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Guide - Cryomancer Sub-Zero CRYOMANCER Guide

Colest

Mid-Tier 'Mancer Main
Great guide but is it really possible to hitconfirm 1,1 into ice ball or b1,2 into ice ball? I swear the cancel window is too fucking small to do it even if I buffer directional inputs.
 

I GOT HANDS

Official Infrared Scorp wid gapless Wi-Fi pressure
This is relevant to all 3 variations bye not just Cryo





1,1, I'd say no, the window is so small and since 1,1, is so freaking fast, and it's our "safe" punish at 7 frames start up, chances are if you are using it to punish you Will get in, or you struck to late / tried to punish something out of range/unpunishable, so I think it's ok not to be able to hitconfirm this.

B12 (and B33 for this matter) are entirely different, and are a VERY consistent hitconfirm. I often use B12 as a punish against slower things for the increased damage and it's very easy to hitconfirm, but since playing optimally you should know what you can punish with it and when you can't, this is less relevant. However, as both are excellent combo starters (B12 off a JiP and B33 for low mixup) you are much more likely to see them blocked as this, and you can hitconfirm no problem. Remembering to do it and not auto-piloting into Iceball anyway is where I struggle lol. But when I do hitconfirm, it's always worked and been reliable.

1,1 should technically never be blocked anyway or you used it wrong. Not being elitist or anything, 1,1 is very useful for its role but still only useful as a punish, it does nothing else better than other options, and if it gets blocked, you know you used it wrong, by trying to punish something you can't, and you can take that knowledge into practice mode and work out a better response. You should do this, because as stated you can't really hitconfirm it and have to input Iceball anyway (at least, I do). Don't worry, it happens to me all the freaking time and I end up throwing point blank snowballs into a block string off what I thought I could punish, just take that knowledge into practice mode and better yourself for it.



All this is information for offline play btw. Online, you probably won't be able to hitconfirm any of this
 
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Is this char variation any good? It seems that having your gameplan based around being neutral off his grab isnt a good idea when every other chars offense puts them at advantage on hit. Ive been trying to learn cryo sub and it may have just not clicked yet....
 

RM Ree

Shiba Tamer
I agree it would be better/ cooler (lol). I wasn't dreaming big enough I guess, I just don't see a lot of characters canceling things you can't hold onto. Then again I only play SZ. It's so when people ask who I main and who I sub I can say I Sub Zero and answer both questions like a living option select... I feel your judgment. I reject your judgement.
 
Well the hammer is so damn slow to come out might as well give it some use for its start up taking forever. You could even make the RC negative out of it similar to Jax Heavy Weapons with the purpose of making the other player try to flinch.

I play this variation for fun but it really does kind of suck. It feels like it is only missing 1 or 2 things of being really good. I think the Hammer needs to be cheaper. Making it able to cance out of or being less - on block.
 
How do you connect Throat Slice (F+1,2,2) into a Neutral Jump 1 or 2? I've been trying to figure out what's the trick to landing this consistently but to no avail. The few times I was able to do it in a row, I noticed that I pressed and held up once Sub Zero started to swing his Ice Blade. But that wasn't the answer because it only works a few times sporadically.

Any help is greatly appreciated.
 

Da Tac0

GT: C88 Taco
I've noticed many people unsure/complaining about the F4,2,1+3 combo being a standing reset w/no frame adv.
This may seem like an oversight, but the second hit is special cancellable, so you can mix up with slide or hammer.
It also has great corner carry. Corner reset means you are still in their face applying pressure.
In my experience, resets are something you apply In a pressure string, not every single time it's available. It's one more way to confuse the person.
What's the best follow up strong once their in the corner?
 

RM Ree

Shiba Tamer
I don't think jnp is the way to go after f122 (wait, where are you using this, in footsies or in combos? Inside of combos it's stylish, but not the best option) But if you're compelled, hold up and use jump 1. The range seems better. Otherwise, use b2> f421+3

Cryomancer's combos change so much depending on the meter situation. I'll list some straight forward corner stuff below that I've been using.
Meterless...
- low start, b33 xx ice ball, jip, b2, b2, f421+3 (32%)
- OH start, b2, b2, f421+3 (37%)
1 Bar
- low start, b33 xx crushing hammer, jik, b12 xx ice ball, jnp, f421+3 (35%)
- OH start, b2, b2, b12 xx ex ice blast, jnp, jip, f421+3 (41%)

@Tom Brady, please update the guide. Or at least pick someone else to maintain it.
 
I don't think jnp is the way to go after f122 (wait, where are you using this, in footsies or in combos? Inside of combos it's stylish, but not the best option) But if you're compelled, hold up and use jump 1. The range seems better. Otherwise, use b2> f421+3

Cryomancer's combos change so much depending on the meter situation. I'll list some straight forward corner stuff below that I've been using.
Meterless...
- low start, b33 xx ice ball, jip, b2, b2, f421+3 (32%)
- OH start, b2, b2, f421+3 (37%)
1 Bar
- low start, b33 xx crushing hammer, jik, b12 xx ice ball, jnp, f421+3 (35%)
- OH start, b2, b2, b12 xx ex ice blast, jnp, jip, f421+3 (41%)

@Tom Brady, please update the guide. Or at least pick someone else to maintain it.

I just took the combos on the first page and started trying them out in training mode. I'm assuming the one I'm referencing would be used mid screen and meterless. I'm guessing the first page is out dated?

The variation you suggested (using b2, run, f+4,2,1+3 instead) works more consistently for me and does more damage.

