What's new

Guide Cyber Sub-Zero Combo & Juggle Thread

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%
I'm only getting 57% on that first one.
 

xTac

Noob
xZEPPELIx said:
I'm only getting 57% on that first one.

Im 99% sure its your first jump in punch that is not connecting into the combo. JPs add 3% to all combos, nomatter how many hits total.

Edit: I was wrong about this, they do add 4% if the combo is small. But in all these high hit combos (at least 7 and above) it will be 3% less if it doesnt connect.
 
Im 99% sure its your first jump in punch that is not connecting into the combo. JPs add 3% to all combos, nomatter how many hits total.

Edit: I was wrong about this, they do add 4% if the combo is small. But in all these high hit combos (at least 7 and above) it will be 3% less if it doesnt connect.
No, the jump-in punch is part of the combo. It does 57%, 16 hits...
 

xTac

Noob
BigDaddyKrames said:
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.
wow I get it too. WTF?!


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...
Sorry, no time to capture without the first part of the combo like you asked.
I had these recorded already.
I record stuff on pratice mode so i dont forget the things i come up with/learn around.
Hope it helps:






Plus, i still have to try one thing first. I recorded these on a pre-patch/hotfix version of the game( i have 2 ps3, one is updated the other one is not). However, as far as i know, CSZ damage has not been nerfed.

Will check on the other console and let you know later.

By the way, i have frame data for him. Would you guys be interested in that??
 
Plus, i still have to try one thing first. I recorded these on a pre-patch/hotfix version of the game( i have 2 ps3, one is updated the other one is not). However, as far as i know, CSZ did not get the nerf hammer at all.
He got an increase in freeze proration, I believe... that might be it, then.

By the way, i have frame data for him. Would you guys be interested in that??
Is that from Tom Brady's Guide? I dunno how people would feel about that considering it costs $3. :p
 

xTac

Noob
BigDaddyKrames said:
He got an increase in freeze proration, I believe... that might be it, then. Is that from Tom Brady's Guide? I dunno how people would feel about that considering it costs $3. :p
Try to compare all the "damage info" that appears on screen each time the dummy gets hit. :)

Oh wow... Didnt even think of that. Not at all from TBs guide.
I dont have it yet.
What i got here rounds up pretty accurately though.
Should match with his, i guess.

I just put together the last pieces of data that i didnt have yet today.
Maybe i`ll make a thread, or PM me anyone who is interested.
 
Try to compare all the "damage info" that appears on screen each time the dummy gets hit. :)
Oh... duh. :facepalm: Anyway, all the numbers are the same up until the X-Ray hits, then all I can see is the last hit does 1% less, but the latter two combos you posted also did less for me, and those don't have X-Rays... If the numbers weren't rounded, it'd be a lot easier to tell. :/


Oh wow... Didnt even think of that. Not at all from TBs guide.
I dont have it yet.
What i got here rounds up pretty accurately though.
Should match with his, i guess.
Yeah, I don't have it either... To be honest, I was expecting the info in it to be talked about pretty quickly on the forums, but I haven't really seen anything about it, yet.

I just put together the last pieces of data that i didnt have yet today.
Maybe i`ll make a thread, or PM me anyone who is interested.
You mean frame data? Go for it; make the thread; especially considering you found it yourself (right?).



Ok, and I think I'm done gathering the better combos so far unless anyone has anything to add... I feel like I've covered enough situations (Anti-Air EX Teleport is too uncommon/situational/unreliable, raw grounded freeze combos are just smaller parts of combos already there). Is this okay? Too difficult? Too many combos? Too repetitive? Missing anything that should be there? Should we make it neater and have SWBeta move it into the first post?


MID-SCREEN:

No Meter:

2,1 xx Ice Ball > (meter gain)x1 > dj.1/2,2,1,1+2 > dash > nj.1/2 > dash > 2,1,1+2 > dash > b+2,2 xx Slide (42%)
2,1 xx Ice Ball > (meter gain)x1 > dj.1/2,2,1,1+2 > dash > nj.1/2 > dash > u+4 xx Slide (42%)
2,1 xx Ice Ball > (meter gain)x1 > dj.1/2,2,1,1+2 > (dash)x2 > 2,1,1+2 > dash > b+2,2 xx Slide (40%)
2,1 xx Ice Ball > (meter gain)x1 > dj.1/2,2,1,1+2 > dash > u+4 xx Slide (40%)
2,1 xx Ice Ball > (meter gain)x1 > dj.1/2,2,1,1+2 > dash > dash* > (f+2,2)/(2,1) > dash* > f+2,2,1 xx Slide (38%)
*Must perform at least one of the two marked dashes
2,1 xx Ice Ball > (meter gain)x1 > dj.1/2,2,1,1+2 > dash > (f+2,2)/(2,1) > b+2,2 xx Slide (37%)

b+3,2 > dash > 2,1,1+2 > b+2,2 xx Slide (29%)
b+3,2 > dash > (f+2,2)/(2,1) > dash > f+2,2,1 xx Slide (27%)

3,3,2 > Slide (21%)

3,4 > dash > b+2,2 xx Slide (26%)

(nj.1/2 > dash)x2 > 2,1,1+2 > dash > b+2,2 xx Slide (28%)
nj.1/2 > dash > 2,1,1+2 > dash > b+2,2 xx Slide (26%)

