Marvel vs. Capcom 2 Walkthrough :
This walkthrough for Marvel vs. Capcom 2 [Playstation 2] has been posted at 03 Oct 2010 by sk3l3tas and is called "Cable Character Guide FAQ V.2.0". If walkthrough is usable don't forgot thumbs up sk3l3tas and share this with your freinds. And most important we have 59 other walkthroughs for Marvel vs. Capcom 2, read them all!
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Walkthrough - Cable Character Guide FAQ V.2.0CABLE ============================================================================== Game: Marvel vs. Capcom 2: New Age of Heroes Cable Character Guide FAQ V.2.0, 9/17/00 by Dan "PhatDan81" Finch dan@finch.com Unpublished work Copyright (c) 2000 Daniel D. Finch ============================================================================== CONTENTS ============================================================================== I. Background II. Legend III. Regular Moves IV. Special Moves V. Supers VI. Combos VII. General Strategy VIII. Misc. Stuff IX. Legal Stuff ============================================================================== I. BACKGROUND ============================================================================== Who is Cable? Nathan "Cable" Summers is a member of the X-Men and is the son of the X-Men's leader Scott "Cyclops" Summers. As an infant, Apocalypse in- fected Nathan with a deadly virus called the techno-organic virus. Scott agreed to send to Nathan into the future in order for Nathan to survive. Cyclops and his wife's spirits were transported to the future and inhabited bodies of the time Nathan were in, so they could raise him. By the time Scott and his wife's spirits returned to their original time, Nathan was old enough to take care of himself and decided to stay in the future. A computerized clone had been created of Nathan since it was believed that Nathan was not going to survive. Over time, the clone turned evil, but even- tually inhabited Nathan's body. Nathan had learned of his mutant telekinetic abilities and used these abilities to resist the virus' harmful effects. At the time however, the virus had already spread to his left arm, left shoulder and left eye. His left eye is able to see infrared light. He later became a mercenary for the U.S. government, where he was issued high-tech weapons and was taught hand-to-hand combat. He eventually became the greatest hero of his time. Recently he has returned to this present time. He has reunited with his father and was able to defeat Apocalypse. He is now part of the present X-Men. ============================================================================== II. LEGEND ============================================================================== ---------------------------------------------------------------------------- ABBREVIATIONS U Up D Down B Backward F Forward C Crouching S Standing J Jump[ing] SJ Super Jump[ing] P Punch K Kick AC Air Combo OTG On The Ground; an attack being performed while the opponent is lying Down LP Light Punch Jab MP Medium Punch Strong HP Heavy/Hard Punch Fierce LK Light Kick Short MK Medium Kick Forward HK Heavy/Hard Kick Roundhouse ---------------------------------------- UNIVERSAL COMMANDS LP + LK Calls in second partner HP + HK Calls in third partner Assist 1 Calls in second partner, who steps in and does an attack Assist 2 Calls in third partner, who steps in and does an attack Snapback D, DF, F + Assist, forces the opponent out if they get hit (one HC level) Variable Counter B, DB, D + Assist (while blocking); tags in partner who jumps in and does a designated attack Crossover Combination All three characters do one specific super (Hyper Combo) then the two secondary characters step out after doing their supers (one to three levels; two levels causes only two players to come out while one level has just the primary character do his or her super). ============================================================================== III. REGULAR ATTACKS ============================================================================== ---------------------------------------------------------------------------- PUNCHES ---------------------------------------------------------------------------- JAB 1. Standing A basic jab, it has about the same priorities as most other standing jab punches. Cable's version, however does not hit most crouching opponents or even some standing opponents. Use S.Short instead. 2. Crouching Same as the standing version, only this one hits standing and crouching opponents. It's about as useful as most other low jabs. 3. Jumping Same as the standing version except he angles his arm downward slightly. This is his AC starter. ---------------------------------------------------------------------------- STRONG 1. Standing This is Cable's launcher attack. The range sucks and it doesn't hit some crouching opponents or a standing Roll. You must be very close for this to connect. 2. Crouching Cable uses his pistol to hit his opponent(s). He doesn't fire it; he just hits them with the barrel of the gun. It has decent range and pretty much the same priority as his S/C.Forward. 