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Guide General Strategy Guide Continued

UsedForGlue

"Strength isn't everything"
I decided to update my basic quick guide to a full guide.

USING CYBER SUB-ZERO:
If you are interested in only doing combos and juggles to impress your friends, then Cyber is not for you. *Forget using Bombs and the Bomb Traps, thats not relative to winning with Cyber, but what it is important, is that you MUST have a grasp on fundamentals, or else this ''Dive kick dive kick dive kick'' attitude will be all you have to offer, and thats not good enough. *If you think that you will spend all your time in the air and dive kick your way to victory, then I think you need to take a look over this guide.

BEST NORMALS:

POKE :d:fk - A 6 frame poke with good range, his only good poke. Use this instead of your parry constantly, as you parry can be countered with low moves and pokes. So anytime you feel the opponent will poke after strings then use :d:fk, Alternatively, doing an instant air short dive kick is excellent to counter act CSZ having a rubbish :d:fp and :d:bk, most of these instant short dive kicks, hit below the stomach in this scenario, so you can still remain safe. *SEE REO'S DIVE KICK GUIDE.

Dash :l:l or :r:r - Cyber Sub has the fastest dash in the game, proving that his main space control does not have to be from the air.


Reboot - :fk:bk - Safe on block, this string must be guarded on standing block as the last hit is an over head, if you connect with the overhead you can link in a slide on reaction, you cannot dial your special in after the string.

System Error - :fk:fk:bp - Safe on block, this string must be guarded on crouch block as the second hit in the string will break a standing block. *This can also be hit confirmed into all Specials except Dive Kicks.*

Upload - :l:bp:bk - This is literally used to ''Upload'' an :x *If used as a normal string, it is useless and completely unsafe on block. *Only used in :x combos near a corner on a juggled opponent. *Simple sets ups are: :fk:bk - :l:bp:bk :x (NEAR CORNER) - There are video examples of this string into :x in the combo video and SVB video at the bottom.

Wildcard - :l:bp:bp - (Mid, High) Safe on block at 0 Frames, but +4 on hit, even using just one :l:bp will give you 0 frames on block. Used to close space on the opponent without jumping, on hit, you will be granted slight advantage (4 Frames) for a throw or :bp:fp strings. *You can link in your slide after this string although it will not chain as a combo. On block it has the same risk as Human Sub's :bp:bp:l:r:bk string. *Use that with a breaker at hand. *This will also be your Air to Air string, I will cover that in the Air to Air section.

You can use this string to close space, but only doing :l:bp, and trying to press with :bp:fp, it works once the opponent starts to know and respect :l:bp:bp into specials.

Nano Smash - :bp:fp:bp+:fp - Three hit string that launches, safe on block. *If you cancel the :bp+:fp you can attempt the throw, with the opponent still block for a launch. *If they start chipping you out of your throw, use :d:fk, and if it connects, go in for :fk mix ups. *If the :fk:fk string connects, chain in :bp:r:r:fk for a nice bomb set up and close for pressure, just as an example, as we are used to seeing :bp:fp - :bp:fp repeated. *That is becoming stale now. Nano Smash is also +1 on block.

Freezing Pain - :r:fp:bk - *Unsafe if missed, does not always take priority in Anti Air punishers, but deals 19%, and pushes your opponent back into Dive Kick distance, best used after a standing :fp to anti the the opponent, then string this. *Simple, but every character you use should have a standing 1 anti air punish combo, this is CSZ's. *This is best used if you react late your opponent not blocking the last hit of your nano smash string, it has a great hit box and is perfect in that scenario.

Cyro Bash - :r:bp:bp:fp - Three hit string that is safe on block as it will push the opponent back to sweep range, same rules for specials apply with this as the Wildcard String, specials can be linked but will not chain as a combo. *Best used to push over your opponent as they try to roll back or get up off the ground. *Also effective is a short bomb after after this string is blocked, the push back will put you out of uppercut range and because the bomb was deployed when the opponent was blocking, the bomb will freeze, so the opponent has to move, if they jump, uppercut into slide, or parry, and if they try to poke, a quick reaction short dive kick will knock them into the freeze-able bomb, U2, U4 Slide will bag 30%+, with the dive kick hitting, this combo will give you 36%

Automation - :fp:fp:bp - This is quickly becoming my favourite most useful string, it is 0 on block, making it totally safe, but because you can special cancel the end of the string the opponent must respect it, as you can chain Slide or Parry for instance, you can delay the specials very late to throw off the opponent. Once they respect this string, you can start crossing over the opponent for pressure again.