Ice Bomb (freezes) > nj.1/2 > walk forward > 2,1,1+2 > dash > b+2,2 xx Slide (34%)
Ice Bomb (freezes) > nj.1/2 > dash > u+4 xx Slide (34%)
Ice Bomb (freezes) > nj.1/2 > dash > 3,4 > dash > b+2 xx Slide (33%)
Ice Bomb (freezes) > 3,4 > dash > b+2,2 xx Slide (31%)
Ice Bomb (freezes) > u+4 xx Slide (31%)

Ice Ball (freezes mid-air opponent) > nj.1/2 > dash > 3,4 > dash > b+2,2 xx Slide (27%)
Ice Ball (freezes mid-air opponent) > nj.1/2 > walk forward > 2,1,1+2 > dash > b+2,2 xx Slide (26%)
Ice Ball (freezes mid-air opponent) > nj.1/2 > dash > u+4 xx Slide (26%)
Ice Ball (freezes mid-air opponent) > nj.1/2 > dash > 3,4 > dash > b+2 xx Slide (25%)
Ice Ball (freezes mid-air opponent) > 3,4 > dash > b+2,2 xx Slide (23%)
Ice Ball (freezes mid-air opponent) > u+4 xx Slide (23%)

(ground-to-air) 3,4 > dash > f+2,2 > dash > f+2,2,1 xx Slide (27%)
(ground-to-air) 3,4 > dash > f+2,2 > b+2,2 xx Slide (26%)
(ground-to-air) 2,1,1+2 > dash > b+2,2 xx Slide (24%)
(ground-to-air) 3,4 > dash > b+2,2 xx Slide (23%)


One Bar:

3,3 xx Ice Beam > (meter gain)x3 > dj.1/2,2,1,1+2 > dash > nj.1/2 > dash > 2,1,1+2 > dash > b+2,2 xx Slide (42%)
3,3 xx Ice Beam > (meter gain)x3 > dj.1/2,2,1,1+2 > dash > nj.1/2 > dash > u+4 xx Slide (42%)
3,3 xx Ice Beam > (meter gain)x3 > dj.1/2,2,1,1+2 > (dash)x2 > 2,1,1+2 > dash > b+2,2 xx Slide (40%)
3,3 xx Ice Beam > (meter gain)x3 > dj.1/2,2,1,1+2 > dash > u+4 xx Slide (40%)
3,3 xx Ice Beam > (meter gain)x3 > dj.1/2,2,1,1+2 > dash > dash* > (f+2,2)/(2,1) > dash* > f+2,2,1 xx Slide (38%)
*Must perform at least one of the two marked dashes
3,3 xx Ice Beam > (meter gain)x3 > dj.1/2,2,1,1+2 > dash > (f+2,2)/(2,1) > b+2,2 xx Slide (37%)

3,3,2 xx Ice Beam > dash > f+2,2 > f+2,2,1 xx Slide (30%)

3,4 > dash > b+2,2 xx Ice Beam > dash > f+2,2,1 xx Slide (31%)

Ice Beam/EX Parry (freezes mid-air opponent) > nj.1/2 > dash > 3,4 > dash > b+2,2 xx Slide (27%)
Ice Beam/EX Parry (freezes mid-air opponent) > nj.1/2 > walk forward > 2,1,1+2 > dash > b+2,2 xx Slide (26%)
Ice Beam/EX Parry (freezes mid-air opponent) > nj.1/2 > dash > u+4 xx Slide (26%)
Ice Beam/EX Parry (freezes mid-air opponent) > nj.1/2 > dash > 3,4 > dash > b+2 xx Slide (25%)
Ice Beam/EX Parry (freezes mid-air opponent) > 3,4 > dash > b+2,2 xx Slide (23%)
Ice Beam/EX Parry (freezes mid-air opponent) > u+4 xx Slide (23%)


X-Ray:

2,1 xx Ice Ball > (meter gain)x1 > dj.1/2 2,1,1+2 > dash > nj.1/2 > X-Ray (50%)
2,1 xx Ice Ball > (meter gain)x1 > dj.1/2 2,1,1+2 > X-Ray (49%)

b+3,2 xx X-Ray (39%)

nj.1/2 > dash > nj.1/2 > dash > dj.3/4 xx X-Ray (41%)
nj.1/2 > dash > dj.3/4 xx X-Ray (40%)

Ice Ball (freezes mid-air opponent) > nj.1/2 > dash > dj.3/4 xx X-Ray (40%)
Ice Ball (freezes mid-air opponent) > dj.3/4 xx X-Ray (39%)

Ice bomb (freezes) > nj.1/2 > dash > dj.3/4 xx X-Ray (48%)
Ice bomb (freezes) > dj.3/4 xx X-Ray (47%)

(ground-to-air) 2,1,1+2 > dash > dj.3/4 xx X-Ray (42%)



CORNER:

No Meter:

2,1 xx Ice Ball > (potential meter gain)x1 > dj.1/2,2,1,1+2 > dj.3/4 > 2,1,1+2 > 3,3,2 xx Slide (45%)
2,1 xx Ice Ball > (potential meter gain)x1 > dj.1/2,3,4 > 2,1,1+2 > 3,4 > 3,3 xx Slide (45%)
2,1 xx Ice Ball > (potential meter gain)x1 > dj.1/2,2,1,1+2 > nj.1/2 > 3,4 > 3,3,2 xx Slide (45%)
2,1 xx Ice Ball > (potential meter gain)x1 > dj.1/2,2,1,1+2 > nj.1/2 > 2,1,1+2 > 3,3,2 xx Slide (44%)
2,1 xx Ice Ball > (potential meter gain)x1 > dj.1/2,(3,4)x3 > 3,3 xx Slide (43%)

3,3,2 > d+1 > 1 > 3,4 > 3,3 xx Slide (33%)
3,3,2 > d+1 > 1,1,1 xx Ice Ball > f+2,2,1 xx Slide (31%)
3,3,2 > d+1 > 1,1,1 xx Ice Ball > b+2,2 xx Slide (30%)

3,4 > 2,1,1+2 > 3,4 > 3,3 xx Slide (38%)
(3,4)x3 > 3,3 xx Slide (36%)

b+3,2 > 2,1,1+2 > 3,4 > 3,3 xx Slide (34%)

(nj.1/2)x2 > 3,4 > 3,3,2 xx Slide (32%)
nj.1/2 > 2,1,1+2 > 3,4 > 3,3 xx Slide (32%)
nj.1/2 > (3,4)x2 > 3,3 xx Slide (31%)


One Bar:

3,3 xx Ice Beam > (meter gain)x3 > dj.1/2,2,1,1+2 > dj.3/4 > 2,1,1+2 > 3,3,2 xx Slide (45%)
3,3 xx Ice Beam > (meter gain)x3 > dj.1/2,3,4 > 2,1,1+2 > 3,4 > 3,3 xx Slide (45%)
3,3 xx Ice Beam > (meter gain)x3 > dj.1/2,2,1,1+2 > nj.1/2 > 3,4 > 3,3,2 xx Slide (45%)
3,3 xx Ice Beam > (meter gain)x3 > dj.1/2,2,1,1+2 > nj.1/2 > 2,1,1+2 > 3,3,2 xx Slide (44%)
3,3 xx Ice Beam > (meter gain)x3 > dj.1/2,(3,4)x3 > 3,3 xx Slide (43%)


X-Ray:

2,1 xx Ice Ball > (potential meter gain)x1 > dj.1/2,2,1,1+2 > dj.3/4 > 2,1,1+2 > dj.3/4 xx X-Ray (56%)
2,1 xx Ice Ball > (potential meter gain)x1 > dj.1/2,2,1,1+2 > nj.1/2 > 2,1,1+2 > dj.3/4 xx X-Ray (54%)

3,3,2 > d+1 > 1,1,1 xx Ice Ball > X-Ray (40%)

3,4 > 2,1,1+2 > dj.3/4 xx X-Ray (47%)

b+3,2 > 2,1,1+2 > dj.3/4 xx X-Ray (43%)

nj.1/2 > 2,1,1+2 > dj.3/4 xx X-Ray (43%)
 

xTac

Noob
BigDaddyKrames said:
Ok, and I think I'm done gathering the better combos so far unless anyone has anything to add... I feel like I've covered enough situations (Anti-Air EX Teleport is too uncommon/situational/unreliable, raw grounded freeze combos are just smaller parts of combos already there). Is this okay? Too difficult? Too many combos? Too repetitive? Missing anything that should be there? Should we make it neater and have SWBeta move it into the first post?
Oh wow... holy shit. Thanks for that dude. I even found stuff i hadnt seen before on the thread. I guess its better indeed to make a new one.
However, IMO it looks a little too much.

I mean... if you have 1 bar of super(which CSZ can gain very fast) most you need to know midscreen for example are 3 combos:
a)2,1 xx Ice Ball, JP, 2,1,1+2, dash, u+4 xx Slide (40%)
b)3,3 xx EX Ice Ball, JP, 2,1,1+2, dash, u+4 xx Slide (40%)
c)3,4, Dash, B2, 2 xx EX Ice Ball, Dash, F2, 2, 1 xx Slide (31%)

Since these are the easiest to perform/higher damaging combos including high, low and overhead attacks, the other combos become pointless, sort of.
Also, positional advantage is not an issue since all end in slide and EX slide will put the opponent in the opposite direction. (yes, its a questionable use of meter, of course, but still)

Otherwise we may include every kind of shenanigans like this too :) (edit: i just saw there is already a variation of this right on the first page which is even better including JK instead of dash back for more damage, however, this proves my point exactly as there are too many pointless variations in general)

JP, 2,1 xx Ice Ball, JP, 2,1,1+2, dash back, 2, 1, 1, 1, 1, 1, 2 (40%)

JP, 2,1 xx Ice Ball, JP, 2,1,1+2, dash back, 2, 1, 1, 1, 1, 1, 1 xx Slide (42%)




Maybe just put together the most usefull ones and mention the rest of the variations in the end.

BigDaddyKrames said:
You mean frame data? Go for it; make the thread; especially considering you found it yourself (right?).
Yes, sir.
 
The issue is people have varying execution skills and willingness/time to practice, and theres also the problem of online play (ugh); I wasn't quite sure what was "too easy" or "too hard."

