I only know of itís one
    use.
    
    Jumping forward kick:
    Cable kicks upwardÖ. really highÖextremely high actually above over his head
    almost, but in any case this move is an air combo filler only, and being Cable
    isnít used for air combos, much canít be said about this move.
    
    ----------------------
    Fierce kicks
    
    Standing fierce kick:
    Cable will throw out a high hitting side kick with his boot. This move is good
    for two reasons, one, bread and butter Cable combo, two, this move has very
    decent range, priority and speed. Recovery could be better, but for fierce
    attacks, they always have from recovery time.
    
    Hop kick. (Hold forward and press roundhouse.)
    Cable hops forward and kicks the opponent in the shinsÖdonít ask me about this
    move, I close to never use this unless Iím screwing around
    
    Crouching fierce kick:
    Cable swings around and swings his leg out, this move trips them and you can
    OTG them with a Viper, or Hyper Viper beam, beware doing it to skilled players
    though, theyíll just roll and youíll be wide open for an attack.
    
    Jumping fierce kick:
    This attack is Cableís main jump in. In air Cable will shove both legs out like
    a drop kick in a somewhat downward angle, use it along for your jump ins, has
    very good priority, and decent speed, But he has tons of range on this bad boy,
    also works nice as an air combo finisher.
    
    ---------------------
    Throws
    
    Forward or back + roundhouse (Can be done in air.)
    Cable basically monkey flips them over him completely after rolling on his
    back, move could be a little stronger but from what Iíve seen some people have
    a little trouble teching this throw, but overall it has some nice priority I
    think. (Iíve grabbed Ken out of the Shoryureepa before!) And this is Cableís
    only throw. Itís not too bad, but it only does have a few uses, donít go trying
    to grab him Ken out of the Shoryreepa, being I was in a life or death situation
    (Chipping would have even killed me and I didnít have time to super jump.)
    
    ==============
    Special moves
    ==============
    
    
    Universal moves
    ----------------------
    
    Snap back: QCF + assist 1 or 2
    This move Cable will do his fierce kick, if it connects unblocked you will
    force the active character out of battle and the backup (Assist character) into
    the fray, is you use assist 1, youíll knock the first assist into battle (The
    one right under the active character) into battle, and the second being the
    third character. Doing this move requires 1 level of the Super bar.
    
    Variable counter: Back to down. (Back, back/down, down) + assist 1 or 2.
    This is a little different; it will bring in a different character, or if Cable
    isnít in, he could come in as a variable counter, but I canít exactly say much
    since I donít use this unless I really need to. But the attack all depends on
    which assist you gave Cable (Or your other character.). This also takes 1 level
    of the Super bar.
    
    Push blocking or advanced guarding: 2p while still in block stun.
    Push blocking has been in a few fighting games so far now, and if you donít
    know yet, while in block stun if you press both punches and the block will
    become much thicker and push your opponent back, it can save your ass
    sometimes, but can also be a problem, but then again, for some moves youíll
    have to use it to punish moves, with Guard canceling and just to punish other
    moves like the Shoryureepa and Charlieís Summersault justice hyper combo and a
    few other rushing/raising supers (Supers that come to you, or slowly or
    completely upward, or both.) Be careful though for beginners, push blocking too
    many times at once will break your guard and youíll be open to an attack unless
    you guard cancel (Which Iím still learning somewhat.)
    
    ----------------------
    Cable only moves
    
    Viper beam: QCF + any punch (Can be done in air.)
    Cable whips out a pretty big gun and holds it out rather quickly and fires a
    blue colored beam across the screen, and without mashing the buttons, it
    travels in a straight line (Or almost one.) Now, if you mash the buttons, you
    can make the beam go at wild arcs and go all over the place and cover about ĺ
    of the screen. Beware though, the fierce version has some decent recovery time
    which will all be rated. Over all, Iíd stick to the air version and jab version
    if youíre going against a pixie (Character who mostly uses combos to do
    damage.) Because a fierce will give them enough time for them to run up and
    attack, they might not do much damage, but they will make quick a good amount
    of Cableís life gauge (Magneto and Storm being the best pixies in the game, you
    will be destroyed by them, but mostly Magneto.)
    
    Rating:
    Damage:		6 (Ground version)
    Damage:		6 (Air version.)
    Range:		8 (Ground version.)
    Range:		 8 (Air version.)
    Useful:		6 (Ground version)
    Useful:		9 (Air version.)
    Start up:		5 (Ground version.)
    Start up:		7 (Air version.)
    Recovery:	4 (Ground version.)
    Recovery:	7 (Air version.)
    
    Overall, just stick with the air version when you can, it makes life easier.
    
    Pros:
    Good air-to-air and stalling move, big part of Cableís keep away game.
    Can connect off a tag in for an unblockable combo.
    Very nice range and priority.
    Nice for punishing assists (Though Hyper Viperís better, go figure. xD)
    Decently combo-able.
    
    Cons:
    If blocked while on the ground or whiffed completely, you could be in for some
    trouble.
    Recovery isnít too great for fierce version.
    Start up could be a tad better.
    If they jump over it youíre in some trouble.
    ----------------------------
    
    Electrap: QCB + any kick
    Cable reaches for a canister grenade and pulls the pin out with his mouth and
    grunts as he throws it out underhanded towards the opponent, the move it slow,
    and has a bad recovery time, but never the less this move is actually useful,
    because if it connects the opponent will be trapped for a bit in a blue globe
    of energy, giving you time to Hyper Viper the crap outta him, or a regular
    Viper beam, or run in for a combo, or whatever, only bad thing is, it can be
    mashed to escape quicker. Also, hold down the kick button after itís thrown to
    alter the explosion time, if you donít this move will be useless.
    
    Rating: (The air version has same stats.)
    Damage:		2
    Range:		6
    Useful:		6
    Start up:		2
    Recovery:	3
    
    Pros:
    Very nice trap move. Holds them for a second or two.
    Ability to control when it goes off.
    Can zone off the opponents offence.
    Great for mind games, tricks and traps
    Arc of the throw can tag characters coming it, and also stop their super (Such
    as Venoms Venom web super.)
    One of Cable's only moves that chips Iceman.
    
    Cons:
    Start up sucks, really.
    Range can be a little hard to aim, takes some practice, but not too hard.
    Can be blocked still.
    If blocked the explosion dims out much faster.
    
    OverallÖ use this move on occasion, donít over use it unless you want to be
    punished and learn the hard way.
    --------------------------
    
    Psy-charge HCB + any punch
    Alright this moveÖ This moveÖwell this move sucks!!! I mean it, this move is
    EXTREMELY useless, only use it has is for a super charge that can get almost
    half a meter from it, but itís so hard to connect, by the time you do, you
    could already have all five levels of the meter, but in any case, Cable grabs
    them and pumps them full of energy through his infected arm and then throws
    them to the other side of the screen and then stands there in a special way
    until you move or attack. (He looks cool how he just stands there, gotta admit
    that.) but this move, do not use this move unless going against a REAL
    beginner, or else youíll just get punished for it.
    
    Rating: (This is a ground only move.)
    Damage:		2
    Range:		0 (You gotta be standing on his toes to do this move!)
    Useful:		0
    Start up:		2
    Recovery:	2
    
    Pros:
    Charges the super meter like crazy!!!!!!
    Flashy move (If you can get it to connect.)
    
    Cons:
    You gotta be standing on their toes to be close enough.
    At that close, it can still be blocked
    Very low damage.
    Charges your opponents meter too! (BOO!!!)
    
    OverallÖ do not use this moveÖat all, itís useless and Iíve only used it to
    screw around. NEVER use it in tournament play.
    --------------------------
    
    Crackdown/Shockwave: (Ground only.) QCF + any kick
    
    This move is nice, Cable grunts and leans back, and then dashing forward some
    and punches with an overhand left from his infected arm, as his hand comes out
    he makes a blue crescent slash that can hit the enemy and also stop all
    fireball projectiles in their tracks, itís decent, but very hard to combo since
    this move is mostly used for OTG, ands against skilled played, they roll
    whenever they hit the ground to stop that, but as a fireball stopper, this move
    works nicely, it also comes out decently quickly. The jab version Cable goes
    about half the screen length, fierce makes Cable go about 3/4ís of the screen.
    
    Rating:
    Damage:		5
    Range:		7
    Useful:		6
    Start up:		8
    Recovery:	7
    
    Pros:
    Can cancel out projectiles.
    Comes out pretty quick.
    Can add more damage on an OTG.
    
    Cons:
    If they roll the OTG, you could be in trouble.
    Won't stop beams (Like anything does anyway?)
    Won't eat through beams either like Sakura's uppercut.
    
    Overall, a good move, just donít abuse it or try an OTG against a skilled
    player, you might be in for a long, punishing combo if you do.
    --------------------------
    
    Psimitar: (Ground only too.)
    
