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Tech Sub Zero OS clone

Enenra

Go to hell.
First person to tell me Seapeople, thanks man! And thanks Tom. Go to 3:59:00 to hear it put the best way possibe, by Tom Brady himself.

http://www.youtube.com/user/KombatTomb?ob=0

Here is Bidu 's demonstration of this (thanks man!)
Dark_Rob 's explanation:
One thing that may be confusing people is they probably think this is supposed to be complicated. Its really simple. The game chooses whether you get jump kick or clone based on whether its an empty deep jump kick or one that connects or is blocked. If you input clone immediatly as your doing the jump kick, if it whiffs you get an instant standing clone. If it connects you just get the jump kick and all the advantage that entails. You have to input the clone very quickly. Do it to slow and it will register as a JK cancel and on block you could get a proximity clone that will dissapear. But if you do it super fast the clone wont even happen on block, only the jump kick, but on whiff the clone happens as if you were standing.
Try it in practice mode by just doing empty deep jump kicks really low to the ground while instantly inputing clone. The clone will come out as if you were standing. Then practice doing the same thing with really deep jump kicks on a blocking opponent. If your doing the clone fast enough it wont come out, just the jump kick.
 

Gilbagz

Joker here~
So I was wrong lol.
Thanks for posting it Enenra.
Still don't really understand, need to listen to it again and put in practice lol.
 

Smarrgasm

What's a Smarrgasm?
So basically its a jump kick clone where you deep jump kick and clone and one or the other will come out depending on the situation? Seems a little weird.
 

Gilbagz

Joker here~
Nah not a deep jump kick, its a ranged jump kick.
Clone won't come out if you only deep jump kick.
Clone comes out standing from the correct distance.
I haven't been able to do the 'empty jump kick clone' though.
 

STB Sgt Reed

Online Warrior
What didnt you understand?
He lost me when he started talking about whiffing a jump in punch and then the opponent jumping over ... like, idk.

So you jump toward them and wait until the last second to do your kick (like you're going for a deep jump kick) and then clone?
 

Dark_Rob

Noob
Some people are just visual learners, I don't play Sub so I don't completely understand this myself.
One thing that may be confusing people is they probably think this is supposed to be complicated. Its really simple. The game chooses whether you get jump kick or clone based on whether its an empty deep jump kick or one that connects or is blocked. If you input clone immediatly as your doing the jump kick, if it whiffs you get an instant standing clone. If it connects you just get the jump kick and all the advantage that entails. You have to input the clone very quickly. Do it to slow and it will register as a JK cancel and on block you could get a proximity clone that will dissapear. But if you do it super fast the clone wont even happen on block, only the jump kick, but on whiff the clone happens as if you were standing.
Try it in practice mode by just doing empty deep jump kicks really low to the ground while instantly inputing clone. The clone will come out as if you were standing. Then practice doing the same thing with really deep jump kicks on a blocking opponent. If your doing the clone fast enough it wont come out, just the jump kick.
 

NKZero

Noob
One thing that may be confusing people is they probably think this is supposed to be complicated. Its really simple. The game chooses whether you get jump kick or clone based on whether its an empty deep jump kick or one that connects or is blocked. If you input clone immediatly as your doing the jump kick, if it whiffs you get an instant standing clone. If it connects you just get the jump kick and all the advantage that entails. You have to input the clone very quickly. Do it to slow and it will register as a JK cancel and on block you could get a proximity clone that will dissapear. But if you do it super fast the clone wont even happen on block, only the jump kick, but on whiff the clone happens as if you were standing.
Try it in practice mode by just doing empty deep jump kicks really low to the ground while instantly inputing clone. The clone will come out as if you were standing. Then practice doing the same thing with really deep jump kicks on a blocking opponent. If your doing the clone fast enough it wont come out, just the jump kick.
whats so good about the instant standing clone? that's what i don't get. deep jump kick=frame advantage. clone=clone?
 

Dark_Rob

Noob
whats so good about the instant standing clone? that's what i don't get. deep jump kick=frame advantage. clone=clone?
The instant standing clone only happens if the the deep jump kick whiffs. If it hits it doesnt happen, thus you still get your advantage, but in both instances your still inputing the clone. Thus why its an option select. If it hits, the clone doesnt happen.
 

NKZero

Noob
The instant standing clone only happens if the the deep jump kick whiffs. If it hits it doesnt happen, thus you still get your advantage, but in both instances your still inputing the clone. Thus why its an option select. If it hits, the clone doesnt happen.
ok thanks for clearing it up. but i've been hearing how this is really good against certain characters and Brady mentioned that this OS clone raises Sub Zero's match-up numbers, sometimes making matches even when he once lost them or even giving him advantage. would you know why that's the case?
 
what I understood is that it seens like a SF's standard jump in os, like Ryu's J.HK (c.HK), if the j.HK hits or gets blocked the c.HK wont come out, if the j.HK misses the sweep comes out. So he can to jump over a buggy char and do the commands, if the jik hits (blocked or hit) he continues with the pression/combo, if the jik misses a clone comes out automatically. That would be great because sometimes when certain jik misses due the opponent's d4 your char loses the ability to block by a few frames, enough to get hit by a roll or a dash. If this os works like I think it works, it will prevent a lot of bad shit from happening to sz.
 