I mean... if you have 1 bar of super(which CSZ can gain very fast) most you need to know midscreen for example are 3 combos:
a)2,1 xx Ice Ball, JP, 2,1,1+2, dash, u+4 xx Slide (40%)
b)3,3 xx EX Ice Ball, JP, 2,1,1+2, dash, u+4 xx Slide (40%)
c)3,4, Dash, B2, 2 xx EX Ice Ball, Dash, F2, 2, 1 xx Slide (31%)
Example of what I mean:
a) I prefer moving the opponent to the wall over easier input and slightly more damage.
b) The mix-up in 3,3 xx Ice Beam isn't hit-confirmable, so I prefer 3,3,2 xx Ice Beam or 3,3,2 > Slide unless the first 3 hits.
c) I usually prefer not using a bar of meter for 5% more damage and some more distance unless I have a lot of it already and the combo would place the opponent against the wall.

Personally, I think the list I made is too repetitive in that the follow-ups are the same off 3,3 xx Ice Beam and 2,1 xx Ice Ball, as well as off Ice Bombs and ground-to-air Ice Balls/Beams/Ex Parries, but I'm not quite sure how to organize it more neatly... I'm also unsure of whether or not the meter gain trick or any optional/helpful dashes should be noted within the notation. The notation I'm using is also notably different from the first post's notations, but I personally feel it's easier to read (probably because I'm used to reading GG/BB combos)... should it be changed? Another thing the first post has is a "Mid Screen to Corner" section, but I thought it would be too situational or would just be corner combos with dashes thrown in... should this section be included?

And I am considering the idea of making a section of some combos "Staples/BnB" and the others "Other Combos" like the current first post, but felt like either someone more skilled with the character should determine those or the poster's preference should just be disregarded. Oh, and SWBeta is still relatively active, so a PM should get the first post updated once we establish what we want in it.

I made an attempt at a BnB section... is this alright/better? (Is any X-Ray combo even a BnB?)

Staples/B'n'Bs

MID-SCREEN:

No Meter:

2,1 xx Ice Ball > (meter gain)x1 > dj.1/2,2,1,1+2 > (dash)x2 > 2,1,1+2 > dash > b+2,2 xx Slide (40%)
2,1 xx Ice Ball > (meter gain)x1 > dj.1/2,2,1,1+2 > dash > u+4 xx Slide (40%)
2,1 xx Ice Ball > (meter gain)x1 > dj.1/2,2,1,1+2 > dash > dash* > (f+2,2)/(2,1) > dash* > f+2,2,1 xx Slide (38%)
*Must perform at least one of the two marked dashes

b+3,2 > dash > (f+2,2)/(2,1) > dash > f+2,2,1 xx Slide (27%)

3,3,2 > Slide (21%)

3,4 > dash > b+2,2 xx Slide (26%)

Ice Bomb (freezes) > nj.1/2 > dash > u+4 xx Slide (34%)
Ice Bomb (freezes) > 3,4 > dash > b+2,2 xx Slide (31%)

Ice Ball (freezes mid-air opponent) > nj.1/2 > dash > u+4 xx Slide (26%)
Ice Ball (freezes mid-air opponent) > 3,4 > dash > b+2,2 xx Slide (23%)


One Bar:

3,3 xx Ice Beam > (meter gain)x3 > dj.1/2,2,1,1+2 > (dash)x2 > 2,1,1+2 > dash > b+2,2 xx Slide (40%)
3,3 xx Ice Beam > (meter gain)x3 > dj.1/2,2,1,1+2 > dash > u+4 xx Slide (40%)
3,3 xx Ice Beam > (meter gain)x3 > dj.1/2,2,1,1+2 > dash > dash* > (f+2,2)/(2,1) > dash* > f+2,2,1 xx Slide (38%)
*Must perform at least one of the two marked dashes

3,3,2 xx Ice Beam > dash > f+2,2 > f+2,2,1 xx Slide (30%)

3,4 > dash > b+2,2 xx Ice Beam > dash > f+2,2,1 xx Slide (31%)

Ice Beam/EX Parry (freezes mid-air opponent) > nj.1/2 > dash > u+4 xx Slide (26%)
Ice Beam/EX Parry (freezes mid-air opponent) > 3,4 > dash > b+2,2 xx Slide (23%)



CORNER:

No Meter:

2,1 xx Ice Ball > (potential meter gain)x1 > dj.1/2,3,4 > 2,1,1+2 > 3,4 > 3,3 xx Slide (45%)
2,1 xx Ice Ball > (potential meter gain)x1 > dj.1/2,2,1,1+2 > nj.1/2 > 3,4 > 3,3,2 xx Slide (45%)

3,3,2 > d+1 > 1,1,1 xx Ice Ball > f+2,2,1 xx Slide (31%)

3,4 > 2,1,1+2 > 3,4 > 3,3 xx Slide (38%)


One Bar:

3,3 xx Ice Beam > (meter gain)x3 > dj.1/2,3,4 > 2,1,1+2 > 3,4 > 3,3 xx Slide (45%)
3,3 xx Ice Beam > (meter gain)x3 > dj.1/2,2,1,1+2 > nj.1/2 > 3,4 > 3,3,2 xx Slide (45%)
 

TheChad_87

Bad Reputation
Sorry. Haven't had a chance to read through everything, but here are the combos I use. I'm sure most of them have already been stated, but I hope it's helpful all the same.