3. Jumping Same as the crouching version, this is used mostly as an AC filler. ---------------------------------------------------------------------------- FIERCE All three versions of his fierce attacks make him fire his pistol. Each version has different characteristics. 1. Standing Cable fires his pistol straight ahead. Press the button rapidly to make him fire up to four rounds. It can cancel into any special move or a Hyper Viper Beam. Be careful not to use this at mid-range because if the opponent jumps over the bullet(s), you could be in big trouble. Also be aware that the bullets won't hit most crouching opponents and can leave him open for some crouching attacks. Use this at long range or in combos or as an anti-dash-in attack. 2. Crouching Cable stands up and fires upward at about a 30-degree angle. The opponent can get hit while he's pulling the gun out, which causes the opponent to get knocked upwards and get hit by the bullet. The move can be cancelled into a special move or super before he actually fires the gun. It can be used as an unreliable anti-air attack. If you throw this out when the opponent is on the ground, but not next to you, you could get punished. Use it mostly in combos, as a surprise attack or as an anti-dash-in attack. 3. Jumping Same as the standing version, except he can only fire the gun once. It can be used as an AC finisher, but the opponent must be above you for it to connect. It can also be used for an opponent who is airborne and is at a distance. ---------------------------------------------------------------------------- KICKS Cable's kicks are better for ground combos. They have better range and most of his kicks hit standing and crouching opponents. ---------------------------------------------------------------------------- SHORT 1. Standing A basic standing LK, Cable does a knee attack. It has the same priorities as the S.Jab, except this is better since it hits both crouching and standing opponents. This is his primary combo starter. 2. Crouching A basic low LK, this also can be used to start ground combos. Its range is about the same as the standing version, except it hits low. 3. Jumping Same as the standing version, this is used as an AC filler. ---------------------------------------------------------------------------- FORWARD 1. Standing A basic MK, he basically swings his leg out. It has decent range and pretty good priority. It can be used to combo into some of his special moves or it can be used as a ground combo filler. 2. Crouching Cable extends his leg out while crouching. It has the same priorities as the standing version except it hits low. 3. Jumping Cable does an upward kick with his nearer leg. It has poor range but is used as an AC filler and also to combo into AC finishers. ---------------------------------------------------------------------------- ROUNDHOUSE Cable's roundhouse attacks have very good priority and range. You'll definitely be using these a lot. 1. Standing Cable extends his leg out as far as possible. Although it's a little slow on start-up, it's easy to combo into and it combos into almost any special or move or a Hyper Viper Beam. If it gets blocked, cancel into a Viper Beam or Crackdown to avoid getting punished. 2. Forward Cable does a small jump forward and extends his leg downward. It can't be comboed into (at least it won't register as a combo) and it doesn't combo into anything. I'm not sure what exactly its uses are or if it has any at all. 3. Crouching A conventional low HK that sweeps opponents, it has slightly above-average range and it's easy to combo into and it combos into some special moves and his Hyper Viper Beam. 4. Jumping Cable extends both legs out at a slight downward angle. It's identical to Cyclops' J.D.Roundhouse, however Cable's version has more range. This is Cable's best jump-in attack and most reliable AC finisher. ============================================================================== IV. SPECIAL MOVES ============================================================================== A (*) means that the move can be done while in the air. A (H) means that the move can be cancelled into a super. A (h) means that the move can be cancelled into a super as it gets blocked. VIPER BEAM (VB) (*)(H) D, DF, F + press P rapidly (While tapping P, press U to arc beam up; press D to arc beam down.) This is Cable's primary projectile and keep away attack. He pulls out a gun that looks like a machine gun and fires a beam straight-ahead. It combos easily off any fierce or roundhouse attacks. It also combos easily into a Hyper Viper Beam. Use this in ground combos or for keep away. Use the air version for aerial confrontations. The punch button used determines how long Cable fires the beam and the amount of damage it does. Don't use this at mid- range or when next to your opponent. They could jump over the beam and punish you, or if it's blocked close, they could punish you while you're