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Guide - Cryomancer Sub-Zero CRYOMANCER Guide

kencheese

sub zero cryomancer
Do

NO, nothing personal, I do not play online, due to the corruption of all games with online play, I only play against people i know personally but most of my time is playing against the CPU on HARD, love it, now starting to tackle very hard, on very ard you really have to come out of block at 1/60 of a second and have to attack the first 1/60 of a frame post recovery and not just stand wasting frames, Have fun and maybe open yourself to learn something, that is why iam learning how to fight and have a near 78% win on hard at my age having only played mkx since late June, knowing I have never played mk before and got my first PS back in nov. it's called I know nothing, but want to know, that's how you absorb knowledge, question and then apply , analyze and readjust, try it u might realize u are not as good as u think u r, I know nothing but want to know over and out. Kc
If iam bUtt hurt then u r anal sniffing
 

kencheese

sub zero cryomancer
Lol I dunno , this dude is butt hurt
Last reply butt_hole buster, read and learn

11xxdf2(+\-R2)~242. Now forest gump learning something, the 242 has no cancel adv, it is a launcher, theoretically a juggle for what is next, when the opponent reached his or her peak you can.

1) do a run cancel into: 242 or f33 or f33xxslide, or 123 or 123xx slide, or f42, or f42xx slide and so on. OR

2) do a slide, just as the opponent begins to descend and the slide make contact with the opponent just before he or she lands on the ground, this is not a cancel, but u allow the recovery frames to end with enough time to hit the opponent again prior to landing, I use it all the time, so quit LOL, shut your fucking arrogant anal sniffing mouth and try it, it works.
 
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RM Ree

Shiba Tamer
I'm blown away by this exchange lol in a good way for the most part. Competition is healthy, MK or social, and I'm learning stuff.

So @kencheese you're on the Internet and people are going to troll you with lols no matter what you do, it's no big deal. You could cure Lin Kuei Kancer and someone would say you should've done it sooner.

One not so great thing you can do though, is fire back. I get it, it's easy to do since there's no real accountability here, all corrupt and online as it is. But for the most part, online is our main focus as the TYM community itself is an online forum y'know? We take what we can get, in matchmaking and forums. And worst case scenario, what we post is wrong and we're caught fighting over it. Everyone should have at least some humility.

There are a lot of players interested in playing against the CPU too though! So even if you hate netplay, there's still a place for you. They're tough btw, I can't beat the Very Hard tower myself. It's a different group than online competitive however, each group misunderstanding the others difficulties I think. Make some posts about the CPU towers and Sub Zeros options vs their patterns or something. You'll get good feedback.

Competitive guides like this one deal almost in absolutes like guaranteed combos or in mind games that are likely to work vs humans. There's a lot of gray area in the latter so try to be patient if you don't get the reaction from the community you'd like when you post in here specifically, especially if the perception is that your experience is mostly against an ultimately pattern based opponent. As a result, people will be patient in return, and then more open to what you have to say. If not, hey that's also fine.

Having said all that, I wouldn't personally 11 xx df2+R2 since the ice ball would combo either way. The second part I'm all about, 123 xx slide is my go to ender after 242. That last part, timing slide after 242, I use if I don't have stamina for run, or the slide will end the round. It build meter when input as well as when it hits (I try to tailor all my combos this way just to be efficient, same reason as whiffing ice clone after ice ball).
 

kencheese

sub zero cryomancer
I'm blown away by this exchange lol in a good way for the most part. Competition is healthy, MK or social, and I'm learning stuff.

So @kencheese you're on the Internet and people are going to troll you with lols no matter what you do, it's no big deal. You could cure Lin Kuei Kancer and someone would say you should've done it sooner.

One not so great thing you can do though, is fire back. I get it, it's easy to do since there's no real accountability here, all corrupt and online as it is. But for the most part, online is our main focus as the TYM community itself is an online forum y'know? We take what we can get, in matchmaking and forums. And worst case scenario, what we post is wrong and we're caught fighting over it. Everyone should have at least some humility.

There are a lot of players interested in playing against the CPU too though! So even if you hate netplay, there's still a place for you. They're tough btw, I can't beat the Very Hard tower myself. It's a different group than online competitive however, each group misunderstanding the others difficulties I think. Make some posts about the CPU towers and Sub Zeros options vs their patterns or something. You'll get good feedback.

Competitive guides like this one deal almost in absolutes like guaranteed combos or in mind games that are likely to work vs humans. There's a lot of gray area in the latter so try to be patient if you don't get the reaction from the community you'd like when you post in here specifically, especially if the perception is that your experience is mostly against an ultimately pattern based opponent. As a result, people will be patient in return, and then more open to what you have to say. If not, hey that's also fine.