    This move is VERY nice, it could be better, but itís probably Cableís second
    best special move in his arsenal (In my opinion it is.) Cable pulls out a
    glowing golden spear and throws it up as an anti air, the angle of the spear
    sort of sucks, but it goes ALL the way to the top of the screen! Also itís
    speed is just amazing, itís almost instant! Only bad thing about this move is
    the angle of the spear, and the fact that you can be knocked out of it easily
    being that the spear is the attack, not Cable unlike Cammy and Kenís anti-air
    but this move is awesome, not to mention it looks flat out cool, the fierce
    version has some recovery time, and also from what I know you canít hyper
    cancel off of that, so stick with the jab version, itís quicker, safer and
    hyper cancelable.
    
    Rating:
    Damage:		7
    Range:		6
    Useful:		9
    Start up:		9
    Recovery:	7
    
    Pros:
    Excellent anti air!
    Good damage, can hit off a tag in for unblockable combos
    Very nice start up and recovery time.
    Very good priority.
    
    Cons:
    If blocked close you could be in trouble.
    Range is a little limited thanks to angle of the spear.
    Wonít do a thing if your opponent is above you in air.
    Cable can be knocked out of it pretty easily sometimes.
    
    OverallÖ use this a lot in a match, just not too much, use it when you have to,
    and NEVER whiff out a fierce version.
    --------------------------
    
    ==============
    Hyper combos
    ==============
    
    These moves require 1 level of the super meter all the time. And also, Cableís
    specials are very deadly when you know how to use them.
    
    Hyper Viper Beam: QCF + 2P(Can be done in air, and should be.)
    Cable whips out a HUGE gun, I mean REALLY huge, and then aims it and fires it
    like he would a normal Viper beam, only the beam is red and this move is
    deadly, the ground version sucks in tournament play, but the air versionÖ. that
    move is literally instant! He whips it out, aims and fires all in a single
    frame I believe, he canít block until he hits the ground, but if you remember
    Sagat from the old Street Fighter games, his Tiger knee, down, down/forward,
    forward, up/forwardÖ you can do that with Cable called a Tiger Knee Hyper Viper
    beam and heíll hop just an inch (Or even less as you get better) and fire, once
    you master doing that, youíre Cable is something to fear because you can punish
    just about anyone (Except someone who DHCís into a safe Super, and since guard
    canceling is around now, only person who can do that is Stormís Hail Storm
    Hyper combo.) This will make people hate you for playing as Cable, because itís
    so cheap, and since this move is so fast, you can actually link THREE of them
    together, or more if playing against a big character such as Sentinel or
    Juggernaut, but more on this later, anyway, use this move over his other hyper
    combo, since this one you can punish just about anyone for one careless
    mistake.
    
    Damage:		8
    Damage:		 8 (Air version.)
    Range:		8
    Range:		8 (Air version.)
    Useful:		5
    Useful:		10+ (Air version.)
    Start up:		4
    Start up:		100 (Air version, this move is instant!)
    Recovery:	3
    Recovery:	9 (Air version, canít block until you hit the ground.)
    
    Pros: (Ground version.)
    Very damaging move, can take out almost half of your opponents life bar
    Quick move too, even ground version it pretty quick under some conditions.
    Can connect of a tag in.
    VERY good at killing sloppy assists calls.
    
    Cons:
    Start up is sort of slow so it can be jumped over easily.
    If they do jump this, youíre in trouble. (Unless you DHC into something safe.)
    Recovery is HORRIBLE!!! If this move is even blocked against the like of
    Magneto youíre finished.
    
    Pros: (Air version.)
    You can link three together without much trouble itís so fast.
    You can punish anything if you anticipate it. (Except another air hyper viper.)
    Hellaí lot of damage.
    VERY good priority.
    The best for punishing sloppy assist calls.
    
    Cons:
    If they jump this, youíre in trouble.
    Canít block until youíre back on the ground.
    Have to learn to control the arc decently before you can do real damage.
    
    Overall: Use this move a lot; it can punish just about any move in the entire
    game.
    --------------------------
    
    Time Flip: QCF + 2K (Ground only.)
    
    Cable leans back and poses for a split second before saying ďTime flip!Ē and
    then a transparent version of himself comes out and goes across the screen at
    about Cableís normal dash speed, if it connects you got a 13 hit auto combo,
    and the good thing, as this is happening you are still free to attack, just
    make sure you donít push the opponent OUT of the combo from the comboing Cable.
    And thereís one bad thing if you can actually get this move to hit, you canít
    Hyper Viper beam during this and not until a second and a half after.
    
    Rating:
    Damage:		4
    Range:		7
    Useful:		3
    Start up:		2
    Recovery:	6
    
    Pros:
    Extremely cool looking Super, one of my personal favorites to LOOK at.
    An extremely nice way to embarrass you opponent since itís so hard to connect.
    
    Cons:
    Pain to connect, from what I know itís impossible without an assist call or
    capture.
    Canít Hyper Viper during the move or until a second or two after.
    With how hard it is to connect... it does close to nothing for damage and all
    the trouble its worth.
    
    Overall:  Donít use this unless your opponent whiffs a hyper combo and you land
    behind him, then feel free if you want to embarrass him, Iíd rather just use
    air hyper vipers three times so I can rub it in his face quicker. But whatever
    floats your boat right?
    --------------------------
    
    
    ==============
    Ground combos
    ==============
    
    Ahí, ground combos, hereís where Cable has is good, being his combos are very
    decent for a keep away character, nothing like Cyclops or Captain Commandos
    ground game, but they donít have the keep away game like Cable does, so itís
    evened out. Here Iíll list some combos for you to learn, first letís start with
    how to understand combos.
    
    S. L.kick, S. M.kick, S. Fierce kick xx Hyper Viper beam
    
    That is just one of Cableís combos, its short, sweet and damaging, hereís how
    it works;
    First you do a standing light kick, or weak kick as some say, then hit the
    button for another light kick in order to get a forward or middle kick, and
    then a fierce kick, and half way through the animation for that kick you do the
    motion for Cableís Hyper Viper beam, which cancels off the rest of the kickís
    animation and Cable going right into his Hyper Viper beam, so the Ďxxí in
    combos means you cancel into this before the actual animation for the previous
    move ends. Got it? Lets move on.
    
    S. L.punch, S. M.punch /\, SJ. L.punch, SJ. L.kick, SJ. M.punch, SJ F.kick
    
    This is an air combo, Cableís easiest to learn also, first you do a light
    punch, then a middle, this launches them into the air, then press up, thatís
    what the /\ is for, which makes you super jump after them, and then hit them
    with a light punch, light kick, middle punch, middle kick and then a fierce
    kick as the air combo finisher. Got that? Oh yeah, and from now on Iíll just
    label fierce attacks with an ĎFí
    
    Standing F.Punch, F.Punch, F.punch, F.punch = 4-5 hits depending on how close
    they are.  This combos pretty simple, even the scrub Cable uses understand
    this, being itís probably Cableís most abuseable normal move
    
    Standing F.punch, F.punch, F.punch, F.punch xx Viper beam = 10-15 hits, this
    move is good for normal and oversized characters, but not against anyone like
    Megaman, and surely not Kobun because the F.punches wonít hit, so just do a
    Viper beam.
    
    Standing L.kick, M.kick xx Psimitar = 4-10 hits depending on what Psimitar you
    used, jab gets 4 from what I know, fierce gives you ten.
    
    L.kick, M.kick, F.kick xx Crackdown = 4 hits, this is a pain to get to go
    unless youíre in the corner, so donít use it too often.
    
    Standing L.kick, M.kick, F.punch, F.punch, F.punch, F.punch xx Viper beam = 14
    hits a nice combo, not too many people actually do this combo Iíve found, but I
    like it.
    
    Standing F.punch, F.punch, F.punch, F.punch xx Hyper Viper beam = 25-45 hits
    (Most Iíve done I think.) This move is the typical Scrub combo for Cable, you
    probably see kids doing this combo every day at your arcade, donít get too used
    to this, since it is punishable easily if you repeat it a lot, and it only
    makes you look like a beginner.
    
    S. L.kick, S. M.kick, S. F.kick xx Hyper Viper Beam = 30-50 hits, this is a
    decent move, more damaging then the one above thanks to Capcoms new damage
    reduce system, though the bread ands butter AHVB is much better.
    --------------------------
    
    ==============
    Air combos
    ==============
    Alright, hereís some of the good stuff, mainly to two single combos
    (Experienced Cable players know what Iím talking about, and yes, it is and air
    combo, since you and your opponent are in air. XD)
    
    But lets start with the simple and work our way up.
    
    S. L.punch, S. M.punch /\, SJ. L.punch, SJ. L.kick, SJ. M.punch, SJ F.kick = 6
    hits, you can add on a SJ. M.kick but itís not recommended since itís harder to
    connect the F.kick after that.
    
    S. L.punch, S. M.punch /\, SJ. L.punch, SJ. L.kick, SJ. M.punch, SJ. M.kick,
    Air throw = 5 hits, good thing about this, if they tech it, you can tech guard
    break them. (More on this later too.) But for this make sure one thing, that
    you stall for about half a second after that fifth hit so they fall right in
    front of you before you throw, or else youíll miss it, also you have to be
    pretty close to them.
    