recovering. SCIMITAR (H) F, D, DF + press P rapidly This is Cable's dragon punch. He does an upward jump at about a 70-degree angle while holding an electrically charged sword. At the peak of the jump, he throws the sword in the direction he was travelling. It does decent damage and it can be cancelled into a Hyper Viper Beam. The punch button used determines how high he jumps before he throws the sword. This is Cable's best anti-air move. It starts up a little slow, but it's very easy to combo into. Just like other dragon punches, it sometimes catches opponents off-guard. Use the jab version to surprise your opponent and for an anti-air attack. Use the fierce version in combos or if you're absolutely sure it will connect. Just like any other dragon punch this one has that awful recovery delay, so be careful about using this move. PHY-CHARGE (h) F, DF, D, DB, B + press P rapidly (Hold P to hold out hand.) Cable holds out his hand, attempting to grab his opponent. If he does, he charges them with electricity, causing your super meter to get charged up from your opponent's life. Holding the punch button causes Cable to hold his hand out until it is blocked or it connects. Tapping the button while the move is being performed takes more life from the opponent and gives you more super energy. If it gets blocked or it misses, Cable will be standing there for a second holding his hand out, even if you don't hold the button. Use this move as a surprise attack or a mistake punisher. CRACKDOWN (H) D, DF, F + K Cable dashes forward then does a downward punch with his nearer arm. The latter part neutralizes fireballs without causing Cable to slow down while dashing forward--it also OTG's. It combos off any heavy attack and it cancels into a Hyper Viper Beam. It also has a pretty quick recovery. The stronger the kick button used, the farther across the screen Cable travels and the more damage it will do. ELECTRAP (*)(H) D, DB, B + K (Hold K to delay explosion.) Cable pulls out a capsule containing electric energy. It explodes when it either reaches a specific point, hits the opponent(s) or upon releasing the kick button. The start-up is painfully slow, but it does have its uses. You can use it to keep an opponent from jumping. You can also use it in the air for an opponent that is in the air but at a distance. You can also use it as a decoy; throw one out then dash forward and either throw or attack your opponent while the capsule is still travelling through the air and they're trying to block it. If it hits the opponent, it causes them to be trapped, unable to do anything. Attack them immediately afterwards. If you hold the kick button, the amount of damage that it will do and the amount of time that it holds the opponent are both lowered. Thanks to Cayr Desanea (cayr@yahoo.com) for that small piece of info. ============================================================================== V. SUPERS (HYPER COMBOS) ============================================================================== HYPER VIPER BEAM (HVB) (*) D, DF, F + 2P (ground) D, DF, F, UF + 2P (air version from ground) (Press U to arc beam upward; press D to arc beam downward.) Cable basically pulls out a giant gun and fires a beam at his opponent. It does a large amount of damage and can be comboed into off of any heavy attack on the ground. The air version can be comboed into in two ways. The first is while standing at a distance and throwing out a S.Fierce. As it connects, cancel into a jab Scimitar and then quickly cancel into an HVB. The other way you can connect the air version is through an air combo. If you want to learn how to connect it in an air combo, see Section VI. The ground version has a really horrible recovery lag, which opponents can easily capitalize upon. The air version starts up ridiculously fast, as well as the recovery delay. However, smart opponents will see it coming and just super jump over the whole thing and punish accordingly. Be careful about choosing when to use this super. TIME FLIP D, DF, F + 2K Cable calls his future counterpart onto the screen who rushes forward (who is also transparent, needless to say) and when he hits the opponent, does an automated 15-hit super. The clone can go through fireballs like Hadoukens and Soul Fists. While Cable's clone is giving the opponent a beat-down, Cable can dash in [or jump in] and do an attack on the helpless opponent. Always start attacking the opponent at the very end to do as much damage as possible. Keep in mind that Cable cannot do a HVB until the super has ended. ============================================================================== VI. COMBOS ============================================================================== ---------------------------------------------------------------------------- MAGIC SERIES Ground Stronger Jumping Stronger Super Jumping Zigzag ---------------------------------------------------------------------------- Launcher S.Strong Strike C.Fierce (first hit) Knockdown C.Roundhouse Snapback S.Roundhouse AC Finishers SJ.Fierce, SJ.Roundhouse, Viper Beam, Hyper Viper Beam, Roundhouse Air Throw Assists/Crossover Counters _ Crossover Combination A Viper Beam \ B Psimitar |-Hyper Viper Beam C Electrap/Crackdown _/ ---------------------------------------------------------------------------- When starting a combo with a J.Roundhouse, it may be necessary to dash in afterwards and then continue the combo accordingly. J.Roundhouse may be replaced with J.Short, J.Forward. S.Short may be replaced with C.Short. S.Forward may be replaced with C.Forward. 