Having said all that, I wouldn't personally 11 xx df2+R2 since the ice ball would combo either way. The second part I'm all about, 123 xx slide is my go to ender after 242. That last part, timing slide after 242, I use if I don't have stamina for run, or the slide will end the round. It build meter when input as well as when it hits (I try to tailor all my combos this way just to be efficient, same reason as whiffing ice clone after ice ball).
all i was trying to do was tell others out there of some strings that have worked for me, and sorry for the typo's, but to get to the point i dont need some dick cheese LOL without just giving me a nice return message like you did saying please explain, so i did and he still was a jerk off, so i gave it back, i dont believe in this bill clinion PC bullshit, smell like a log, looks like a log then call it a shit so i did, nothing against you at all, thanks for asking me to explain so i did, but butt_buster got arrogant, look at his card, he is 26 probably unemployed, and i see he got his PhD in kombatology from the astute Italian college of WHATS A MATTA U, he gave it and i gave it back harder, iam not attacking you at all, you were gracious, but in all honesty if people out there do not like my attitude they can go piss off
 

kencheese

sub zero cryomancer
How to play Cryo:

Hit 4 and move one to the left and select Grandmaster. ;)
why do you personally think gm is better, new to all of this, i am not thrilled with his offense, and to me if he does not get off his clone, he is really open for attack, i would just like to really know your thoughts
 

STB Sgt Reed

Online Warrior
why do you personally think gm is better, new to all of this, i am not thrilled with his offense, and to me if he does not get off his clone, he is really open for attack, i would just like to really know your thoughts
1. Clone Changes the Meta. This game really caters to the aggressor with how great the rushdown is. When Sub Zero pops a clone out... the opponent can't play the same game that they can in most other matches. This flusters players and they do stupid things like start jumping and that lands their ass in the clone for free damage for sub zero. It also allows me to play defensively and think instead of the constant yolo rushdown shenanigans.

2. Corner Trap. If you can get your opponent to the corner (which sub zero easily can with his amazing corner carry combos), there's really no corner trap like clone trap. You can knock jumpers into the clone, you can shred armor, blow up wakeups, 50/50, throw into clone, clone shatter combos, etc and all from behind a semi safe clone wall.

3. Eats Projectiles. Combine this with his universal ex ice blast and it's semi hard to zone sub zero out. (There are exceptions of course)

4. You can throw it. Grants you nice advantage to get in on your opponent quickly and with less risk than with Cryo or Unbreakable.

5. Personal preference. I prefer playing a defensive character as I hate having people in my face constantly. Best way to do that is with an ice clone. I think having a clone beats having a string that puts you at neutral. And Cryo's added weapons feel pretty lackluster to me. Plus, I feel like it's not sub zero without a clone. haha
 

RM Ree

Shiba Tamer
GM also has the highest damage output of the 3 variations with corner shatter combos. Not only that, but most of them are meterless after a set up that SZ is already going to perform.

A lot of mid combo clone placements are being found now too, which means for a bar or two, SZ can drop 45-50% off an f4 punish or low b33 confirm. He's developing by far and away the scariest corner game in MKX, and there are still options to explore there.
 

kencheese

sub zero cryomancer
1. Clone Changes the Meta. This game really caters to the aggressor with how great the rushdown is. When Sub Zero pops a clone out... the opponent can't play the same game that they can in most other matches. This flusters players and they do stupid things like start jumping and that lands their ass in the clone for free damage for sub zero. It also allows me to play defensively and think instead of the constant yolo rushdown shenanigans.

2. Corner Trap. If you can get your opponent to the corner (which sub zero easily can with his amazing corner carry combos), there's really no corner trap like clone trap. You can knock jumpers into the clone, you can shred armor, blow up wakeups, 50/50, throw into clone, clone shatter combos, etc and all from behind a semi safe clone wall.

3. Eats Projectiles. Combine this with his universal ex ice blast and it's semi hard to zone sub zero out. (There are exceptions of course)

4. You can throw it. Grants you nice advantage to get in on your opponent quickly and with less risk than with Cryo or Unbreakable.

5. Personal preference. I prefer playing a defensive character as I hate having people in my face constantly. Best way to do that is with an ice clone. I think having a clone beats having a string that puts you at neutral. And Cryo's added weapons feel pretty lackluster to me. Plus, I feel like it's not sub zero without a clone. haha
thanks you so much for the in depth reply, these were things that i had thought about, but was not sure, i appreciate and respect your preference, i just like sz in generally and for me it was so smooth to play cryo, but that's me, but i love sub zero and i personally like to play in your face and tried gm and did not want to rely on the clone, i would like for mk to only have had one character variant, i would have loved for mk to have given cryo the clone and toss as one variant, i personally thinks they should have done this for all the characters, but that is just my opinion, once again thank you for such a thorough and factual reply, this is one of the best write ups i have seen on this site
 

kencheese

sub zero cryomancer
GM also has the highest damage output of the 3 variations with corner shatter combos. Not only that, but most of them are meterless after a set up that SZ is already going to perform.