    S. L.punch, S. M.punch /\, SJ. L.punch, SJ. L.kick, SJ. M.punch xx Hyper Viper
    beam = 20-21 hits, this combo is decent damaging, but you have to jump straight
    up, can not be backwards or forwards at all, if you do, youíll be too close for
    the hyper viper to hit, too far and you wonít be able to hit them.
    
    Air Hyper Viper beam, Air Hyper Viper beam, air Hyper Viper beam =Ö. this hits
    are random; highest Iíve gotten was over 120 on a single character. To do this
    move you have to remember Sagat from the old Street Fighter says, remember his
    Tiger Uppercut and Tiger Knee moves? Same motion, so itíd be down,
    down/forward, forward, up/forward and then both punches, youíll see Cable hop
    up from the ground less then an inch if done correctly and do the air version
    of the Hyper Viper Beam, if you master doing that, youíre Cable is now
    something to fear, because you can punish almost anything. Well, first to do
    this, do a single Tiger Knee Hyper Viper, get used to it, and then do it, and
    just as it ends since heís so close to the ground. Do it again as fast as you
    can (Weíre talking less then a second timing here.) You should see Cable do it
    again and then the third time, this time just do a normal jump and half to full
    way up, it depends on character really, but do it again, but thing is, you have
    to arc the beam each time, so first time you do it, arc it downward some until
    itís over the character as much as it can without letting him out of the beam,
    then do it again, and this time upwards, third time, if you only do it half way
    up on the jump youíll usually have to arc it upwards, but if you can make it a
    full jump and do it, simply mash on all the buttons to wave the beam around,
    but be sure to mash like thereís no tomorrow because they can fly out of the
    beam singe it wiggles in every direction.
    
    Jump in round-house, \/, C. L.kick, C. M.kick, S. F.kick xx SJ. Cancel Tiger
    knee Air Hyper Viper beam, \/, Tiger knee air hyper Viper beam, \/, Air hyper
    Viper beam = 80-?? Hits, this move is Cableís bread and butter for me (Not sure
    if it actually if, I think it is since I use it more then any other combo
    really.) and let me tell you, this combo is DAMAGING! This combo takes out
    enough to kill them in one shot depending on damage level, and yes, it can kill
    them in arcades being most of the ones I know have damage setting on 2-3
    (Though I play it at home against people at 1, but in any case.) This is why
    people hate Cable, because you can destroy a point character (Active character)
    like nothing if you land this, so they know any single jump in that connects
    could lead to extreme damage that can kill their character, or at least bring
    his life from 100% down to under 20% that quick, this also works on assist
    character, but I wouldnít recommend it, just do three Tiger kneeís by
    themselves, since assist character take more damage, canít block, and they
    canít leave until they touch the ground, so you can just repeat Tiger Knee
    Hyper Vipers until youíre out of the meter, they die, feel like showing mercy
    (Never do that!), or your hands give out. Oh yes! And you can change the
    M.kick to M.punch if you're better at button pushing, since M.punch has more
    Range.
    
    Alright, this is it for combos, if you have any to contribute, please let me
    know.
    
    ==============
    Tips and tricks
    ==============
    
    Semi-infinite Hyper Viper beams:
    As some of you may know, you can link 3 air hyper viper beams, but one some
    characters, such as Sentinel and Juggernaut (And maybe blackheart, not sure
    yet.) you can do more since larger characters fall faster, Iíve linked all five
    on Sentinel before, and 4 on Juggy, but it doesnít stop there, since assist
    characters canít block no matter what, and canít leave the screen until they
    touch the ground, you can do as many Air Hyper Vipers as you like, Hell, if
    they do a triple team super, do a Hyper Viper beam! Itís faster then any ground
    super in the game, well, if theyíre using Sentinel you might have some trouble
    since HSF (Hyper Sentinel Force) comes out top quick for some people's reaction
    speed, but thereís one thing I found (On dumb luck actually.) Cableís Hyper
    Viper beam has a few invincible frames, so the first set of HSF can pass right
    by Cable and leave him untouched and you can still attack, though since the HSF
    comes so bunched together, the second set might hit you, but Iíve broken
    through it a few times, other times our supers just canceled out so they wasted
    3 levels and you only wasted 1! Which is still good. (Even though a skilled
    Sent user can still play even without a meter.)
    
    Infinites:
    Cable, to my knowledge only has one infinite, and I havenít even done it, or
    even seen it, if someone can verify it, thank you, but it can ONLY be done on
    Sentinel I hear, first you trap him in the corner (Which will be hard to do on
    a skilled player who knows flight canceling.) But you get him with a Electrap
    and then do a standing round house and cancel out of it into another Electrap,
    Iím not sure if it works, but it does seem possible.
    
    Guard breaking:
    Alright, I redid this section because I noticed it was a little complicated.
    (Thanks StraydoG on Gamefaqs board) But guard breaking is some what
    cheap, but then again, a lot of people say Cable is too, so why not go the
    full nine, eh'? Anyway, lets get down to me explaining WHY it works....
    During a NORMAL (Not super) jump you have one action, this can be
    anything from; A chain combo, jump in attack, going into block stun
    doing a special, hyper combo. You catch the drift, anyway, you can only
    do that ONE action, and then you can't do anything, you're helpless until
    you touch the ground, and if you stop attacking someone who is in block
    stun, what happens? They naturally come out of block stun, like any
    fighting game.  This includes in a normal jump, so you have a few split
    seconds and they're helpless because you stopped attacking, meaning
    they've gone out of block stun, they used their one action blocking your
    attack, so now you can capitalize, Cable can do this best and easiest
    in my opinion, now, lets teach you HOW it's done....Lets start like this.
    Go into training mode if you have MvC2 with you, pick any team with Cable
    as your team, and any team with..just about anyone (For newbies, I'd pick
    Anakaris, he falls much slower then anyone else and is a decently big
    target.) So, now you're in training mode, put Anakaris in "Guard all" and
    in "jump" NOT super jump, he should jump over and over, and over. Now
    Jump up WITH him, firing with your fierce punch (The gunshot) and hit him
    He should block, now wait a few split seconds, waiting for him to come out
    of block stun, then simply AHVB him and he's helpless to it. Understand?
    
    Tech guard breaking:
    Tech guard breaking happens every once and a while against either a skilled
    player, or a masher, when you throw someone in the air, or sometimes on the
    ground if they pop into the air, you have the chance to hit them, teching a
    throw puts you in NORMAL jump mode, so even if you threw him during a super
    jump, you can still do this, thatís why the air throw combo with Cable is one I
    use a lot, because after they tech it, do a gunshot in air, they should block
    it, and then you just guard break like any other time.
    
    The typical Cable trap:
    This is one of the most used traps in the game, though it's quite easy to break
    out of, but never the less, some characters such as Sentinel, and other large
    characters may have some trouble getting out, depending on who else is helping
    to hold them there, he's what you do, ground them down at the other side of the
    screen with Cable's shot pistol (standing fierce punch x 4) and during an
    attack you can still call an assist, so call out one on the third or forth
    shot, then cancel into a grenade, your assist (Assuming it is a projectile
    assist) should hold them down causing chip damage, holding them there to
    repeat, and raising the meter, and if any time should this hit, you can just
    hyper viper, or Tiger knee air hyper viper beam, which assist works best for
    this trap? I find Sentinel (Ground) to be the absolute best because three
    drones hit, keeping them there, but if you're looking for chipping, go with
    Spiral projectile or Doom anti air, but remember to call Doom on the second
    shot since it has a lot of start up time. Another thing, thanks to guard
    canceling, don't do this on Cable, because he'll just guard cancel from the
    shot pistol x 4 and Air hyper viper you (I know because I do this to people who
    try this trap on my Cable)
    
    Variable counter:
    Don't forget this move, this move is very, important, it may take a bar of the
    meter, but if it can pull one of your characters out of the firey pit of death,
    by all means, do it, plus doing this is very useful, have Cable on anti air and
    counter Cable into the fight, he'll do the psimitar, which can STILL be
    canceled into the Air Hyper Viper! Meaning doing this can save a character, and
    reward your opponent with a dead character for trying to kill him!
    
    Use Cable as a battery (Only when needed):
    This, most people don't do, and I don't either, except when needed, remember,
    you can still do a middle punch by pressing down/forward fierce punch, and this
    is a quick upper cut, so do this to build your meter when someone is running
    away (Like Storm) Because usually following them is a VERY bad idea, so build
    your meter and wait it out, if they're running away, they're usually trying to
    stay away from you because they are losing, or they're winning and hoping to
    win by a time over, and if that happens, do what it takes, if you're going to
    lose anyway, go out fighting.
    
    Play mind games:
    In the words of Sun Tzu; All warfare is based on deception. Hence, when able to
    attack, we must seem unable; when using our forces, we must seem inactive; when
    we are near, we must make the enemy believe we are far away; when far away, we
    must make him believe we are near.  This is a very true thing for this game,
    believe it or not, if you can trick your opponent to make him think he has you
    in his pocket, he's less likely to be caring, paying attention, playing hard,
    whatever you want to call it. Always play with their head best you can, if you
    can trick them, you can make them go into a fatal mistake that can cost them
    their quarter, spot in the tournament, take some of their pride (If they kept
    saying they'd destroy you before the match), ect, ect.
    