Dark_Rob

Noob
what I understood is that it seens like a SF's standard jump in os, like Ryu's J.HK (c.HK), if the j.HK hits or gets blocked the c.HK wont come out, if the j.HK misses the sweep comes out. So he can to jump over a buggy char and do the commands, if the jik hits (blocked or hit) he continues with the pression/combo, if the jik misses a clone comes out automatically. That would be great because sometimes when certain jik misses due the opponent's d4 your char loses the ability to block by a few frames, enough to get hit by a roll or a dash. If this os works like I think it works, it will prevent a lot of bad shit from happening to sz.
That is essentially the jist of it. The difference is that MK has a retartedly long window on negative edge so you really have to input the clone fast or even if it does connect you could still get a clone cancel, but instead it will just dissapear. If you do it right the situation you described is what you get.
 

NRF CharlieMurphy

Kindergarten Meta
That is essentially the jist of it. The difference is that MK has a retartedly long window on negative edge so you really have to input the clone fast or even if it does connect you could still get a clone cancel, but instead it will just dissapear. If you do it right the situation you described is what you get.
makes sense why reptile and possibly Mileena switch MU advantages. Don't have to worry about getting d4 whiffed anymore.
 

Bidu

the CHILL of DESPAIR
didn't he say this wouldn't work on Mileena.....mostly Sonya and Reptile?
Don't think it's particularly strong against Mileena either. But sometimes when you're cross jumping kick her and she's spamming D4 weird shit happens and you whiffs your jump kick. So I guess it would be fine to use in these situations.
 

Dark_Rob

Noob
Basically this?

That is it sir. If you could add some commentary about how this works to the video I would embed it in the Subzero strat/tech video thread. People who don't understand what your doing and whys its happening probably need a little explanation.

Another thing Id like to test out but I haven't yet is if you can option select into 2,2/2,1 pressure. For instance if the jump kick hits the ice clone doesn't come out and you can go right into pressure with 2,1/2,2 but if the jump kick doesn't come out you get the ice clone so you'd be in clone recovery when you hit 2,1 or 2,2
 

Death

Noob
Basically this?

I think so. I remember fighting tom I had to respect it and couldnt stand jab 1 cuz hes to far and D+4 AA didnt work cuz id D4 the clone. Only way around it with sonya was to read it dash and ex cartwheel through it. VS Mileena its worthless because she can AA roll sub on reaction before the clone ever comes out.
 

Bidu

the CHILL of DESPAIR
That is it sir. If you could add some commentary about how this works to the video I would embed it in the Subzero strat/tech video thread. People who don't understand what your doing and whys its happening probably need a little explanation.

Another thing Id like to test out but I haven't yet is if you can option select into 2,2/2,1 pressure. For instance if the jump kick hits the ice clone doesn't come out and you can go right into pressure with 2,1/2,2 but if the jump kick doesn't come out you get the ice clone so you'd be in clone recovery when you hit 2,1 or 2,2
I know how this works, but I don't know how to put this into words, Rob. If this even makes any sense. LOL! Maybe you could help me?

About the 2,1/2,2 pressure, I'm pretty sure that it's possible and that's one of the reasons what makes this OS so awesome.


I think so. I remember fighting tom I had to respect it and couldnt stand jab 1 cuz hes to far and D+4 AA didnt work cuz id D4 the clone. Only way around it with sonya was to read it dash and ex cartwheel through it. VS Mileena its worthless because she can AA roll sub on reaction before the clone ever comes out.

Yeah, jumping against Mileena was never a good idea, right? lol
 
Another thing Id like to test out but I haven't yet is if you can option select into 2,2/2,1 pressure. For instance if the jump kick hits the ice clone doesn't come out and you can go right into pressure with 2,1/2,2 but if the jump kick doesn't come out you get the ice clone so you'd be in clone recovery when you hit 2,1 or 2,2
it definitively works. I see no reason for it do not to work, in the worse possible case the buffered qcb could to end up doing another move after you presses a button after the jik, but sz doesnt have any special with 2.

I doubt it would to happen even if you try to use, lets say, d3. I was testing the OSes these days, if you do, lets say, 22 qcb 1+4 you get 22 and clone if 22 hits and 3 if 22 misses (theres a way to make the 4 come out if 22 hits aswell but thats another history). If you manage to whiff both 22 and hit only the 4 and then try to cancel the 4 into any special it doesnt works. Probably because of the imput you used to do the iceclone. The only thing you can use to cancel the 4 in such case is the Xray. So, i think its going to work similarly with the jik os, if the jik connects the game will kind of discard the buffered qcb (because you hit the 1, so it discards the qcb)