salvificblood
Worst Sub-Zero Ever
I meant to make a thread about this on the day the patch came out but I've been too salty to even do it, lol, but I want to point this out, in any case.
As soon as I received the latest the patch, the first thing I noticed was the dash nerf (which is a very stupid change, in my opinion), and so I thought I'd try our new freeze durations out in practise just to see how the new lack of mobility affects Sub-Zero's game. What I discovered is that the regular iceball grants you a full combo even on an airborne opponent from fullscreen but the ex freeze is now almost impossible to combo off when you catch your opponent in the air, especially at fullscreen.
Personally, I have a big problem with this. For one thing, I have always ALWAYS used the ex freeze to check people to both make them afraid of spamming projectiles when I have meter and to make them afraid of jumping over regular iceballs at any screen distance. I can't do this anymore.... a regular iceball is just not a good anti-air, (who the hell uses a regular iceball as an anti-air?) so it receiving extra freeze frames on airborne opponents while the ex freeze does not is a what-the-hell change for me. I do consider this a nerf to Sub-Zero even if it is an unintended one, just for the simple fact the ex freeze granted me a full combo on airborne opponents (even at fullscreen), and now it rewards me with nothing in a lot of cases. I've just burned a bar of meter for my opponent to fall to the ground before I can get there. Amazing.
The point of making this thread is to clarify why I am constantly reminding Sub-Zero players that the latest patch did not help as much as they think it did. If NRS changed the ex freeze to freeze for longer on airborne opponents in the same way they increased the time a regular freeze keeps an opponent frozen, it would go a long way to fixing Sub-Zero. As it stands, it's completely illogical. Why can I get a full combo on an airborne opponent off a regular free but not off an ex freeze?
As soon as I received the latest the patch, the first thing I noticed was the dash nerf (which is a very stupid change, in my opinion), and so I thought I'd try our new freeze durations out in practise just to see how the new lack of mobility affects Sub-Zero's game. What I discovered is that the regular iceball grants you a full combo even on an airborne opponent from fullscreen but the ex freeze is now almost impossible to combo off when you catch your opponent in the air, especially at fullscreen.
Personally, I have a big problem with this. For one thing, I have always ALWAYS used the ex freeze to check people to both make them afraid of spamming projectiles when I have meter and to make them afraid of jumping over regular iceballs at any screen distance. I can't do this anymore.... a regular iceball is just not a good anti-air, (who the hell uses a regular iceball as an anti-air?) so it receiving extra freeze frames on airborne opponents while the ex freeze does not is a what-the-hell change for me. I do consider this a nerf to Sub-Zero even if it is an unintended one, just for the simple fact the ex freeze granted me a full combo on airborne opponents (even at fullscreen), and now it rewards me with nothing in a lot of cases. I've just burned a bar of meter for my opponent to fall to the ground before I can get there. Amazing.
The point of making this thread is to clarify why I am constantly reminding Sub-Zero players that the latest patch did not help as much as they think it did. If NRS changed the ex freeze to freeze for longer on airborne opponents in the same way they increased the time a regular freeze keeps an opponent frozen, it would go a long way to fixing Sub-Zero. As it stands, it's completely illogical. Why can I get a full combo on an airborne opponent off a regular free but not off an ex freeze?