A lot of mid combo clone placements are being found now too, which means for a bar or two, SZ can drop 45-50% off an f4 punish or low b33 confirm. He's developing by far and away the scariest corner game in MKX, and there are still options to explore there.
very excellent thoughts, thanks, i love sz in general but i find his cryo so fun and easy for me to play but i do get what you are saying about his corner damage to the opponent have fun
 

STB Sgt Reed

Online Warrior
thanks you so much for the in depth reply, these were things that i had thought about, but was not sure, i appreciate and respect your preference, i just like sz in generally and for me it was so smooth to play cryo, but that's me, but i love sub zero and i personally like to play in your face and tried gm and did not want to rely on the clone, i would like for mk to only have had one character variant, i would have loved for mk to have given cryo the clone and toss as one variant, i personally thinks they should have done this for all the characters, but that is just my opinion, once again thank you for such a thorough and factual reply, this is one of the best write ups i have seen on this site
I actually like that they have multiple variants so that other players who don't like playing defensively can now enjoy possibly their favorite mk character that they have never liked playing before.

BUT

I would love GM to have the sword strings (don't really need or want the hammer) and the F42 ending in neutral string.

And yeah, np dude. We're all sub zero fans in here. I'll help when I can. :)
 

John Grizzly

The axe that clears the forest
How to play Cryo:

Hit 4 and move one to the left and select Grandmaster. ;)
I actually have been fucking around with underused variations lately and decided last Friday I'd try Cryomancer. It's fun and the damage is really nice, but can anyone give me at least one reason why anyone would choose Cryomancer over Grandmaster? This is an honest question.

I really don't understand NRS' thinking when it comes to a lot of these variations. I mean...did they think anyone was actually going to use Spectral or Mystic instead of Master of Souls, for example?
 

RM Ree

Shiba Tamer
I will say Cryo is one step away from being absolutely terrifying. This variation is already a decent choice for characters that refuse to be trapped in the corner (Ermac, Scorpion) as he has indiscriminate to screen position combos dealing ~33% (3 touch kill). He has viable gimmicks that stretch already surprising damage and really relies on player/ character knowledge/ meter management to do well. All he needs is a little programming nudge for a +2 cold blooded or the like, so he has a decent option after ending combos on characters that easily out poke him at neutral (Predator).
 

kencheese

sub zero cryomancer
I actually like that they have multiple variants so that other players who don't like playing defensively can now enjoy possibly their favorite mk character that they have never liked playing before.

BUT

I would love GM to have the sword strings (don't really need or want the hammer) and the F42 ending in neutral string.

And yeah, np dude. We're all sub zero fans in here. I'll help when I can. :)
totally agree, elim the hammer and the air hammer to long of start ups
 

kencheese

sub zero cryomancer
I actually like that they have multiple variants so that other players who don't like playing defensively can now enjoy possibly their favorite mk character that they have never liked playing before.

BUT

I would love GM to have the sword strings (don't really need or want the hammer) and the F42 ending in neutral string.

And yeah, np dude. We're all sub zero fans in here. I'll help when I can. :)
thank you so much and not LOL and my questions and remarks, i am new to mk, first game every and iam 51 yrs old and spent 2 months analyzing frame data before i picked a character, practiced for weeks in lab till i felt it was no long beneficial, opened my eyes and ears to folks like you, who have experience and knowledge and took their advise and incorporated into my game play, learned how to dominate cpu on medium and have now moved to hard and playing very well on hard in just a short few weeks(using proper tech blocking, wake ups, punishes and so on), once again i want to thank all of you nice people for replying to me and giving their best advise and not just replying with a LOL, that shows arrogance and stupidity have fun and learn to fight to win
 

kencheese

sub zero cryomancer
I actually have been fucking around with underused variations lately and decided last Friday I'd try Cryomancer. It's fun and the damage is really nice, but can anyone give me at least one reason why anyone would choose Cryomancer over Grandmaster? This is an honest question.

I really don't understand NRS' thinking when it comes to a lot of these variations. I mean...did they think anyone was actually going to use Spectral or Mystic instead of Master of Souls, for example?
take it for what it is worth, i am just a new bee to mk, so iam not a solid stone advise giver like the nice folks on this thread have been to me, but i prefer cryo, for me his normal's are very easy on my hand eye coordination and other than that the only reason i do not at this point play gm is iam not very good but want to learn to fight to win and at this point i do not want to rely on his clone, but i feel once i properly get down sz game mechanics and get real good and the fundamentals i will learn his gm as well