Explore the command lists and strategies for Cable and Cammy in Marvel vs. Capcom 2. Learn their special moves, Hyper Combos, and assist options to dominate the competition.
Cable
Cable is a mercenary from the future, son of Cyclops, with remarkable abilities.
- Viper Beam: H qcf + P (tap P to change beam direction, can arc up/down).
- Crackdown: H qcf + K.
- Psi-Charge: hcb + P (hits only when close, grants significant HC energy on hit, but also to opponent).
- Electrap: H qcb + K (hold K to delay, air usable; opponent momentarily unable to move).
- Scimitar: H f,d,df + P.
- (turning kick): f + HK.
- (gun fire): Tap HP rapidly (can result in a 5-hit combo including draw animation).
- Hyper Viper: qcf + PP (tap P to change beam direction, air usable).
- Time Flip: qcf + KK (allows attacks during the move, range can be deceiving).
Cable - Partner Assists
- a: LP Viper Beam / LP Viper Beam / Hyper Viper
- B: HP Scimitar / HP Scimitar / Hyper Viper
- y: LK Electrap / LK Crackdown / Hyper Viper
Cable - Other Moves
- Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 5]
- A.Rave Launchers: [Standing MP] [df + HP]
- A.Rave Finishers: HP,HK
- Ground Throws: When close, b / f + HK
- Mid-Air Throws: When close, any dir. but d / u + HK in air
- Flying Attack: Crouching HP (either hit)
- Knockdown Attack: Crouching HK
- Variable Attack: Jumping HK
- Snapback Attack: Standing HK
Cable - Notes
- Viper Beam/Hyper Viper can be directed by tapping P, or holding up/down while tapping P for arcs. Damage can vary.
- Crackdown does less damage from afar.
- Psi-Charge grants HC energy but can be blocked and gives opponent HC energy.
- Electrap projectile miss only stuns if the field hits.
- Cable's gun draw animation can hit.
- Hyper Viper can miss if opponent is close and crouching.
- Time Flip range requires closer proximity than expected to connect. Cable cannot use Hyper Viper or partner moves during Time Flip.
- All of Cable's command attacks are cancelable.
Cammy
Cammy is an entranced fighting doll.
- Axle Spin Knuckle: H qcf + P.
- Cannon Drill: H qcf + K (air usable).
- Cannon Spike: H f,d,df + K.
- Cannon Strike: H In air, qcb + K.
- Cannon Revenge: H hcb + P (counter move; if struck while flashing, she counters with a Cannon Spike-ish attack (LP) or crouching HP (HP)).
- Hooligan Combination: qcb + K... (can cancel with P).
- Combination Cannon Strike: ...press K when in the air (during Hooligan Combination).
- Cross Scissor Pressure: ...press P when near an airborne foe (during Hooligan Combination).
- Fatal Leg Twister: ...press P when near a crouching foe (during Hooligan Combination).
- Razor Edge Slicer: ...do nothing and allow yourself to land (during Hooligan Combination).
- 2 Dan Jump: Press ub~uf (x2).
- Steel Slicer: b + HK.
- Spin Drive Smasher: qcf + KK.
- Reverse Shaft Breaker: qcb + KK.
- Killer Bee Assault: qcb + PP (air usable).
Cammy - Partner Assists
- a: HK Cannon Spike / LP Cannon Spike / Spin Drive Smasher
- B: HK Cannon Drill / HP Cannon Drill / Spin Drive Smasher
- y: HP Axle Spin Knuckle / HP Axle Spin Knuckle / Killer Bee Assault
Cammy - Other Moves
- Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 5]
- A.Rave Launchers: [Standing HK] [Crouching HP] [df + HP / HK]
- A.Rave Finishers: HP,HK, Cannon Strike
- Flying S. Ground: Reverse Shaft Breaker
- Ground Throws: When close, b / f + HP / HK
- Mid-Air Throws: When close, any dir. but d / u + HP / HK in air
- Flying Attack: None.
- Knockdown Attack: Crouching HK
- Variable Attack: Jumping HK
- Snapback Attack: Swing Knuckle (close standing HP from XvSF)
Cammy - Notes
- Cammy can only hypercancel off of Cannon Strike if done during a superjump.
- Cannon Revenge's HP counter (crouching HP) knocks opponent into the air but does not allow for a super jump follow-up.
- Hooligan Combination can be canceled by pressing P.
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