    Use Grenades:
    I know, I said they don't trap well, but try it in reverse Tiger knee action, why?
    Because this puts you in Super jump mode, meaning you can cancel from a special to
    Hyper combo, so if they try to rush you down as you throw the grenade, you'll be
    able to cancel into the air hyper viper, But I'm warning you, I would NOT do this
    on your own, always call an assist and then TK the 'nade, it helps to zone that way.
    Try not to use this too much, and I personally wouldn't use it at all on another
    Cable, unless of course he doesn't have a meter, but..who puts Cable in when he
    hasn't got at least one bar?
    
    Mix it up!:
    A lot of people look at the tip above and think that the same thing might work,
    over and over, but remember, that better players adapt much faster then the
    newbies, so if one thing works once, don't automaticly assume it'll work again,
    You can try it, but remember the risk involved, always think of this game (And
    anything else in life) as a chess game. Think to yourself "Is this a fatal move
    if I screw up?" But if you don't care, by all means go for it, also...Try and
    change your assists every once and a while, because if you keep the same
    assists over and over, smart players will only find a way around it quicker and
    easier then the fight before if they try to.
    
    Run away when needed: Okay, maybe Cable can't run away like Storm can or
    anything, but never the less, it's the same thing, do this a lot from Magneto,
    call assists to cover you while you move about, always stay mobile, that's the
    meaning of run away, wavedash, jump, super jump, use grenades to try and zone
    when you can and think it's safe, everything to get away and make space.
    
    And here is the largest tip I can give you, and probably the most important...
    USE YOUR ASSISTS!!! ALWAYS have Assist to cover your weak spots, if not, you're
    team will lose to characters that are strong on the side that your character is
    weak to, remember, almost ALWAYS pack an anti air assist with you, for Cable
    it's damn near second nature to have one, and Cable can be destroyed under most
    conditions without a firm anti air.
    
    This is it for this, Iíll add more as I figure it out.
    
    
    ==============
    Strategy and Recommended teams
    ==============
    
    Alright, this will be the meat of the FAQ, since this is something Cable users
    need most, now, Iím not Duc Do (Winner of B4) but I know plenty about Cable,
    and what Cableís hardest fights are so weíll start with standard strategy, Most
    Cable users are pretty stereotypical, they call assist, jump back, do his
    jumping F.punch and cancel into a Viper Beam, Jab or Fierce, it all depends who
    youíre going against, the key here to play as Cable effectively is to know your
    opponent, or at least his characters, know how fast his dash is, attack speed
    and everything you can, donít worry about his combos, just remember with Cable
    you canít take unnecessary risks, they can get you killed easily against the
    top tiers (Top tiers are considered the best characters in the game, and yes,
    Cable is one of them, in fact, heís one of the top 4.) One thing that Cable
    cannot take well is rush down (Characters to dash or jump in and do a barrage
    of attacks for a combo and can continue to under most circumstances.) But
    luckily, Cable has something for thatÖthe proper assists, which I will get into
    in this part, but not now, first Iíll begin with the Vs chart of characters and
    then onto his main partners. (Just hold down ctrl and hit F and type in the
    character youíre having a hard time with, and if you put Ryu in there, I pity
    you.)
    
    ------Vs characters-----
    
    Magneto - Oh boyÖif youíve seen his air combos multiple Magnetic Tempests, his
    dash and air dash, there is no reason he shouldnít be someone you fear, Magneto
    is best pixie in the game, hands down, and easily the most dangerous one too,
    All Cable users should fear and be aware of Magneto for fights against these
    guys, I recommend an extremely good Anti Air assist and use it every time he
    comes to you, personally Iíd recommend Cyclops, Captain Commando or Black
    Heart, maybe even Psylocke, though above all Iíd go with Cyclops, he has one of
    the best Anti Air assists for Cable in the entire game in my opinion, but other
    then that A lot of Magneto users Tri-jump (Where you do a super jump but before
    you can actually bring both active character out of screen cancel it with a air
    dash down/forward towards the opponent.) So I usually try and play a act/react
    game, if he tri-jumps over and over, it can get predictable, so just jump
    backwards, but do NOT let yourself get cornered, but if he does it, most
    Magnetoís use their Roundhouse in the Tri-jump attack, so either jump back,
    wait for him to do it and BLAST him away with a Hyper Viper beam, or Push block
    to knock him back and get some space, or call an assist like Cyclops. And hope
    he screws up bad enough you can nail him with a Hyper Viper Beam x3.
    
    Storm - Now this girl is ranked best character in the entire game thanks to all
    she can do, so be afraid of them because they can rush you down too, and they
    can run away, so make sure that you do not allow her to get the upper hand or
    else she can just run away, being she can Ďfloatí to the ground slowly and air
    dash back up, float down, then Lightning attack back up even above higher then
    the screen, so that means if sheís that high, even Anti airs like Black Heart
    and Captain commando canít reach her! This is a hard fight for Cable, without a
    doubt, youíre best chance of winning will be an anti air to take out her Rush
    down, and if sheís a battery storm (One that just earns a meter for the
    character second in line, and Iíll tell you now, you wonít see too many
    nowadays with Storms ultimate rush down.) But in any case, Storm CAN get a
    meter going high (She can do at least 14 fierce punches each time she super
    jumps, Air dashes up and then lightning attacks up.)  So make sure that you
    come prepared, because two of her lightning storm combos usually can kill you,
    good thing is, paired with the right assist, sheíll have a hard time getting
    close to you in order to get those lightning storm combos off, and like
    Magneto, she too has a tri-jump (Sheís second fastest character in the game, I
    believe.) So treat her like a little less dangerous, but much more versatile
    Magneto and try to keep her pinned down with assist calls and Viper beams, and
    when you can, zap her with a Hyper Viper. The good thing about pixies, they
    never take damage well, so a few Hyper Vipers will kill them easily, but
    believe me, theyíre still something to fear.
    
    Sentinel - Sentinel, in my opinion is tied with Storm for first place in the
    game after I saw what his Flight canceling allows him to do. In flight you can
    call assist in air, Sentinel also has fastest flight in the game (Itís a little
    bit, if not, as fast as his dash, and his dash is not slow for a big guy.) Not
    only that but he takes 75% damage, meaning he can eat a few Hyper Viper beams
    and still be okay, but thereís one thing I found about himÖHe needs assists,
    always, so just bait his assists out as much as you can and blast them away, if
    you take away his assists, fighting a skilled Cable user while he is using
    assists properly will make it EXTREMELY hard to win, but beware, even without
    assists Sentinel can still put up a decent fight, nowÖif you have Storm or
    Magneto on your team, just take Cable out and them in, since without assists,
    Sentinel gets raped by those two every time from what Iíve seen.
    
    Cable - This is by far the worst match Iíve ever played, because itís so slow,
    because youíre both doing the same thing, I canít say much since youíre playing
    yourself, it depends how they play, but overall, Iíd recommend getting a good
    chipping assist, and be afraid, do not throw assists out at random, because
    theyíll only get picked off by Cableís Air Hyper Viper beam, unless of course,
    youíre going against a scrub Cable, then bait him to doing F.punch x4 xx Hyper
    Viper beam, and after you hear him say ďHyper!Ē Do an Air Hyper Viper beam!!
    
    Strider Hiryuu - Oh man...Strider is a top tier for one reason, and one reason
    only, his Ouroboros, when paired with Doom, I personally rank him as best
    character in the game, because the trap he has with Dr. Doom takes out about
    20% life in just chipping, hereís how it works, Strider will call Doom and
    Teleport to the other side of you, he may or may not already have activated the
    Ouroboros, but in any case, he will, but after the teleport heíll come from
    above since most people block low after that so heíll land a hit and the rocks
    will hit you, giving him enough time to activate the Ouroboros if he hasnít
    already, meaning then youíve got a 30+ hit combo coming your way if he did and
    landed a hit, but if he blocked, itís alright for him too, since he can just
    keep attacking and the orbs of the Ouroboros will hit still, and shoot
    projectiles with each attack to add chip damage, and just before the end of the
    Ouroboros, heíll call doom once more to pin you down and then teleport to the
    other side, do a small chain combo or throw out a panther at you and cancel
    right back into Ouroboros, this is the most deadly trap in the game, good thing
    is, that there are so many loop holes in the trap, that if he screws up once,
    you can jump out and save yourself, and donít try push blocking, youíll only
    push Strider away, and Doom into you, So watch out for this trap, to stop
    itÖwell, donít try to Hyper Viper your say to victory blindly from his
    teleports, if you catch him itís blind luck because I personally donít think
    you can pull it off fast enough just off seeing him teleport, Iíd just call out
    a good anti air, not like Cyclops but likeÖ.JIN! Jinís Seotome Dynamite works
    well to break up this trap, since it offers cross-up protection being it hits
    in every angle around Jin, so it can save you somewhat, so I usually wait for a
    teleport, call Jin and then jump backwards as Strider comes out of the teleport
    and then hyper Viper, because Iíll still be hitting Doom, and take Doom away
    from Strider and Striderís game is weakened severely.
    
