12-6-2025
First public release of Marvel vs. Capcom: Eternity of Heroes R Cable
by DarkCipherLucius (Space23).

Update ver. 1.01
 -Fixed attribute bug for certain normals
 -Viper Beam and Hyper Viper Beam sprite tiling adjusted to better
  match mvc2. Proper hitbox size now used.

Ver 1.0 (First version)
-See notes below for gameplay adjustments from MvC2.

For MUGEN 1.1 or IKEMEN only
Not supported in MUGEN 1.0 or Winmugen

Any issues or bugs, direct your findings/feedback to the following threads, or e-mail:

Email: darkcipherlucius@yahoo.com
Infinity Mugen Team: https://www.infinitymugenteam.com/Forum_345/index.php?topic=48494.0
MugenGuild: https://mugenguild.com/forum/topics/marvel-vs-capcom-eternity-heroes-remake-199484.0.html

Changes from mvc2:

1) Throw now does a knockdown, opponent can tech the knockdown using the required recovery command
2) Fwd+HK Command Normal has more hitstun, goes slightly further than mvc2 version
3) Crouch HP gunshot retains the hitstun while dragging the opponent downward (EOHR gameplay)
4) Psi-Chrge hit grab is a true knockdown. Stronger input makes Cable move forward telekinetically.
	During Psi-Charge, hold back to side switch and slam the opponent for a follow up.
5) Crackdown now does a wall bounce (EOHR gameplay)
6) Electro Web Trap grenade has faster start up, but takes longer to be able to throw another grenade.
7) Time Flip hyper uses a randomized palettes.
8) New Level 3 custom hyper, Time Crush (QCB+2K input)
9) Hitboxes for Viper Beam and Hyper Viper Beam adjusted to compensate for characters with very small hitboxes.
	EOHR game version of Cable will have the standard hitbox sizes.

This is probably the very first, close to source accurate Cable made for MUGEN 1.1/IKEMEN.
By no means is it a direct 1 to 1 version, instead its an enhanced remade gameplay to what
my fan project, Marvel vs. Capcom Eternity of Heroes will be.
Hitbox data is directly from MVC2. The Viper Beam and Hyper Viper Beam was the most daunting
and difficult part of the character to code. It is required to use MUGEN 1.1 or IKEMEN for the
beam to work correctly. The beam is created using multiple tiles rather than badly pre-made
sprites of the beam. Control the beam with Up or Down, and mashing button inputs.

Any "Viper Beam" like effect originating after the release of this character will likely be using
the code from this Cable. If done so, at least mention me in the credits. IYKYK

Special thanks to:
Infinity Mugen Team
jaede_midori <---- YOU gave me the idea on making the viper beam possible, thank you so much!!
Akushadow (sff color separation)

Frame data provided from: https://sf4remix.com/mvc2/
Adjusted for a "faster" gameplay feel (TURBO)

Hyper portrait from: https://zachd.com/mvc2/resources/mvc2/images_characterportraits.html

All my beta testers for the EOHR full game

Anyone who helped make a palette for Cable, please feel free to contact me so I
can update this readme! I kind of forgot to write down names! Sorry!!

See config.txt to enable/disable the Combo announcer.
You may also switch from 6 button to 4 button (mvc2).
Defaults to 6 button.

MOVE LIST: (using Number Pad Notation, character on P1 side)

7 8 9	LP MP HP
4 5 6	LK MK HK
1 2 3	P 2P 3P
	K 2K 3K

Throws:
6 + HK / 4 + HK (when close to opponent, air ok)

Command Normals:

6+HK = Low Heavy Kick

Special Moves: 

236+P = Viper Beam (Air OK)
623+P = Psimitar
624+P = Psi-Charge Kinetic Shock
236+K = Crackdown
214+K = Elec Trap

Hyper Moves:
236+2P = Hyper Viper Beam (Air OK)
236+2K = Time Flip
214+2K = Time Crush (Level 3)