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Guide Cyber Sub-Zero Combo & Juggle Thread

Just found this in the corner: 3,3,2 > d+1 > 1 > 1,1,2 xx Slide (28%)
I find it a lot easier than the previous combo, and it deals 2% more damage, but it builds a bit less meter. Omitting the extra 1 drops it to 27% but makes connecting with the Slide easier.
In the corner you can do 3,4,3,4,3,3,slide its 40%+ damage. I havent seen many people do this besides me. It also traps the opponent in the corner unless they have a real good wake up attack because of the advantage 3,4 gives on block. Start bringing out your 3 when the opponent is getting up out of the corner. So essentially you can just keep them locked there with your mix up between 3, 4, 3,4,3,3 and 3, 3, 2, slide. Pretty nasty
 
In the corner you can do 3,4,3,4,3,3,slide its 40%+ damage. I havent seen many people do this besides me. It also traps the opponent in the corner unless they have a real good wake up attack because of the advantage 3,4 gives on block. Start bringing out your 3 when the opponent is getting up out of the corner. So essentially you can just keep them locked there with your mix up between 3, 4, 3,4,3,3 and 3, 3, 2, slide. Pretty nasty
We already have (3,4)x3 > 3,3 xx Slide (36%) posted, as well as the more damaging 3,4 > 2,1,1+2 > 3,4 > 3,3 xx Slide (38%). And the combo you quoted is not only a off low(NOT off an overhead like you posted), but a combo that is objectively worse than two more I posted later...

By the way, is height the only factor affecting how long an aerial opponent is frozen?
 

mingzang

Master of Disaster
Mid Screen : ... Freeze ... JP 2 1 2+1 , dash , U4 ~ Slide or Mid Bomb (for bomb trap) -> easiest csub's mid screen combo ever .

If opponent is freezed in the air -> NJP , dash , U4 ~ ...
 
I was just stating the mix up options in the corner more than the "max damage combo". I cant do 3,4, 2,1,1+2,3,4,3,3,xx slide everytime online due to lag. Also I never posted that any string started off with an overhead only that the mix up between 3,4 and 3,3,2 is great in the corner because 3,4 is an overhead.

I looked back in the thread and there is definitely more difficult 3,4 string corner combo videos. But this is merely something I do that keeps people trapped in the corner and gives 30+ damage, mind fucks people and nets me a win more often than not.
 

JennyCage

t('.'t)
My apologies if any of these have been posted. These are the best I've got:

Meterless Midscreens:
J1/2>2,1>DF1>J1/2>2,1,1+2>Dash>U+4>BF4 - 43% (moderate difficulty online)
J1/2>2,1>DF1>J1/2>2,1,1+2>Dash>Dash>2,1,1+2>J3/4>D+4 - 41% (moderate/high difficulty online)
J1/2>2,1>DF1>J1/2>2,1,1+2>Dash>F+1,4 - 38% (easy online)
J1/2>3,4>Dash>B+2,4 - 27% (hits overhead, easy online)
J1/2>3,4>Dash>B+2>BF4 - 27% (variant, gives better recovery/positioning)
J1/2>B+3,2>F+1,4 - 27% (hits low, moderate difficulty online)
J1/2>B+3,2>F+1>BF4 - 23% (variant, gives better recovery/positioning)
J1/2>3,3,2>BF4 - 24% (hits low, easy online)

Midscreen X-Rays:
J1/2>2,1>DF1>J1/2>2,1,1+2>F+J>X-Ray - 52% (fairly easy online)
J1/2>2,1>DF1>J1/2>B+3,2>X-Ray - 48% (easy online)

Meterless Corners:
J1/2>2,1>DF1>J1/2>2,1,1+2>Back up slightly>2,1,1+2>3,4>3,3>BF4 - 48% (moderate/high difficulty online)
J1/2>2,1>DF1>J1/2>2,1,1+2>Neutral J1/2>4>3,4>3,3>BF4 - 47% (moderate/high difficulty online)
J1/2>2,1>DF1>J1/2>3,4>3,4>3,4>3,3>BF4 - 46% (moderate/high difficulty online)
J1/2>2,1>DF1>J1/2>2,1,1+2>Back up slightly>2,1,1+2>3,3,2>BF4 - 45% (fairly easy online)
J1/2>2,1>DF1>J1/2>2,1,1+2>Neutral J1/2>4>3,3,2>BF4 - 44% (fairly easy online)

