MvC2: The Cable Glitch Explained!

By Michael Ochoa, Derek Daniels, and John Choi

October 7, 2000 - MvC2 seems to have more than its fair share of glitches - perhaps more than any other previous Capcom game. Opinions aside on whether or not they should be used, or which ones should be used, they are interesting to watch and explore. That sole reason is why we present this Cable glitch. This glitch has been confirmed on both the arcade and Dreamcast version.

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What the?!?!?

Cable Explained

First we need to take a look at Cable's Grenade (QCB+Kick) and how it affects the opponent. If the grenade hits the opponent, they are stunned for a brief amount of time (this can be mashed out of) unless they have Super Armor, such as Sentinel, Juggernaut, and Hulk. Super Armor characters are only stunned when they are jumping - either normal jump or super jump.

The Glitch

The glitch arises from when the opponent is about to be hit by the grenade and calls out an assist. Note that since the grenade only affects Super Armor characters when they jump, they must jump for this glitch to work. What happens is that if the opponent calls out the assist at the right time before grenade hits - it will either freeze both point characters or it will freeze the point character who called the assist and allow Cable to move, depending on what type of assist was called. If the assist is a throw type, such as Anakaris or Omega Red, it will freeze both point characters rendering them useless until time runs out or you reset the machine. If the assist is a capture type, such as Magneto or Spiderman, it will only freeze the character that called the assist allowing Cable to roam freely and build up meter or just kill time until time runs out.

Here is a brief list of the various assists and the results:

Throw type = Freeze both characters

  • Anakaris
  • Omega Red
  • Rogue

Capture type = Freeze opponent only

  • Magneto
  • Ruby Heart
  • Spiderman
  • Thanos
  • Tron
  • Cable