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Guide - Cryomancer Sub-Zero CRYOMANCER Guide

Lokheit

Noob
has anyone found some good 3bar combos with sub?
Really tight but he has a midscreen 53% (wouldn't say good as the increase from the 2 bars one isn't worth it):

B2, Run, Cold Blooded, Ex Hammer, Cold Blooded, Ex Hammer (from here it's really hard to connect but I know I did it), Cold Blooded, EX Iceball, JIP, Cold Blooded, Regular Hammer.

You can get 51% by starting with Cold Blooded (and I think with B12 too IIRC as scalling is better on the long run with B12) and then B2, this one is much easier to connect.

In the corner you can also get 53% with B2, B2, Cold Blooded, XRay.

Anyway, the damage increase is so small and Cryo NEEDS so much metter that I wouldn't recommend using 3 bars in a combo outside of a swag video.
 

ChaosTheory

A fat woman came into the shoe store today...
Is anybody using 1,2 while in b2 range for Cryo, like you could in Grandmaster?

If so, is that confirmable into Slide or is it too fast? What else could you get there?
 

RM Ree

Shiba Tamer
53%? Wow. That corner combo, b2, b2, f42 1+3 xx x-ray, damage would surprise a lot of players, or those who might be looking to save their breaker for "next time." One awesome thing about it is they HAVE to break before you start cold blooded. By the time they realize they have a dead character, it's already too late.

@ChaosTheory 12 xx hammer combos. It's probably way too fast to hit confirm, but unless it's a hard read/ computer opponent, it's unlikely an opponent will jump out.
 
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Lokheit

Noob
53%? Wow. That corner combo, b2, b2, f42 1+3 xx x-ray, damage would surprise a lot of players, or those who might be looking to save their breaker for "next time." One awesome thing about it is they HAVE to break before you start cold blooded. By the time they realize they have a dead character, it's already too late.
Yeah for a final surprise and avoiding a breaker (assuming you have 3 bars at that point, which in competitive figths won't be te typical scenario) it might serve a purpose, but being able to reach 50% with just 2 bars (52 even) it seems like a waste to go 3 bars on someone as meter hungry as Cryo.

If you want to have fun, just for the lulz, now we can get some nice 5 or 6 bars combos in the "inifinite x-ray" mode (the scalling is so titanic at that point that the damage isn't really getting much better, but before the patch Cryo couldn't use so many bars in the same combo even with infinite enabled). I've found more damage out of a 5 bars (even at 4 bars) combo than from a 6 one though due to B2,B2 only allowing 2 EX moves and being better at damage scaling.
 
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WT_Neptune

Praying for Rain
So has anyone found any set up potential for cold blooded cancel? I feel like leaving the opponent splatted every time is kind of wasteful in the neutral.
 

RM Ree

Shiba Tamer
A lot of people are of the mind that cold blooded> ex ice blast is the way to go. Sets up a "vortex" if after freeze you jip, b12 or jip, f12 (the latter being more positive guaranteeing both b33 or b2 I believe).

The corner air hammer restand is pretty cool. Apparently it's +2, and confuses the opponent. Ending combos in a high jip/ jik xx air hammer will make only the first hammer hit connect, causing significant hit stun. Try (corner) b33 xx ice ball, jip, f42 1+3 xx ex crushing hammer, njp, jik xx air hammer.

If you're particularly ballzy, you can just not cancel cold blooded and mix people up while they're waiting for the hammer.

The untechable splat is pretty good in its own right though, not a waste imo. You get whiff slide cross up, safe jip or can run the opponent to the corner.
 

Lokheit

Noob
Honestly, the hammer being a meterless high damage hard knock down, it's the way to go, no reason to sacrifice the oportunity just for a neutral restand when the hard knockdown gives you many more options than the D4 that you probably end up doing with the neutral restand.

Advantage frames are good with or without the restand, if he was going to armor wakeup, he can armor from neutral too. Hard knockdown gives you access to a wide variety of options to screw his wakeup and keep the pressure.
 
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RM Ree

Shiba Tamer
Has anyone else noticed jip/ jik cancel into air hammer on whiff? I'm not sure what the deal with this is or how to do it consistently, but it seems to have a specific window. Jip whiff > hammer is easier.
 