Corner X-Rays:
J1/2>2,1>DF1>J1/2>2,1,1+2>Neutral J1/2>B+3,2>X-Ray - 54% (easy online)
J1/2>2,1>DF1>J1/2>2,1,1+2>Neutral J1/2>4>Back J>X-Ray - 53% (moderate/high difficulty online, not really worth it, potentially linkable to B+3,2 after neutral 4 but X-Ray always fails for me)

One corner combo I've been trying but failing to execute... it looks possible, would appreciate it if someone more skilled could check:

J1/2>2,1>DF1>J1/2>2,1,1+2>Back up slightly>2,1,1+2>B+3,2>X-Ray - damage unknown, does it work? Edit: No it does not. Thanks to those who checked.
 
J1/2>2,1>DF1>J1/2>2,1,1+2>Back up slightly>2,1,1+2>B+3,2>X-Ray - damage unknown, does it work?
The opponent falls way too quickly for the Shoryuken to connect after b+3, and probably would fall too fast for the X-Ray to hit after that anyway... had no idea you could X-Ray after that, though.


By the way... does this game have repeat proration?

2,1,1+2 prorates better than 3,4 (proof: 1 after former string deals 3%, 1 after latter string deals 2%)
This explains why the second combo here deals less damage than the first, despite the fact that raw 2,1,1+2 deals 12% damage, 1% less than raw 3,4:
3,4 > 2,1,1+2 > 3,4 > 3,3 xx Slide (38%)
(3,4)x3 > 3,3 xx Slide (36%)

Ok, so starting the combo with the better prorating string should deal more damage, right?
2,1,1+2 > (3,4)x2 > 3,3 xx Slide (37%)

It doesn't, at least not more than the first combo. And it's not due to initial proration because this happens even off jump-in punches and mid-combo after freezes. Is the cause the (3,4)x2 then? Does repeat proration exist, or is there another cause? If it does... why even implement it? It's probably not even dealing a full 1% less due to the repeat proration (if that is the cause), so why bother? Perhaps it's just some strange flaw in the damage rounding?
 

-M-

Noob
Are you sure? You listed it as 48% which is what it gets with a 3,3, slide ... and 3,3,2, slide should put the damage up at least an extra 1%.
 

JennyCage

t('.'t)
Are you sure? You listed it as 48% which is what it gets with a 3,3, slide ... and 3,3,2, slide should put the damage up at least an extra 1%.
Some hits in combos won't up the damage if the scaling gets too high. 332 WILL hit, but is apparently irrelevant. I'll try to double-quadruple confirm 332 hitting tomorrow.

Edit: Okay, after trying again today I can't get it to hit the 332, only the 33. However I gave up after a few tries because my pad is dying. Either I was thinking of something else when I put it down or there's a very, very strict timing on when to hit the initial 34... but judging from the gravity I'm seeing I doubt it. I was probably just mistaken.

33>BF4 will still be 48, yeah? I'm too frustrated with my pad to test right now.
 

PANDEMlC

El Psy Congroo
Getting that U4 slide is a real pain. Not particularly hard just annoying because one small error can leave you open for a punish and it's pretty strict.
 

-M-

Noob
Some hits in combos won't up the damage if the scaling gets too high. 332 WILL hit, but is apparently irrelevant. I'll try to double-quadruple confirm 332 hitting tomorrow.

Edit: Okay, after trying again today I can't get it to hit the 332, only the 33. However I gave up after a few tries because my pad is dying. Either I was thinking of something else when I put it down or there's a very, very strict timing on when to hit the initial 34... but judging from the gravity I'm seeing I doubt it. I was probably just mistaken.

33>BF4 will still be 48, yeah? I'm too frustrated with my pad to test right now.
You're probably thinking of that one you posted for 45%, I tried it a fair bit myself before posting just to make sure I couldn't hit it at all, while my execution isn't the most consistent, most of the time it's rather decent, so didn't think I was mistaken there. :p
 

xTac

Noob
Not sure if this has been posted already...