    Dr. Doom - Doom can give you some problems, he can cover more ground then you,
    has an extremely nice chipping move, can pixie some, basically heís like a
    Storm with much more of a keep away game, not runaway, keep away, and he can do
    it better then you usually, since all he has to do is jump up, throw off a pair
    of Photon Shots (The pink colors lasers from his hand) and then come down
    safely only to repeat it again, and when he feels like cashing in he can do the
    photon array super, with can take out anywhere from 5% to 25% in chip damage,
    easiest way to take him out would probably be to super jump up with him, if he
    tries to do a photon shotÖHyper Viper beam him and teach him a lesson, just
    follow him in every move because if you let him get the upper hand, he can find
    a way to keep it the entire match and chip you to death, another easy way is
    while he jumps up, dash forward to get under him, since the photons wonít hit
    you if youíre directly under him.
    
    Spiral - Alright, this girl, is probably Cableís hardest fight when sheís
    played properly, sheís the chip damage nightmare! She can use her swords to
    keep you pinned down so easily, and even if you do manage to get a Hyper Viper
    beam off, she can teleport, he teleport is INSTANT just like your Hyper Viper,
    so if she does it off instinct, youíll miss, easiest way to beat her here is to
    Guard Cancel, Guard canceling is pushing blocking at just the right time so
    youíre block will end perfectly and you can punish the normally unpunishable,
    thatís the easiest way to break out of her sword trap, but also if she has
    sentinel to back up her trap, youíre gonna have a harder time, and only way out
    will Super jump and guard canceling, to become great with Cable, Iíd strongly
    suggest you learn guard canceling, itís a little tough to learn, but itís well
    worth it when you come against this trap.
    
    Black Heart - This guy can turtle better then you thanks to his roundhouse
    demons, but he can get extremely predictable, expect him to abuse the hell out
    of those roundhouse demons on Super Jumps, and every time you jump and heís on
    the ground, expect an inferno, and when he decides to do inferno xx Heart of
    Darkness, you can block, push block in order to cancel the guard real quick and
    Hyper Viper him to hell, so donít worry, and those demons donít do chip damage,
    but all together, just anticipate your opponent once again and victory is good
    as yours.
    
    Cyclops - AhÖ good old pops, Cableís father for those that donít know. (Cable
    is from the future you know.) But old Daddy might have some good things going
    for him, but not as much as his son, Expect him to try and chip a lot with the
    Mega Optic blast, lucky thing, as usual if you anticipate it, you can take him
    out, and even after the move while heís in recovery you can hit him with an air
    hyper viper, but if itís the scrub Cyclops that abuses the hell out of those
    optic bullets (Cyclopsí one button projectile.) Heíll probably keep doing it
    over and over in a row, so just do a normal just and do a hyper viper, 9 times
    out of 10 he wonít be expecting it and accidentally be in the middle of firing
    of a optic bullet and you got him, then just do your typical two extra air
    hyper vipers, and then just shake your head and grin at him while he either
    walks away, calls you cheap, or whatever, but also beware this, Cyclops DOES
    have a better ground game then you, so try not to do hand to hand combat unless
    you have to (If you still have a meter, you do not have to do hand to hand,
    hell even without a meter you donít have to.)
    
    Cammy - All right, sheís got the speed, special, combos, look and the anti air,
    overall, a good Cammy is hard to find, but once you do, they give you hell, her
    Cammy combo is flat out deadly and if she hits you with it, you can basically
    kiss Cable good night and tuck him into bed, because he probably wonít be
    getting up after that combo, but thereís one thing about Cammy users Iíve
    found, they usually ONLY go for that combo, so every time they dash in, push
    block, it simply resets their brain to dash or jump in to try and land the
    combo, and also, Cammy does little to no chipping so if you can keep her far
    away (Which is easier said then done usually.) sheís useless, she has no
    projectiles, most sheíll have is an assist, also, donít treat her like
    Wolverine, sheís not as fast, but much more deadly overall thanks to that Cammy
    combo of hers. Youíre best bet is you try and keep her grounded and at the
    other side of the screen.
    
    Guile - Guile is probably one of the best characters despite what people say,
    he has a no recovery projectile, tons of priority, a good damage-to-hit ratio,
    and an excellent anti air. Not to mention he has some hard hitting, easy to
    learn combos, but heís a charge character, so he has to wait, not to mention he
    canít exactly run with Cableís keep away game thanks to he has to charge to do
    a Sonic boom, though if you do get launched into an air combo, expect one of
    two things: The cross-fire assault on the end of it or a backbreaker, but no
    matter what, just keep hitting the buttons to tech a throw, since you canít
    break up his super, but you can stop the throw, also, if you block a Sonic
    Hurricane, PUSH BLOCK!!! Itíll push him away and you can just Hyper Viper him
    and call it a day.
    
    Charlie - Charlieís simple, treat him like you would Guile, heís just like him,
    only slower with I believe somewhat more priority, also, if he does a Sonic
    break and you have Doom on Anti Air (Which you should always have Doom on if
    you have him on your team.) because Doomís rocks will nullify all the Sonic
    booms he throws out, as for the Summersault justice, just block and push block
    on the second hit so heíll miss the third and you can Hyper Viper him three
    times easier, and since itíll be easier, you can get more hits, and more hits =
    more damage.
    
    Iron man - This guyÖcan be a REAL pain if you get caught in his extremely easy
    to do, easy to hit infinite, so be careful of jumping because you might get hit
    with it, but other then that, Iron man shouldnít be too much of a problem, he
    does rank as a semi-top-tier, but never the less shouldnít be hard to beat,
    Unibeams are easily jumped over and countered with a Hyper Viper, or normal
    Viper beam, Photon Cannon has a slow start up and a lot of recovery, so feel
    free to Hyper Viper him in between either start up or recovery. Smart bombs can
    be a problem how ever if used correctly since if he calls an assist and drops
    them out, theyíll hit above Cable where the beam can not reach to nullify them,
    so make sure you donít let that happen, you could waste a Hyper combo on this
    one.
    
    BB Hood - Hah, BB Hood is cool as hell, but overall, she canít touch Cable that
    well, being the second you see the start up screen to her Super you can just
    Air Hyper Viper, though she can confuse you a little with her double jump in a
    super jump, so beware of that and donít do any fierce punch Psimitars or you
    could be in trouble.  But other then that, BB Hood canít exactly play too well
    since they both can do nice Keep away, make sure of this, her Cruel hunting
    Super is almost unrivaled in Chipping damage, so make sure that you donít get
    hit but it if Cable just so happens to be close to death.
    
    Omega Red - THIS GUY can rival Cable in keep away when played correctly, thanks
    to his coils and his under ground attack that he can make hit all the way to
    the other side of the screen (I think it only hits low too!) but his Super
    combos, if itís a beginner you have nothing to worry about, he canít do
    anything to you, but just like Cable, if he whiffs out an Omega destroyer, he
    has a lot of start up time, so feel free to go blastiní with the 1980---wait
    wrong song, but anyway, feel free to blast him away with a Hyper Viper beam,
    even the ground version will beat him out I believe.
    
    Wolverine (Adamantium) - Wolvie was my second favorite X-men character (Gambit
    being my first, gotta love the Raginí Cajun.) but lets see here, Wolverine is
    viewed as a Ďscrub pixieí meaning a lot of beginners play as him because of how
    combo-friendly he is, heís like Eddy of off Tekken he has so many combos, and
    one hit, even a beginner can usually find a way to hit you with a Berserker
    Barrage X or even Fatal claw, good thing is, no projectiles, no air dash and he
    takes damage so bad, itís among the worst of the game he takes 128 I believe,
    meaning usually 2 Air Hyper Viper beams will usually render him useless.
    
    Wolverine (Bone claws) - Thisíll be short and sweet, treat him like the above
    Wolvie, just this oneís just a little faster and has a little more range
    because his claws are longer, and heís also even more button masher friendly,
    but heís missing two supers so that can cut down on some of his game, but
    beware, he still has Berserker Barrage X.
    
    Sakura - Sakura did give me some trouble when I was learning Cable, but now
    sheís nothing to me, some people complain about her uppercut going through
    beams and such, but I donít find it anything anymore, because we usually to the
    beams quick enough it slows her down so much she ends the move before she even
    gets to me now and the beam just knocks her right back on her, though Iíve yet
    to play a truly good Sakura player, my guess is just treat her like a move
    comboable Ryu, and also, Ryu flat out sucks so donít worry, this fight wonít be
    hard unless youíre new with Cable.
    
    Sabretooth - This guy was good back in X-men Vs Street fighter, but now heís
    been down sized a lot, but never the less, when played correctly, he can do a
    good job at beating Cable down, He has tons of priority and strength, and also,
    for all that strength he has, heís pretty damn quick too, also takes damage
    pretty nicely too, but over all, he canít get close to a good Cable, just Viper
    beam to keep him down with assists, if he does jump do a Psimitar to bring him
    back to earth, and if you miss, just dash forward a few times to get out of his
    range and go back to keep away, but in an up close game, I believe he has Cable
    in his pocket, not sure being Iíve yet to see a truly good Sabretooth in Marvel
    Vs Capcom 2.
    