Basic Combos
jk, c.Dive Kick (13%, 2 Hits) or c.PowerKick (21%, 4 Hits)
1, 1, 2, ~Slide (18%, 4 hits) or Cyber Slide (20%, 5 hits)
3, 3, 2, #Slide (21%, 4 Hits) or Cyber Slide (23%, 5 Hits)
3, 4, dash B+2, 2, Slide (26%, 5 Hits) or Cyber Slide (28%, 6 Hits)
m.Ice Bomb, Uppercut, dash, B+3, 2, 1 (28%, 5 Hits)
B+1, Ice Ball, jP, 2, 1, 1+2, dash, B+2, 2, ~Slide (32%, 9 Hits) or Power Slide (34%, 10 Hits)
2, 1, Ice Ball, jP, 2, 1, 1+2, dash, U+4, ~Slide (40%, 10 Hits)
[Corner] 3, 4, 3, 4, 3, 4, 3, 3, ~Slide (36%, 9 Hits)

Enhanced Combos
c.Ice Bomb, Power Slide, dash, U+4, ~Slide (37%, 6 Hits – 1 Bar)

X-Ray Combos
B+3, 2, X (39%, 5 hits)
2, 1, 1+2, jump forward, X (43%, 6 hits)
2, 1, Ice Ball, jP, 2, 1, 1+2, jump forward, X (49%, 10 Hits)
m.Ice Bomb. #B+1, 2, Dash, B+3, 2, X (50%, 8 Hits)

~ is Cancel
# means you have to wait
 

wolfe

Noob
2,1 xx Ice Ball > (meter gain)x1 > dj.1/2,2,1,1+2 > dash > u+4 xx Slide (40%)

b+3,2 > dash > (f+2,2)/(2,1) > dash > f+2,2,1 xx Slide (27%)

3,3,2 > Slide (21%)

3,4 > dash > b+2,2 xx Slide (26%)

Ice Bomb (freezes) > 3,4 > dash > b+2,2 xx Slide (31%)

Ice Ball (freezes mid-air opponent) > 3,4 > dash > b+2,2 xx Slide (23%)


One Bar:

3,3 xx Ice Beam > (meter gain)x3 > dj.1/2,2,1,1+2 > dash > u+4 xx Slide (40%)

3,4 > dash > b+2,2 xx Ice Beam > dash > f+2,2,1 xx Slide (31%)

Ice Beam/EX Parry (freezes mid-air opponent) > 3,4 > dash > b+2,2 xx Slide (23%)

CORNER:

No Meter:

2,1 xx Ice Ball > (potential meter gain)x1 > dj.1/2,2,1,1+2 > nj.1/2 > 3,4 > 3,3,2 xx Slide (45%)

3,3,2 > d+1 > 1,1,1 xx Ice Ball > f+2,2,1 xx Slide (31%)

3,4 > 2,1,1+2 > 3,4 > 3,3 xx Slide (38%)

One Bar:

3,3 xx Ice Beam > (meter gain)x3 > dj.1/2,2,1,1+2 > nj.1/2 > 3,4 > 3,3,2 xx Slide (45%)
cropping your post to show pretty much what id go with. i like the up+4 on the main bnb's after a 2,1,1+2 but i find them unruly during a punish combo. so i stick with the 3,4 strings for punish. im gonna copy this list over to my wordpad and print it out as its literally every combo id want to memorize with cyber sub. ty!
 

Kindred

Let Be Be Finale Of Seem
Sorry. Haven't had a chance to read through everything, but here are the combos I use. I'm sure most of them have already been stated, but I hope it's helpful all the same.

Basic Combos
jk, c.Dive Kick (13%, 2 Hits) or c.PowerKick (21%, 4 Hits)
1, 1, 2, ~Slide (18%, 4 hits) or Cyber Slide (20%, 5 hits)
3, 3, 2, #Slide (21%, 4 Hits) or Cyber Slide (23%, 5 Hits)
3, 4, dash B+2, 2, Slide (26%, 5 Hits) or Cyber Slide (28%, 6 Hits)
m.Ice Bomb, Uppercut, dash, B+3, 2, 1 (28%, 5 Hits)
B+1, Ice Ball, jP, 2, 1, 1+2, dash, B+2, 2, ~Slide (32%, 9 Hits) or Power Slide (34%, 10 Hits)
2, 1, Ice Ball, jP, 2, 1, 1+2, dash, U+4, ~Slide (40%, 10 Hits)
[Corner] 3, 4, 3, 4, 3, 4, 3, 3, ~Slide (36%, 9 Hits)

Enhanced Combos
c.Ice Bomb, Power Slide, dash, U+4, ~Slide (37%, 6 Hits – 1 Bar)

X-Ray Combos
B+3, 2, X (39%, 5 hits)
2, 1, 1+2, jump forward, X (43%, 6 hits)
2, 1, Ice Ball, jP, 2, 1, 1+2, jump forward, X (49%, 10 Hits)
m.Ice Bomb. #B+1, 2, Dash, B+3, 2, X (50%, 8 Hits)

~ is Cancel
# means you have to wait
Im still trying to learn cyber subby but how do you do U+4 then cancel into a slide?
 

wolfe

Noob
Im still trying to learn cyber subby but how do you do U+4 then cancel into a slide?
very quickly, it gets easier.

my real question is on the b+3,2 dash f+2,2 dash f+2,2,1 xx slide

i CANNOT get the second dash f+2,2 to connect, ever. even when i change the first f+2 to a 2,1 its still a no go. is there a trick to this? that is literally teh only combo thats giving me trouble, id like to learn it as its a bit higher then any other combo i have for that situation.
 