Ridiculous 60% corner X-ray (very easy to land):
JP, 2, 1 xx Ice Ball, dash back, JP, 2, 1, 1+2, NJp, 2, 1, 1+2, Jump Back, 3 or 4, X-ray = 60%

Variation: JP, 2, 1 xx Ice Ball, dash back, JP, 2, 1, 1+2, Jump Back, 3 or 4, 2, 1, 1+2, Jump Back, 3 or 4, X-ray = 61% (much harder to land, not worth IMO)


Also, meterless on the corner:
JP, 2, 1 xx Ice Ball, dash back, JP, 2, 1, 1+2, NJp, 2, 1, 1+2, 3, 3, 2 xx Slide = 48%

JP, 2, 1 xx Ice Ball, dash back, JP, 2, 1, 1+2, NJp, 2, 1, 1+2, F2, 2, 1 xx Slide = 47%
 
JP, 1, 2 xx Ice Ball, dash back, JP, 1, 2, 1+2, NJp, 1, 2, 1+2, 3, 3, 2 xx Slide = 48%
This is 47%.

If SWBeta isn't going to update that first post, are we better off making another combo thread updated with what we have so far so people aren't just posting their combos without reading the thread?
 

xTac

Noob
BigDaddyKrames said:
This is 47%.

:\ That is not what i get here man:




And its 49% with EX Slide.


BigDaddyKrames said:
If SWBeta isn't going to update that first post, are we better off making another combo thread updated with what we have so far so people aren't just posting their combos without reading the thread?
That would probably be a good idea. I have read the thread before, but i checked the last posts today and felt like posting. However, i would have to read through 5 pages to make sure i was not posting a repeat. That kind of sucks. I apologize if that was the case.
 
That is not what i get here man:
Now THAT is bizarre. I'm still getting 47%, but I'm on the 360 version... something's definitely up here.

That would probably be a good idea. I have read the thread before, but i checked the last posts today and felt like posting. However, i would have to read through 5 pages to make sure i was not posting a repeat. That kind of sucks. I apologize if that was the case.
Yeah, it's understandable at this point. This thread doesn't seem to be going in any particular order of development... it's all a bit randomly spaced. I'm making a list of combos at the moment, trying to include a range from most damaging to relatively easy yet still highly damaging combos, but I'm not sure about formatting or about what to do concerning how difficult online lag makes even the simplest links...
 
Not sure if this has been posted already...

Ridiculous 60% corner X-ray (very easy to land):
JP, 2, 1 xx Ice Ball, dash back, JP, 2, 1, 1+2, NJp, 2, 1, 1+2, Jump Back, 3 or 4, X-ray = 60%

Variation: JP, 2, 1 xx Ice Ball, dash back, JP, 2, 1, 1+2, Jump Back, 3 or 4, 2, 1, 1+2, Jump Back, 3 or 4, X-ray = 61% (much harder to land, not worth IMO)


Also, meterless on the corner:
JP, 2, 1 xx Ice Ball, dash back, JP, 2, 1, 1+2, NJp, 2, 1, 1+2, 3, 3, 2 xx Slide = 48%

JP, 2, 1 xx Ice Ball, dash back, JP, 2, 1, 1+2, NJp, 2, 1, 1+2, F2, 2, 1 xx Slide = 47%
You know what... these are ALL (EDIT: first one is doing 3% less, second one is doing 2% less) doing 1% less damage for me... I guess it's something something present in all these combos that's being treated differently between console versions... would you (or anyone with a PS3 who is getting the above damages) mind doing these combos starting from after the second jump-in punch and comparing the damages to these? If they're still different, I would assume it's 2,1,1+2 being treated differently...

2,1,1+2 > nj.1/2 > 2,1,1+2 > dj.3/4 xx X-Ray (49%)
2,1,1+2 > dj.3/4 > 2,1,1+2 > dj.3/4 xx X-Ray (51%)
2,1,1+2 > nj.1/2 > 2,1,1+2 > 3,3,2 xx Slide (37%)
2,1,1+2 > nj.1/2 > 2,1,1+2 > f+2,2,1 xx Slide (36%)


Another strange glitch I just found by the way... whiffing Cyber Sub-Zero's X-ray makes him unable to move the opponent by walking/jumping into them until either he hits the opponent or the opponent moves himself/herself... doubt it can be exploited in any way, but strange nonetheless.