    Shuma-Gorath - This green multi-armed freak can be a little of a problem, SOME
    TIMES, if he can get you pinned with an assist and manage to catch you in Chaos
    dimension, itíll take out plenty of your life, but after it mash the buttons,
    it will make Cable get up quicker so youíll avoid an OTG from him after the
    move, but other then that, treat him like you wouldÖI donít know, treat him
    like you would a lower level ranking tier that has no projectiles!! Yeah!
    
    Spider-man - Spidey has you in combos, hands down, he is probably the air combo
    king (While excluding Magneto and Storm.) Good thing, he takes damage like a
    baby as expected, and his hyper combos actually suck and leave him open,
    whenever he clings to a wall, block, heís probably doing a Maximum Spider, and
    if he jumps back and the screen doesnít go with him, block, itís the Ultimate
    Web throw, and as for the Crawler Assault, itís really somewhat hard to see
    coming, most I can say is push block the second to last hit and then Hyper
    Viper him.
    
    Venom - This guy can be cheap, expect a lot of Venom fangs, a lot of them, also
    if he does it to you in the corner youíll probably have to either push block or
    block high-to-low since it hits high and low (It did in the first one, so I
    should think it still does.) and to beat him, itís not too hard, but to screw
    him up, throw out electraps every once and a while for if he tries a Venom web,
    but overall, this fightís in your favor unless you happen to screw up real bad.
    
    Ryu - RyuÖ. is a complete waste of a character, in all video games in my
    opinion, in this game heís the worst, I donít even know why Ryu players exist
    anymore, all he has is a fireball for Christís sake! But in any case, just
    Viper beam him, Psimitar when he jumps, and if he does the Shinkuu Hadoken,
    just Hyper Viper beam him to hell, Ryu has and always will suck, also, Iíve
    seen some Ryu players try and do long nasty combos, Heís not Magneto, and if
    you can zone him down, heís useless because he can not beat Cable is a keep
    away contest under any conditions, And certainly not if you have Dr. Doomís
    Anti Air assist or some other high priority assist with you that does chipping
    damage, though make sure you donít corner him and get close, Ryu has one very
    nasty combo that almost rivals Magnetoís tempest combos, but then again, going
    up close with Cable usually is unnecessary anyway, also one last thing, he can
    probably beat you in air unless you jump before him and can nail him with a
    jumping roundhouse.
    
    Ken - Ahhh, now hereís a man who knows what heís doing, unlike Ryu, this guy
    has the Upper cut, which probably the best Anti air in the game, if give Ken
    invincibility to everything on the way up, and his Hurricane kick is deadly,
    his speed makes him very formidable, so watch out and donít under estimate him,
    not to mention, Ken as an assist has a glitch for his Hurricane kick, and
    believe me it hurts if you know what Iím talking about. And also, Ken can beat
    you in air no matter what usually thanks to his invincible Shoryuken, and heís
    twice as fast as you, but his speed can be a weakness, and also Iíve found most
    people donít really know how to use him effectively since most people simply
    use him for his anti air or hurricane glitch assists.
    
    Akuma - Akumaís pretty good as a character, has the same glitch as Kenís
    Hurricane kick and also has an invincible Anti air, thing that separates him,
    how bad Akuma takes damage, treat him like Ryu, only with a mixture to Ken to
    him and make sure you watch out for his level 3 super itís hard to connect, but
    can if you underestimate him.
    
    Warmachine - Plain and simple, handle him like you would Iron man, just donít
    get caught in his infinite.
    
    Morrigan - Sorry Morrigan players but, Morrigan is sexy and all but she just
    doesnít have what it takes to top Cable, everyone, just use Cable, and abuse
    Morrigan with Viper beams, Hyper Viper beams and alike, treat her like a Ryu
    with a little more speed and a bit more combo ability, and also much, much,
    much more sex appeal. =)
    
    Tron Bonne - Tron is no joke, and is actually a very good character, a little
    wacky, but thatís a good thing, with wacky you get unpredictability, sheís good
    none the less, be careful for some of her moves, I havenít gone against a good
    Tron yet, so I canít say too much, but as playing her I can tell you this, her
    specials are easy to see coming, meaning theyíre easy to counter, jump over,
    whatever fits, just make sure you donít get caught in her lunch rush, even
    blocking that move does a lot of chipping, so when she does it, super jump and
    do a fierce viper beam to make yourself hand in the air, or jump high enough to
    jump out of it, because even after you hit Tron out of the Lunch rush, the
    little Kobunís keep running until the actual end.
    
    Silver Samurai - This guy uses more of the meter then Cable does! But donít
    worry too much, with each power up, his damage increases, if he uses his fire
    power up, HYPER VIPER BEAM HIM, he takes the most damage in the game after that
    first time, I think itís over 140% Meaning you hit him with a Hyper Viper,
    youíll kill him without a doubt. And watch out for his shiriken super, it does
    a lot of chipping.
    
    Iceman - Oh boy, this fight will be tough if you dunno what your doing, since
    Cable can NOT chip Iceman with any of his moves and his Icebeam is literally,
    unrivaled in chip damage, meaning you hit him with a Hyper Viper beam and he
    blocks it, you just wasted because he didnít take a point of damage, to take
    out a blocking Iceman you need one of three things; Master the Tiger knee air
    hyper viper, brought along Doom on Anti air assist, or third, brought Spiral on
    projectile assist. This things can kill Iceman, no problem and no questions ask
    since those two assists are best chipping assists in the game next to Icemanís
    Icebeam, and they also chip Iceman, the Tiger knee hereís how it worksÖlet
    Iceman do and Icebeam, and since the TK AHVB is so fast, heíll whip out the
    Viper beam before old Bobby Drake can block.
    
    M.Bison/Vega - This guy is underestimated, he has a decent teleport that can
    get a little annoying if used over and over, if they do theyíre either trying
    to wait for you to make a mistake, or help kill time and turtle to win by time
    over, what I do I just get to where two of the bodies are, if theyíre the real
    him or not and do a jab Psimitar, chances are youíll get him, or jump up half
    way in front of every single one and do a Fierce Viper beam and wave the beam
    around, not up or down, just mash so it goes all over, you will hit him without
    a doubt if you mash fast enough, Iíve also caught him with Electraps since the
    arc can actually hit three of them.
    
    Megaman - Ah, little blue boy, the Blue bomber seems to be somewhat a problem
    for Cable under some conditions, being your standing F.punch will go right over
    his head, that thatís okay, because most Megaman played have an obsession with
    the Mega Buster and try to fill the screen with buster caps, counter this by
    just blocking, most of them will try and stay grounded in fear of you guard
    breaking them, so just let them keep firing away, those things do no chipping
    damage, so this is what you do, let him get used to throwing them out and do
    what you would to an optic bullet abusing Cyclops, do a quick hop and about
    half way up do a Hyper Viper, 9 times outta ten here too youíll catch him with
    in the middle of firing a buster cap, some Megaman players do other things,
    such as jumping and firing the mega buster as they come down so the cap fires
    off just an inch from the ground so they literally recover as fast as a Tiger
    knee Hyper Viper. Those ones can be somewhat a problem, thatís why if I know
    Iím fighting one, I pack Black heartís anti air, because it hits twice when
    theyíre in air, so theyíll probably hit the ground before they can fire it off
    and you can chip away with a viper beam.
    
    Anakaris - This old mummy takes damage badly, has a slow jump, an arsenal of
    extremely wacky moves, and one of the worst supers in the entire game, so what
    should you do when coming against him? Fear for your very life! Because with
    all those wacky moves, he gains a hell of a lot of unpredictability, and with
    how confusing even his regular moves are, and not to mention with how bad his
    jumping speed and damage setting is, youíll only see experts playing as him
    against a Top Tier such as Cable, also when he jumps, block low until he gets
    close enough to try and jump in, since his roundhouse actually makes his feet
    come OUT of the ground to hit you, but overall, make sure that you keep him
    from a far and stay at the OTHER side of the screen thanks to his mummy wrap
    grab move can get you from afar, and make sure you donít fall to his little
    voodoo worship move, but other then that, whenever you get the chance, just try
    and Hyper Viper beam him, it also helps to pack a high priority assist like a
    good Anti air or Sentinelís ground assist.
    
    Gambit - One thing to learn here, Roll ALL the time from this guy, he is the
    OTG KING, not to mention if he connects with a F.punch throw he can connect a
    Royal Flush if you donít roll, beware of Gambit, his game is weakened from the
    first installment of Marvel Vs Capcom, but he still has all these deadly
    OTGíers, not to mention Gambit is one of the best defensive players in the
    game, and the Cajun slash is a hard move to counter sometimes, even with the
    air hyper viper unless he does the fierce one, just push block the second and
    third hits, you should get more then enough space to connect with your tiger
    knee hyper viper.
    