Kindred

Let Be Be Finale Of Seem
And also I have trouble doing a neutral jump punch in a string like this:
2, 1, 1+2, dash, np

are you guys sure its even possible lol
 

Ulturas

Noob
Have you guys explored much of ice bomb trap resets?


I know you can actually add an NJP to this combo as well. Let me know what you guys think (apparently this one has received a lot of dislikes :( lol).
 

zee

Icy
Check out this thread for Cyber Sub's best known bomb trap. Armored Specials or most X-Rays break through it, though (exception being Kabal, whose X-Ray has no armor).
 

Kindred

Let Be Be Finale Of Seem
combos I found (hope they're not not old)



14 hits - 48% - No meter - Corner

jp, 2, 1, Ice Ball, step back, jp, 2, 1, 1+2, np, 3, 4, 3, 4, slide

Enhanced slide gives 49% so its not really worth it



11 hits 36% - no meter - Midscreen

jp, 2, 1, Ice Ball, jp, B+3, 2, dash, 2, 1, 1+2, slide

Enhanced slide gives 37% so its not really worth it
 
combos I found (hope they're not not old)



14 hits - 48% - No meter - Corner

jp, 2, 1, Ice Ball, step back, jp, 2, 1, 1+2, np, 3, 4, 3, 4, slide

Enhanced slide gives 49% so its not really worth it



11 hits 36% - no meter - Midscreen

jp, 2, 1, Ice Ball, jp, B+3, 2, dash, 2, 1, 1+2, slide

Enhanced slide gives 37% so its not really worth it
These are known already. And is this the mid-screen bnb you use? If so, there are more damaging combos you can do mid-screen.

For example, I'm sure you've seen this posted a bunch of times on here: 2,1~Ice Ball,jump-in punch~2,1,1+2,dash,u+4~Slide. This does 40% without even starting with a jump-in punch (43% with).
 

Kindred

Let Be Be Finale Of Seem
These are known already. And is this the mid-screen bnb you use? If so, there are more damaging combos you can do mid-screen.

For example, I'm sure you've seen this posted a bunch of times on here: 2,1~Ice Ball,jump-in punch~2,1,1+2,dash,u+4~Slide. This does 40% without even starting with a jump-in punch (43% with).
damn and here i was thinking I was special lol
yea I've seen this one you posted but I can never connect the slide after the U+4
Is there a trick im missing?
 
damn and here i was thinking I was special lol
yea I've seen this one you posted but I can never connect the slide after the U+4
Is there a trick im missing?
It is a bit tricky to do on an Xbox 360 controller (which I'm assuming you're using?). But I do it with the 360 d-pad so I can assure you that it's possible lol.

Basically, when the ice sword from 2,1,1+2 touches the opponent's chest, you have to dash. Then you have to immediately input u+4, and pretty much start doing the slide input before the u+4 animation is even done. The key to all of this is having the opponent as high in the air as possible (i.e. dashing and doing u+4 as quickly as you can after the 1+2 launcher). If your u+4 hits too late, it won't matter how quickly you execute the Slide, it will whiff regardless.

Just make sure you are cancelling the end of the 1+2 animation with a dash; you can't wait until the animation is totally over because the opponent will fall too low to the ground and the slide will whiff after u+4. I hope this helps, and if you have any other questions feel free to ask.
 

JHCRANE 14

GO VOLS!!!
Oh... duh. :facepalm: Anyway, all the numbers are the same up until the X-Ray hits, then all I can see is the last hit does 1% less, but the latter two combos you posted also did less for me, and those don't have X-Rays... If the numbers weren't rounded, it'd be a lot easier to tell. :/



Yeah, I don't have it either... To be honest, I was expecting the info in it to be talked about pretty quickly on the forums, but I haven't really seen anything about it, yet.



You mean frame data? Go for it; make the thread; especially considering you found it yourself (right?).



Ok, and I think I'm done gathering the better combos so far unless anyone has anything to add... I feel like I've covered enough situations (Anti-Air EX Teleport is too uncommon/situational/unreliable, raw grounded freeze combos are just smaller parts of combos already there). Is this okay? Too difficult? Too many combos? Too repetitive? Missing anything that should be there? Should we make it neater and have SWBeta move it into the first post?