Thanks for the help and suggestions for corner combos ^_^
 
I wannna try some Cryomancer now i have few questions

1) Whats the best string to use after JP? F12 since its 0 on block?F33?B12? I mean best "normal" option not 50/50 with b2/b33
2) Best combo of F122 midscreen meter/meterless?
3) Any interesting tech with this variation? Some wakeup fucking with hammers? Anything? This icehammer is useless?
4) Is there any footage of Cryomancer Sub-Zero players?(prefer offline)?

Thanks in advance
 

Da Tac0

GT: C88 Taco
I wannna try some Cryomancer now i have few questions

1) Whats the best string to use after JP? F12 since its 0 on block?F33?B12? I mean best "normal" option not 50/50 with b2/b33
2) Best combo of F122 midscreen meter/meterless?
3) Any interesting tech with this variation? Some wakeup fucking with hammers? Anything? This icehammer is useless?
4) Is there any footage of Cryomancer Sub-Zero players?(prefer offline)?

Thanks in advance
1) I use b12 for big combos or 123 but I guess that one falls into your 50/50 category but the thing of it is you can hit slide and push em into the corner

2)F122, b12 cancel into iceball, njp, f421+3 for an extra one percent and it's easier to hit you could try b2 run cancel into f421+3 instead of b12 iceball etc

3)Nada. It's a pretty ballsy move because it's so slow you can easily get hit out of it.

4) Idk.
 
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RM Ree

Shiba Tamer
I'm assuming you mean jip? I've noticed something peculiar about jip 1 vs. jip 2, where jip 1 would only combo into b2 during the last 3rd of its air time. Jip 2 combos no matter what.

- Best "normal" string after jip, probably f12 like you mentioned for the -0 situation similar to cold blooded, or I like 1 at -0 / 11 at -5. Reasoning behind that is 11 has a lot of other, slightly ambiguous options beyond it, such as the "normal" stuff, 111 (-5), 112 (-9), or just 11. And then the 50/50's in 113 (unsafe low at -14) or 11 xx hammer/ ex crushing hammer (reactable OH). You could even throw out the 12 xx hammer for the high low OH, but i think that's more of the 50/ 50 route. Other decent candidates are the f33 (-4) for the safe confirmable pressure and f42 (-7) for the hit confirmable -0 option.

- meterless, f122, b2, run f421+3 (34%)
1 bar, f122, b12 xx ex crushing hammer, jip, f421+3 (37%)
2 bar, f122, b12 xx ex crushing hammer, b12 xx ex ice blast, jnp, f421+3 (40%)
x- ray, f122, b12 xx x ray (44%) to kill past breaker

- interesting tech
jik/ jip, air frost hammer, triple OH
f421+3, throw
D4 after cold blooded (hit) into run b12 is a frame trap. Also throw connects if the opponent attempts to retaliate with a poke after the standing neutral. Gimmick at best.
 
His ice hammer is soo slow stratup, and it cant be comboed into, that thing is useless online. Which makes me think why did NRS even bother with coming up with these useless specials. Kotal khans overhead sword is very similar to the ice hammer except it was done right and made very viable. Its fast and can be comboed into so why did they screw sub zero like that i wonder?
I think he should get a speed buff for his hammer asap, if cryomancer was made viable a lot of people would move to cryo instead of everybody sticking to GM
I swear to god I'm fed up with the community, and NR. there are obvious disadvantages that sub zero has that a man without his frontal lobe can spot, especially in cryomancer, and yet, we see NR completely ignoring them, and instead go with buffing other characters that were not nearly in need of buffs like sub zero. I really thought this game was going to be diffrent than the previous ones, but i guess I was wrong, it's going to be the same unbalanced, biased, monstrosity like the previous ones, shame, I really thoguht this one was going to be diffrent
 

RM Ree

Shiba Tamer
Just for reference, in case NRS does actually see these things; the sweet spot as far as the hammers speed goes is making frost hammer combo off b33, and making ex crushing hammer combo off b3... for the strong mix up that makes people have to guess whether the 2nd low is coming or not.
 

matmusada

Lin Kuei Initiate
The only way that I've found to combo Ice Hammer is off his f4. You can also combo his air Ice Hammer off of a deep j.1. However there doesn't seem to be much utility off either combo.
 

RM Ree

Shiba Tamer
You can ice hammer off b12 as well. Just about anywhere you can ice ball mid screen, you can hammer with the exception of 11 (b12, 3, 4, f4, etc.).
 

matmusada

Lin Kuei Initiate
You can ice hammer off b12 as well. Just about anywhere you can ice ball mid screen, you can hammer with the exception of 11 (b12, 3, 4, f4, etc.).

Ah, that's alright. I pretty forgot about the b12 option. I rarely use hammer outside of mb'ing so it rarely occurs to me that I still have those options. :p
 
You can ice hammer off b12 as well. Just about anywhere you can ice ball mid screen, you can hammer with the exception of 11 (b12, 3, 4, f4, etc.).
Correct, however, all these have no mixup value to them, since all of them can be countered or interrupted for a full punish by simply blocking high. Ree301 had an excellent idea to buffing the ice hammer in making it combo of of b33
 

InFlames

dead
Started using Cryomancer seriously, what BnB's are you guys using? The combos I've been using are:

StarterxxIce Ball, j2 f122, 242, run f42xxSlide for midscreen

Starterxxice ball, j2 b2, b2, 242, 123xxSlide in the corner

These seem to be the most damaging slide enders I could find, which I personally prefer using over the restand. By the way I'm seeing people say normal ice hammer is useless since it can't be comboed into from his usual strings, but why combo into Ice Hammer instead of Ice ball? Legit question, I'm seriously wondering. As for EX Hammer I started using it to OS off of B33 instead of EX Iceball since hammer does way more damage.