    Captain Commando - A character with a nice ground game, and very decent keep
    away game also, but never the less, he does have a decent keep away game, so
    donít rush him down, a good Commando will just knock you back with his array of
    helpers, but good thing, he canít fight you from afar that well, donít think of
    Commandoís keep away as the likes of Doomís and Cableís ďDonít get near me!Ē
    Think of it like Sentinelís ďGet close and Iíll knock you back out!Ē So donít
    worry about it, just make sure you donít jump, youíll ear a corridor or a
    Captain sword.
    
    Captain America - This guy is very versatile, he can run with the big guys
    thanks to his hard hitting attacks, easy to do combos, double jump, also watch
    out, when he loses his shield he gains a decent amount of extra speed, but
    loses some priority, so watch out, even a Captain America who has no shield can
    still fight effectively thanks to that speed increase. But overall, youíll be
    able to win easily if you keep him on the other side of the screen, and as for
    the Super Charging Star Hyper combo, donít try and knock him out of it, youíll
    only slow him down, instead block and wait until close to the end and push
    block and do it, itíll shock some people but Iíve caught him with this and they
    expected it to just keep him in there, but you have to know how long the Super
    charging star lasts, but other then that, Just treat him like any up close
    fighter, keep him pinned with Viper beams and assists and look for openings for
    hyper Viper beams, he only has one projectile, and itís slow so nothing to
    worry.
    
    Hayato - Hayato, heís got the look, and a decent anti air, actually itís above
    decent, and a Ďhyper combo-lessí hyper combo move, meaning if he gets that
    super off he can use as many supers as he wants during that time, good thing
    Hayato isnít the best defensive character in the game, in fact he sucks
    defensively, so if you can keep him pinned, like most other characters, heís in
    your pocket, beware though, if he does get his hyper combo-less hyper combo on
    you, most Hayato players put on as much pressure as possible, so Iíd recommend
    pulling out all the stops, even hyper viper beam him, even if he blocks it so
    his meter time will go out.
    
    Jill Valentine - Jill can be played two ways Iíve seen, the in your face style,
    using her speed a very easily combos and easy to connect hyper elbow hyper
    combo, or played at a somewhat keep away character, using her zombies, dogs and
    ravens to come after you, Iíve seen both work nicely, just keep away version
    doesnít on Cable, if it is keep away version of Jill, wait for her to summon a
    helper and zap her while she looks behind herself, if itís a zombie, itíll be
    quicker so you have to recover for her, if she summons an animals like crow or
    dog, sheíll actually hop or duck over it, giving you plenty of time to blast
    her to hell, the in your face version how ever can be a problem thanks to Cable
    not being prone to rush down, so most I can say it pack a good anti air like
    Cyclops being Jill has no air dash, that one will work, hell even Wolverineís
    Tornado claw assist will save you against Jill. (Writer note: Jillís cool and
    hot, but she just canít hang with Cable.)
    
    Servbot/Kobun - This little robot can actually cause you some trouble, being
    heís so short most of your normal moves canít hit him unless attacking low of
    course, can duck under your Viper beam if you donít arch it down, plus heís so
    little donít even try hitting him with a Psimitar if he jumps, But he has more
    cons then pros, takes damage badly and it left open by most of his moves, if he
    does any hyper combo, Hyper Viper, just arch it downward to ht him of course
    and occasionally during the Hyper Viper, let go of down so heíll come off the
    ground and youíll wipe away from of those annoying other Servbots trying to hit
    you.
    
    Dan - This guy I didnít pair with the Shotos, heís above them in my opinion, he
    has a nice anti air, and can earn tons of the meter for the team, but he canít
    run with Cable sadly. (I love Dan, heís cool and all, but itís sadly true.)
    this guy has a FUNNY projection, the Goudo-ken, if he launches one from afar,
    just smile and laugh, itís what youíre opponent is trying to make you do
    anyway, I always take it easy on Dan because heís so funny, I even tell my
    opponent half the time ďHey, gimme an autographĒ and take my hands away from
    the controller stick and buttons and wait for him to do it, and no, I donít
    blast him when he does it because I enjoy Dan so much, but over all, just relax
    and have fun, youíll usually win under most conditions against Dan, and if he
    does his Super taunt hyper combo, LET HIM DO IT! I order you to!
    
    Jin - Heís not really a problem at all, though Iíd beware of Super or normal
    jumping on this guy as he can do either a Bloodia Vulcan or Seotome Cyclone,
    Vulcan can guard break sometimes for some reason, if he does it while you Super
    jump, heíll hit usually no matter what from what I found, and the Cyclone, Iíve
    had a hard come blocking that since most do it right above so you donít know
    exactly which way to block and both Hyper combos hurt, he can knock you out of
    any jump or dash in with Seotome Dynamite, Seotome Typhoon it a great dash in
    stopper, but he can get predictable once again, his moves have a lot of
    recovery, so you can push block and punish him, or just block and punish him,
    but Iíve found push blocking and doing it grants more hits (If your opponent is
    RIGHT in front of the beam itíll do less hits, and less hits mean less damage)
    And if he does a Bloodia punch on you, BLAST his ass before hand, the fist will
    still come out, but stop JUST in front of you thanks to it being stuffed by
    Cableís Air Hyper Viper.
    
    Felicia - Ooo, sexy kitty girl, she might have more sex appeal then Morrigan
    (She does, anyone says she doesnít hasnít seen her then.) and more combos, but
    canít deal too much damage, she does have a nice Sand Splash Hyper combo
    however that can cut a few things short, has quick start up, and decent
    recovery, but not enough recovery to protect her from a Hyper Viper, plus you
    can jump the start up and do a Hyper Viper still, she has no projectiles so
    keep her at bay and you got her in your pocket (Iíd love to have her in my
    pocket for real thoughÖ)
    
    Thanos - This guy has a bubble infinite, so Iíd suggest learning to mash out of
    combos (If you can mash fast enough to can escape Magnetoís Tempests combos!!)
    for a big guy this guy has nice speed too. Some VERY powerful Hyper Combos, if
    he does a Gauntlet Power Globe Hyper Combo and you have Doomís anti air with
    you, use it and jump back and Hyper Viper, Doomís rocks will stop the ball from
    going forward and so will your beam, plus the beamíll go through the globe to
    Thanos, and if you donít do this, Doom will get hit, and you wonít hurt Thanos,
    and who wants that?
    
    Amingo - This little Mexican jumping beanÖcactus thingÖwhatever! Is no problem,
    can be a good assist for you, or your opponents team because he has a defense
    up assist like Rougeís kiss, also a life up move to recover red health, (Though
    if you want to recover even more, donít use Amingo, use Jill.) But on point,
    Amingo isnít a problem at all, just Hyper Viper and chip away, from what I
    know, ALL his moves leave him open, his Hyper combos suck, and takes damage a
    little above 100% Like always, just Hyper Viper beam him, and if he does his
    Hyper combo where the little tulip comes out, jump over it and hit him with the
    Time Flip just to embarrass him.
    
    Sonson - Little monkey girl is NO problem, just have Doom with you and Iíve
    found thereís NOTHING she can do. Just stay by Doom so if she tried to jump in
    (Remember, Dooms anti air isnít actually an anti air really since he can be hit
    out of it.) and so a jab Psimitar if it hits, repeat, if it doesnít sheíll end
    up chipped by the rocks, if she does a Hyper combo, Super jump over her or to
    the back of the screen depending if she used the Monkey one or her staff one,
    Monkey over her, staff, backwards, Hyper Viper her to hell either way and itíll
    be a VERY short fight.
    
    Zangief - Hm, this guy was a problem in the original MvC, but as most
    characters, he was downsized, he has nice stamina, a Hyper combo that canít be
    blocked, but can be seen coming, be careful against him in the corner since he
    can hit you with I believe two of his Final Atomic busters, so donít get
    corners, but that wonít be hard, donít dash in blindly either, you might run
    into a spinning lariat canceled into a Hyper lariat, and if he does his hyper
    armor move, forget it, just tell him to walk away because he canít block, so
    feel free to just Hyper Viper him to hell because thereís nothing he can do.
    
    Hulk - Another character who was good, now heís pitiful, Playing against Hulk
    is like this, Super jump, since heíll think that the Gamma Crush is like in the
    original MvC, hard to block, but it isnít anymore, plus it doesnít do as much
    chipping as it once did, so just let yourself fall and the rock Hulkís holding
    onto you as you block, then just wait for him to stop the move as heís coming
    back to the ground and Hyper Viper him three times, as for the Gamma Wave,
    Super jump over it, it can not be nullified so donít try, Gamma crush has nice
    comboability, thatís about the only real combo Hulk has is comboing that.
    
    ------Recommended teams-----
    
    There Iíll list the teams with Cable I see as the best because Cable NEEDS
    proper assists and other characters to help him to victory.  Without assists,
    Cable till usually get wiped out without much effort.
    