1. S.Jab, Scimitar 2. S.Short, Scimitar 3. S.Jab, Phy-Charge 4. S.Short, Phy-Charge 5. S.Jab, Snapback 6. S.Short, Snapback 7. S.Short, S.Fierce(1-Hit), Snapback 8. S.Short, S.Fierce(1-Hit), Scimitar 9. S.Short, S.Roundhouse, Scimitar 10. J.Roundhouse, S.Short, S.Strong, Scimitar 11. S.Short, S.Forward, Scimitar 12. S.Short, S.Forward, Crackdown 13. S.Short, S.Forward, Snapback 14. S.Short, S.Strong, SJ.(Jab, Short, Strong, Forward, [AC Finisher]) 15. S.Short, S.Strong, SJ.(Jab, Short, Strong, Forward, Fierce), C.Short, C.Fierce 16. Long-Range: S.Fierce(4-Hit), VB 17. Long-Range: S.Fierce(4-Hit), HVB 18. Long-Range: S.Fierce(4-Hit), VB, HVB 19. Long-Range: S.Fierce(4-Hit), jab Scimitar, Air HVB (arc downward), Air HVB (arc upward), Air HVB 20. Tag in, Snapback 21. Tag in, S.Jab, S.Strong, SJ.(Jab, Short, Strong, Forward, [AC Finisher]) 22. Tag In, S.Jab, S.Strong, SJ.(Jab, Short, Strong, Forward, Fierce), C.Short(OTG), C.Fierce 23. Tag in, S.Fierce(4-Hit), VB (arc upward) 24. Tag in, S.Roundhouse, HVB (arc upward) 25. In Corner: J.Roundhouse, S.Short, S.Strong, SJ.(Jab, Short, Strong, Forward, Fierce, Jab), Jump (Jab, Strong, Fierce) 26. J.Roundhouse, S.Short, S.Forward, S.Roundhouse, VB 27. S.Short, S.Forward, S.Roundhouse, Crackdown 28. In Corner: J.Roundhouse, S.Short, S.Forward, S.Fierce(4-Hit), Crackdown, C.Short(OTG), S.Strong, SJ.(Jab, Short, Strong, Forward, Fierce, Jab), Jump (Jab, Strong, [AC Finisher]) 29. In Corner: S.Short, S.Forward, S.Roundhouse, Crackdown, C.Short(OTG), S.Strong, SJ.(Jab, Short, Strong, Forward, Fierce, Jab), Jump (Jab, Strong, [AC Finisher]) 30. In Corner: S.Short, S.Forward, S.Fierce(4-Hit), Crackdown, C.Short(OTG), S.Roundhouse, HVB (arc upward) 31. In Corner: S.Short, S.Forward, S.Roundhouse, Crackdown, C.Short(OTG), S.Roundhouse, HVB (arc upward) 32. J.Roundhouse, S.Short, S.Forward, S.Roundhouse, HVB 33. J.Roundhouse, C.Short, C.Forward, C.Roundhouse, VB(OTG; arc downward) 34. C.Short, C.Forward, C.Roundhouse, Crackdown(OTG) 35. C.Short, C.Forward, C.Roundhouse, HVB(OTG; arc downward) 36. J.Roundhouse, S.Short, S.Forward, S.Fierce(4-Hit), VB 37. S.Short, S.Forward, S.Fierce(4-Hit), Crackdown 38. S.Short, S.Forward, S.Fierce(4-hit), HVB 39. J.Roundhouse, C.Short, C.Fierce(1-Hit), VB (arc upward) 40. C.Short, C.Fierce(2-Hit), HVB (arc upward) 41. J.Roundhouse, S.Short, S.Forward, S.Roundhouse, VB, HVB 42. S.Short, S.Forward, S.Roundhouse, Crackdown, HVB (arc upward) 43. S.Short, S.Forward, S.Fierce(4-hit), VB, HVB 44. S.Short, S.Forward, S.Fierce(4-hit), Crackdown, HVB (arc upward) 45. S.Short, S.Forward, S.Fierce(4-hit), jab Scimitar, Air HVB (arc downward), Air HVB (arc upward), Air HVB 46. S.Short, S.Strong, SJ.(Jab, Short, Strong, Forward, HVB) 47. Small Character: J.Roundhouse, S.Short, S.Strong, SJ.(Jab, Strong, HVB) 48. Electrap, Jump (Jab, Strong, [AC Finisher]) 49. Electrap, Jump (Air VB) 50. Electrap, HVB (arc upward) 51. Electrap, Jump (Air HVB), Air HVB (arc upward), Air HVB 52. Time Flip, J.Roundhouse (at end of Time Flip), S.Short, S.Strong, SJ.(Jab, Short, Strong, Forward, [AC Finisher]) 53. In Corner: Time Flip, J.Roundhouse (at end of Time Flip), S.Short, S.Strong, SJ.(Jab, Short, Strong, Forward, Fierce, Jab), Jump (Jab, Strong, Fierce) 54. Time Flip, J.Roundhouse (at end of Time Flip), S.Short, S.Forward, S.Roundhouse, VB, HVB 55. Time Flip, J.Roundhouse (at end of Time Flip), S.Short, S.Forward, S.Roundhouse, Crackdown, HVB (arc upward) 56. Time Flip, J.Roundhouse (at end of Time Flip), S.Short, S.Strong, SJ.(Jab, Short, Strong, Forward, HVB) 57. Small Character: Time Flip, J.Roundhouse (at end of Time Flip), S.Short, S.Strong, SJ.(Jab, Strong, HVB) ---------------------------------------------------------------------------- COMBO TREE Thanks to 3pwood (mayfield_john@hotmail.com) for this concept. This is basically a tree of what attacks combo into other attacks. This does not list every possibility but is basically to give you an idea of attacks that will combo into other attacks. It's also meant to give you an idea of how to combo with Cable. START J.Roundhouse, Time Flip Electrap | | | | S.Jab, S/C.Short | | | | | -------------------------------------------------- | | | | | | | | | S.Strong S/C.Forward Scimitar |________ | | | | | | SJ.Jab --------------------------------------------------- | SJ.Short | | | | | SJ.Strong | | | | | SJ.Forward Scimitar ----------------- C.Fierce C.Roundhouse| [AC Finisher] | | | | | | | | |
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