MID-SCREEN:

No Meter:

2,1 xx Ice Ball > (meter gain)x1 > dj.1/2,2,1,1+2 > dash > nj.1/2 > dash > 2,1,1+2 > dash > b+2,2 xx Slide (42%)
2,1 xx Ice Ball > (meter gain)x1 > dj.1/2,2,1,1+2 > dash > nj.1/2 > dash > u+4 xx Slide (42%)
2,1 xx Ice Ball > (meter gain)x1 > dj.1/2,2,1,1+2 > (dash)x2 > 2,1,1+2 > dash > b+2,2 xx Slide (40%)
2,1 xx Ice Ball > (meter gain)x1 > dj.1/2,2,1,1+2 > dash > u+4 xx Slide (40%)
2,1 xx Ice Ball > (meter gain)x1 > dj.1/2,2,1,1+2 > dash > dash* > (f+2,2)/(2,1) > dash* > f+2,2,1 xx Slide (38%)
*Must perform at least one of the two marked dashes
2,1 xx Ice Ball > (meter gain)x1 > dj.1/2,2,1,1+2 > dash > (f+2,2)/(2,1) > b+2,2 xx Slide (37%)

b+3,2 > dash > 2,1,1+2 > b+2,2 xx Slide (29%)
b+3,2 > dash > (f+2,2)/(2,1) > dash > f+2,2,1 xx Slide (27%)

3,3,2 > Slide (21%)

3,4 > dash > b+2,2 xx Slide (26%)

(nj.1/2 > dash)x2 > 2,1,1+2 > dash > b+2,2 xx Slide (28%)
nj.1/2 > dash > 2,1,1+2 > dash > b+2,2 xx Slide (26%)

Ice Bomb (freezes) > nj.1/2 > walk forward > 2,1,1+2 > dash > b+2,2 xx Slide (34%)
Ice Bomb (freezes) > nj.1/2 > dash > u+4 xx Slide (34%)
Ice Bomb (freezes) > nj.1/2 > dash > 3,4 > dash > b+2 xx Slide (33%)
Ice Bomb (freezes) > 3,4 > dash > b+2,2 xx Slide (31%)
Ice Bomb (freezes) > u+4 xx Slide (31%)

Ice Ball (freezes mid-air opponent) > nj.1/2 > dash > 3,4 > dash > b+2,2 xx Slide (27%)
Ice Ball (freezes mid-air opponent) > nj.1/2 > walk forward > 2,1,1+2 > dash > b+2,2 xx Slide (26%)
Ice Ball (freezes mid-air opponent) > nj.1/2 > dash > u+4 xx Slide (26%)
Ice Ball (freezes mid-air opponent) > nj.1/2 > dash > 3,4 > dash > b+2 xx Slide (25%)
Ice Ball (freezes mid-air opponent) > 3,4 > dash > b+2,2 xx Slide (23%)
Ice Ball (freezes mid-air opponent) > u+4 xx Slide (23%)

(ground-to-air) 3,4 > dash > f+2,2 > dash > f+2,2,1 xx Slide (27%)
(ground-to-air) 3,4 > dash > f+2,2 > b+2,2 xx Slide (26%)
(ground-to-air) 2,1,1+2 > dash > b+2,2 xx Slide (24%)
(ground-to-air) 3,4 > dash > b+2,2 xx Slide (23%)


One Bar:

3,3 xx Ice Beam > (meter gain)x3 > dj.1/2,2,1,1+2 > dash > nj.1/2 > dash > 2,1,1+2 > dash > b+2,2 xx Slide (42%)
3,3 xx Ice Beam > (meter gain)x3 > dj.1/2,2,1,1+2 > dash > nj.1/2 > dash > u+4 xx Slide (42%)
3,3 xx Ice Beam > (meter gain)x3 > dj.1/2,2,1,1+2 > (dash)x2 > 2,1,1+2 > dash > b+2,2 xx Slide (40%)
3,3 xx Ice Beam > (meter gain)x3 > dj.1/2,2,1,1+2 > dash > u+4 xx Slide (40%)
3,3 xx Ice Beam > (meter gain)x3 > dj.1/2,2,1,1+2 > dash > dash* > (f+2,2)/(2,1) > dash* > f+2,2,1 xx Slide (38%)
*Must perform at least one of the two marked dashes
3,3 xx Ice Beam > (meter gain)x3 > dj.1/2,2,1,1+2 > dash > (f+2,2)/(2,1) > b+2,2 xx Slide (37%)

3,3,2 xx Ice Beam > dash > f+2,2 > f+2,2,1 xx Slide (30%)

3,4 > dash > b+2,2 xx Ice Beam > dash > f+2,2,1 xx Slide (31%)

Ice Beam/EX Parry (freezes mid-air opponent) > nj.1/2 > dash > 3,4 > dash > b+2,2 xx Slide (27%)
Ice Beam/EX Parry (freezes mid-air opponent) > nj.1/2 > walk forward > 2,1,1+2 > dash > b+2,2 xx Slide (26%)
Ice Beam/EX Parry (freezes mid-air opponent) > nj.1/2 > dash > u+4 xx Slide (26%)
Ice Beam/EX Parry (freezes mid-air opponent) > nj.1/2 > dash > 3,4 > dash > b+2 xx Slide (25%)
Ice Beam/EX Parry (freezes mid-air opponent) > 3,4 > dash > b+2,2 xx Slide (23%)
Ice Beam/EX Parry (freezes mid-air opponent) > u+4 xx Slide (23%)


X-Ray:

2,1 xx Ice Ball > (meter gain)x1 > dj.1/2 2,1,1+2 > dash > nj.1/2 > X-Ray (50%)
2,1 xx Ice Ball > (meter gain)x1 > dj.1/2 2,1,1+2 > X-Ray (49%)

b+3,2 xx X-Ray (39%)

nj.1/2 > dash > nj.1/2 > dash > dj.3/4 xx X-Ray (41%)
nj.1/2 > dash > dj.3/4 xx X-Ray (40%)

Ice Ball (freezes mid-air opponent) > nj.1/2 > dash > dj.3/4 xx X-Ray (40%)
Ice Ball (freezes mid-air opponent) > dj.3/4 xx X-Ray (39%)

Ice bomb (freezes) > nj.1/2 > dash > dj.3/4 xx X-Ray (48%)
Ice bomb (freezes) > dj.3/4 xx X-Ray (47%)

(ground-to-air) 2,1,1+2 > dash > dj.3/4 xx X-Ray (42%)



CORNER:

No Meter:

2,1 xx Ice Ball > (potential meter gain)x1 > dj.1/2,2,1,1+2 > dj.3/4 > 2,1,1+2 > 3,3,2 xx Slide (45%)
2,1 xx Ice Ball > (potential meter gain)x1 > dj.1/2,3,4 > 2,1,1+2 > 3,4 > 3,3 xx Slide (45%)
2,1 xx Ice Ball > (potential meter gain)x1 > dj.1/2,2,1,1+2 > nj.1/2 > 3,4 > 3,3,2 xx Slide (45%)
2,1 xx Ice Ball > (potential meter gain)x1 > dj.1/2,2,1,1+2 > nj.1/2 > 2,1,1+2 > 3,3,2 xx Slide (44%)
2,1 xx Ice Ball > (potential meter gain)x1 > dj.1/2,(3,4)x3 > 3,3 xx Slide (43%)

3,3,2 > d+1 > 1 > 3,4 > 3,3 xx Slide (33%)
3,3,2 > d+1 > 1,1,1 xx Ice Ball > f+2,2,1 xx Slide (31%)
3,3,2 > d+1 > 1,1,1 xx Ice Ball > b+2,2 xx Slide (30%)

3,4 > 2,1,1+2 > 3,4 > 3,3 xx Slide (38%)
(3,4)x3 > 3,3 xx Slide (36%)

b+3,2 > 2,1,1+2 > 3,4 > 3,3 xx Slide (34%)

(nj.1/2)x2 > 3,4 > 3,3,2 xx Slide (32%)
nj.1/2 > 2,1,1+2 > 3,4 > 3,3 xx Slide (32%)
nj.1/2 > (3,4)x2 > 3,3 xx Slide (31%)


One Bar:

3,3 xx Ice Beam > (meter gain)x3 > dj.1/2,2,1,1+2 > dj.3/4 > 2,1,1+2 > 3,3,2 xx Slide (45%)
3,3 xx Ice Beam > (meter gain)x3 > dj.1/2,3,4 > 2,1,1+2 > 3,4 > 3,3 xx Slide (45%)
3,3 xx Ice Beam > (meter gain)x3 > dj.1/2,2,1,1+2 > nj.1/2 > 3,4 > 3,3,2 xx Slide (45%)
3,3 xx Ice Beam > (meter gain)x3 > dj.1/2,2,1,1+2 > nj.1/2 > 2,1,1+2 > 3,3,2 xx Slide (44%)
3,3 xx Ice Beam > (meter gain)x3 > dj.1/2,(3,4)x3 > 3,3 xx Slide (43%)


X-Ray:

2,1 xx Ice Ball > (potential meter gain)x1 > dj.1/2,2,1,1+2 > dj.3/4 > 2,1,1+2 > dj.3/4 xx X-Ray (56%)
2,1 xx Ice Ball > (potential meter gain)x1 > dj.1/2,2,1,1+2 > nj.1/2 > 2,1,1+2 > dj.3/4 xx X-Ray (54%)

3,3,2 > d+1 > 1,1,1 xx Ice Ball > X-Ray (40%)

3,4 > 2,1,1+2 > dj.3/4 xx X-Ray (47%)

b+3,2 > 2,1,1+2 > dj.3/4 xx X-Ray (43%)

nj.1/2 > 2,1,1+2 > dj.3/4 xx X-Ray (43%)

My bnb midscreen x-ray combo: Slide-into-close/med/far/ice bomb-jump kick-x-ray I believe does 56%. Great info man. Thanks.
 

Kindred

Let Be Be Finale Of Seem
It is a bit tricky to do on an Xbox 360 controller (which I'm assuming you're using?). But I do it with the 360 d-pad so I can assure you that it's possible lol.

Basically, when the ice sword from 2,1,1+2 touches the opponent's chest, you have to dash. Then you have to immediately input u+4, and pretty much start doing the slide input before the u+4 animation is even done. The key to all of this is having the opponent as high in the air as possible (i.e. dashing and doing u+4 as quickly as you can after the 1+2 launcher). If your u+4 hits too late, it won't matter how quickly you execute the Slide, it will whiff regardless.

Just make sure you are cancelling the end of the 1+2 animation with a dash; you can't wait until the animation is totally over because the opponent will fall too low to the ground and the slide will whiff after u+4. I hope this helps, and if you have any other questions feel free to ask.
Ah ok I see. Thanks for the info. ill try it tonight when i get back from work :D