    Spiral (Projectile), Cable (Anti air), Sentinel (Ground) = A decent team,
    Spiral isnít exactly what she used to be, but a VERY good team against people
    that donít know how to guard cancel, but if you do go against someone who does,
    expect them to guard cancel to escape the Sword/drone trap, and for the
    newbies, what is that trap? First learn this, Spiral is the CHIPPING queen,
    hereís what to do, call sentinelís drones, Super jump, call her dancing swords
    and throw three down, and then jump again, throw the last three, call the
    swords, three on the way down and call Sentinel, this should do MAD chipping
    and keep them in block stun (Unless they know guard canceling) It even chips
    Iceman, and another reason this team is so good is because Spiral is probably
    the BEST battery (Character that can get the Hyper Combo meter up quickly, and
    she can do this VERY quickly.) Sentinel is only there as an assist really, but
    if you can actually play as Sentinel effectively (Though not as effectively
    without Captain Commando or Black Heart there.) But there is one bad thing
    about this team, you donít have a strong anti air (Cableís is decent, but never
    the lessÖ)
    
    Spiral (Projectile), Cable (Projectile), Cyclops (Anti air) = This is one of my
    favorites, because as I said before, Spiral is probably the games best battery,
    and hereís something Iím not sure if you know, you can actually SAFE TAG with
    her, This is done by calling the Dancing Swords and shooting out about 3-4
    swords (Though I can do all six most of the time because I can mash the punch
    button like that. =) But in any case, then tag in Cable, heíd go in faster then
    the swords going across the screen, meaning heíll hit the opponent, and the
    swords will come by and keep him in block stun, giving Cable enough time to
    come in with 100% life and a level 3-5 hyper combo bar. Another good reason is
    Cyclops, Cyclops hasÖprobably one of the BEST Anti Airs in the game, The Gene
    Splice goes almost half way across the screen, and has invincibility on the way
    out (Iíve knocked Captain America out of charging star, Guile out of
    Summersault justice, and Ken out of the Shoryureppa ALL at the same time.) And
    every time Cyclops hits you can do 3 air hyper Vipers, or at least one
    depending on your timing, if you get it on the first to second hit, you can do
    three, if you canít do that timing, just do a normal jump as the last hit of
    the Gene Splice goes off and you got one free Air Hyper Viper.
    
    Storm (Projectile), Cable (Projectile), Psylocke (Anti Air) = This teamís rated
    above teams with Spiral, because one reason, Storm is ranked best character in
    the game, she can rush down, and with Psylocke there, Storm can land her
    Lightning Storm combos much easier, and Psylocke is invincible as well with her
    anti air, and also, Storm is a GREAT battery, not Spiral, but good, to be a
    good battery, Super jump, hold up to make her hover down and keep hitting
    fierce punch, then air dash back up, repeat, then lightning attack upwards,
    repeat, Iíve done over 14 fierce punches this way, Not to mention Stormís Hail
    Storm can be DHCíed during the third Air Hyper Viper with Cable and almost
    guarantee death! (Unless youíre playing with the damage setting on one, but
    then you just need to hit him one time usually.), Psylocke is there as assist,
    plus she can reward Cable with three Air Hyper Vipers, but timing it is harder
    then with good olí pops (Cyclops)
    
    Magneto (Projectile or Capture), Cable (Projectile), Psylocke (Anti air) =
    Another good team, but a weird team, Iím the only one to use this team to my
    knowledge, Being most Cable players canít do Magnusí long combos, Magneto is
    also a good battery, but his tempest combos can take out 40-100% life, but this
    team operates just like the above team, only with this team, Magneto isnít as
    good a battery as Storm, so you should rather to rush down, and thatís what
    Psylockeís for!
    
    Sentinel (Ground), Cable (Projectile), Captain Commando or Black Heart (Anti
    Air) = Sentinel has an interesting rush down, also interesting keep away, I
    donít use this team well, I do but itís only in experimental stages, meaning
    Iím still learning team dynamics and Sentinelís combos, so I canít speak on his
    too much, but I will say this, this team is VERY deadly if played right, the
    team involves flight canceling, hereís what you do from what I know, do a
    crouching roundhouse, if it hit, cancel into rocket punch and then cancel into
    HSF (Hyper Sentinel force) And do his semi-infinite, if he blocked it, cancel
    into flight, and depending who youíre going against, either cancel flight
    quickly, or tap forward and then do a short, roundhouse + Your Anti Air, then
    tap forward again, repeat to chip because ALL of Sentinelís moves to chipping
    damage, even his jabs
    
    Strider (Ground I think), Cable (Anti air), Dr Doom (Anti air of course) = An
    EXTREMELY deadly team, because with this team, guard canceling isnít an option
    even, because of the Strider/Doom trap, because Doom will be behind him, so
    Strider starts off on point, beginning the Strider/Doom trap, Strider can make
    about half a meter with each time you do the trap, so if you have five meters,
    you got eight traps, and eight is MORE then enough to take out one character
    unless you screw up, but this team can be screwed up on one thing, because
    Strider needs meter for Ouroborus, and Cable needs a meter too, so just be sure
    you donít get too greedy with Strider, because Strider might die and Cable
    might be left without a meter for himself.
    
    Black Heart (Anti Air), Cable (Projectile), Iceman (Projectile) = This is one
    team people get mad at me for using, because you can call Iceman while doing
    your fierce punchx4, so you can do a lot of chipping on people, plus if they
    jump you can call Blackheart or if Icemanís already out, cancel from the
    gunshots into psimitar quickly and it can sometimes stop them, plus Black Heart
    is one of the best batteries in the game thanks to his Super Jump demons, and
    Iceman takes no chipping, and can deal MAD chipping! So a lot of people can get
    mad at you for that team.
    
    ---------------------------
    This is it for my teams, thereís no doubt much more teams Cable is deadly on,
    but these are the ones I, and many others tend to use.
    
    =======================
    Damage charts
    =======================
    
    All of these charts are done on Cable, who is a 100% damage taker. There is 143
    points within one life bar.
    
    Standing jab    -    4 points
    
    crouching jab    -    4 points
    
    jumping jab    -    4 points
    
    Standing strong (Middle punch)    -    7 points
    
    Crouching strong (Middle punch)    -    7 points
    
    Jumping strong (Middle punch)    -    7 points
    
    Standing fierce    -    12-34 points (If linked for all five hits)
    
    Crouching fierce    -    6-18 points (If hits twice)
    
    Jumping fierce    -    6 points
    
    standing short kick (Light kick)    -    4 points
    
    Crouching short kick (Light kick)    -    4 points
    
    Jumping short kick (Light kick)    -    4 points
    
    Standing forward kick (Middle kick)    -    7 points
    
    Crouching forward kick (Middle kick)    -    7 points
    
    Jumping forward kick (Middle kick)    -    7 points
    
    Standing roundhouse kick    -    13 points
    
    Crouching roundhouse kick    -    13 points
    
    Jumping roundhouse kick    -    13 points
    
    Hop kick    -    13 points
    
    Roundhouse throw    -    16 points
    
    Viper beam    -    15-18 points
    
    Psimitar - 21-24 points
    
    Electrap (Lockdown)    -    12 points
    
    Crackdown    -    4-20 points
    
    Sightage    -    24 points
    
    Hyper Viper beam    -    56 points (Unmashed)
    
    Time Flip    -    30 points
    
    Snapback    -    10 points
    
    ==============
    Credits
    ==============
    
    
    Myself - For making this!
    
    Antrez - My friend, and probably second best (Now you are. Haha!) MvC player
    that I hang out with normally, youíre great to spar against man.
    
    Mechie - Mechí You put up a nice challenge sometimes, so youíre good for my
    experimental teams, plus youíre also nice human target to get down a lot of my
    main combos.
    
    William - You, you are the sorriest Marvel Vs Capcom player Iíve EVER seen!!
    But you were around to get beaten and allow me to use my combos against you and
    just flat out destroy you and learn some of my mistakes, because if you can
    punish me for some moves, then I KNOW itís a mistake.
    
    Josh - Josh, you go against me the most, well, I make you do it, but itís fun
    to go against you, because you have such a hard time getting around just ONE of
    my characters most of the time, you were another great sparring partner.
    
    StraydoG - On gamefaqs board for making me realize my Guard breaking section
    was a tad too complicated.
    
    Capcom - For making such a great fighting game that attracts so many players.
    
    
    ==============
    Contact
    ==============
    
    Here's the ways to contact me.
    
    Email: iisolidsnakeil@aol.com
    Email#2: Boost_Jump@Yahoo.com
    AIM: iisolidsnakeil OR Capoeira Pride
    MSN instant messenger: bboy_Heat@MSN.com
    
    
    Also, some people have been emailing me on how to get MvC2 match videos.
    Before anyone emails me again, IM me on one of my AIM SNs and tell me.
    I'll let you connect to my server and DL all the videos I have (And I got a lot.) Lol.
    ==============
    Legal Stuff
    ==============
    
    All characters here are copyrighted to Capcom or Marvel, Strider is copyrighted
    to uhmÖthat guy who heís licensed to (I forgot his name, terrible sorry) but
    this guide I guess is copyrighted to me I guess...but in any case, you know
    what I mean, all characters copy righted to me, but I wrote thisÖyeah, and if
    you actually read thisÖsomethingís wrongÖ