Endeavor

I'll live a villain, before I die a hero.
Alright so I was wondering if someone could make a list of his setups. And for the love of god how are you guys dealing with characters like Johnny cage and jax with this variation?
 

Endeavor

I'll live a villain, before I die a hero.
Yeah I'd be willing to outline a few. Anything in particular you're looking for @Zeero? Hammer restand, ice blast vortex, etc?
Just setups on the post knock down game. I played a set with @InFlames yestersay and he was do air hammer in order to stuff my wake ups. It's was gdlk. So now I've started using it. It weird trying to play without the clone. Cryo doesn't really have a safe way to end his pressure. At least not anyway that doesn't leave him in a bad situation.
 

Creepy00

Noob
I usually go for F33 after a hammer knockdown, as the first hit of (F3)3 tends to stuff wake ups or I ll do a whiff slide and reverse their controls. Also, there is the option of poking as well.
 

Endeavor

I'll live a villain, before I die a hero.
So I've been trying to figure out anyway to end subs strings without being in a situation all the time where you have to guess due to the opponents mix ups. Hammer is to slow and after getting horribly blown up by @InFlames frost bust is almost out of the question. Any subjection guys?
 

InFlames

dead
So I've been trying to figure out anyway to end subs strings without being in a situation all the time where you have to guess due to the opponents mix ups. Hammer is to slow and after getting horribly blown up by @InFlames frost bust is almost out of the question. Any subjection guys?
Just end the string normally into a backdash or block to bait armor. Going into frost bomb is still an ok option to catch your opponent going for immediate pressure after the blocked string but I wouldn't use it all the time.
 

RM Ree

Shiba Tamer
Midscreen, I think jip works similarly. The number of ways this variation can beat wake ups, between safe jumps and air hammer, is awesome.

As for ending strings, back dash is a great idea. Yomi jump ins blow it up, but that's kind of the ebb and flow of fighting games. @Zeero hows your ice burst getting blown up anyway? InFlames armoring through the gap? Punishing? Mixing up?
 

InFlames

dead
I'll have to start using j1 on oki midscreen. I'm wondering what else you guys are doing after Hammer midscreen. Slide under is really good to reverse position but going for the 50/50 after seems really risky, and Hammer leaves them too far for Air Hammer to beat fast wake-ups.
 

Endeavor

I'll live a villain, before I die a hero.
Midscreen, I think jip works similarly. The number of ways this variation can beat wake ups, between safe jumps and air hammer, is awesome.

As for ending strings, back dash is a great idea. Yomi jump ins blow it up, but that's kind of the ebb and flow of fighting games. @Zeero hows your ice burst getting blown up anyway? InFlames armoring through the gap? Punishing? Mixing up?
Just out right punished me with 1,1,1.
 

Endeavor

I'll live a villain, before I die a hero.
@Ree301 @Creepy00 @boba_buster what's the best way to setup AA training? I've always struggled and IGAU was a nightmare with cross-ups, used to wake up with cold sweats.
Select the character that you want to practice AAing against. Go to AI setting and record the AI jumping in and doing the jump normal you want to practice AAing, and then have fun. Then realized that 90% your AAs are going to fail due to online, or that the character is un-AAable and you have to spend meter on it. And then realize that AAing doesn't exist in this game.
 

RM Ree

Shiba Tamer
@Zeero no shit? I imagined there'd be more push back on db1. Thanks, I wouldn't have realized.

@seakaybe I like to get a neutral hurtbox, typically Scorpion, set them to jump, and find what I can convert damage off of (ex. D2). I'll record AI to jump attack and practice m AA's accordingly, then apply the combos ( corner d2 AA> f42 1+3...). Practice until it feels natural, then apply to a trouble character. Finally, take it into real matches and find a way to make a jump appealing to the opponent.
 

Creepy00

Noob
Pretty much what Zeero and ree said. Go to training mode and have the Ai jump towards you doing Ji1 Ji2, from close range to max range,etc. From there spend time until you are comfortable AA'ing "X" character and move to the next character.

Keep in mind, you have the option to low profile with d4 and trip guard if necessary.
 

Endeavor

I'll live a villain, before I die a hero.
So guys, If been wondering....how are you guys pressuring with Cryo sub? With his strings being the way they are I feel as though it is particularly hard to pressure with him. Also since he doesn't have clone in this variation how are you all forcing people to play neutral.