It is High High Mid, so you can be poked out by a crouch blocking opponent, and or can be neutral ducked. NOTE: :l:bp:bp will grant you +4 frames on hit, so try for :fp:fp:bp on hit, which starts at 9 frames, giving you a 5 frame string.

Once the opponent starts seeing :fp:fp:bp Slide, they may start to hesitate poking to opt for a punish on the blocked slide. You can now get smart with a short bomb on block, and if they hesitate at all, you can instant dive kick them with :ex short dive kick right into the bomb. On block it will push them into the bomb, and it will also carry on hit.

It is one of the only two strings in the game that allow the bombs to freeze on either crouch or standing block, so there is no reading involved in making the bomb freeze.

On hit, you can catch a slide after :fp:fp:bp for more rush down pressure, or throw out a mid bomb, and opt to push them into a corner, or set up a long bomb that will freeze if deployed right.

On block you can also opt to :d:fk into more pressure or even just string again with :fk:bk or :fk:fk:bp. Its all mind games, reading, mixing up and conditioning.

Forward Throw - Your opponent cannot tech roll after either of Cyber's throws, but the forward throw leaves you in perfect distance for a JIP, the opponent can still wake up attack.

Creeping - Cyber sub has been gifted with Sektors prolonged walk. *If you hold down :l or :r Cyber will creep at the exact same speed Sektor does, making your zoning and reading from the ground more precise. *Comes into effect against an opponent that is trying to make you take the first move, you are in a good position to bait and punish jumps from here. *Blocks are instant on start up.

RISK ASSESSMENT:
Do not dive kick at any old chance you get, because it is fully punishable if the dive kick *hits the upper half of the opponent. *If you feel like putting the fear into your opponent with the constant threat of the dive kick, then only throw them out at random with meter at hand as cyber sub zero does not need meter to perform big damage or add to any massive aspect of his game, for instance:

:en Bomb - escapable by all teleporting opponents.
:en Slide - unsafe as a regular special outside of a combo, and pushes your opponent away from you and allows them to roll, and it only adds 3% extra, not worth it as far as smart meter management goes.
:en Dive Kick - Punishable on top half of the opponent, yes it does deal 19% damage, but two well placed dive kicks will get you that damage, it is also not needed in all his mid screen combos.
:en Bang Port - Same as cyrax's bangport, but cyber has plenty of other ways to escape without this.

NOTE: CSZ's teleport does not carry the same properties as Cyrax's teleport. Cyrax will have an invisible radius around his teleport on start up, whilst CSZ can be hit out of it. His teleport is 11 frames.

So if your following this right, then you will realise all you need his meter for is BREAKERS, with the breaker at hand you can take those chances, such as, the random dive kick, and random slide, or chaining :l:bp:bp into :l:r:bk, I will cover that string later.

I will post down further what his :en Ice Ball and :en Ice Parry is used for, these are worth the meter in certain instances.

SPECIAL MOVES:
Dive Kick: :d:bk or :d:fk - (ONLY IN AIR) Very fast special, that deals 7%, fully punishable if blocked on opponent upper half of the body. *Best used to counter projectiles on reaction, threat of this nullifies most opponents projectile game, such as: Kung Lao low hat, Ermac's Orb, Sub Zero Ice Ball, Sektor Rocket, Noob's runner etc.

Do not think of the dive in terms of simply getting damage, the threat of the random dive kick is great enough to have your opponent standing still as you jump towards them, allowing you a JIP string, and getting access to your 50/50 mix ups, try to use :d:fk if you are close to the opponent, if thrown out at random, you stand a better chance of hitting below the opponents waste line and staying safe on block.

Slide: :l:r:bk - Same as Human Sub-Zero's slide, offline the opponent cannot tech roll, online the opponent can tech roll...sometimes, *Fully punishable on block, best used after a hit confirmed :fk:bk or :fk:fk:bk, after each of these you can land a slide, then cross over your opponent for more 50/50 pressure. *But just to reiterate, YOU CANNOT TECH ROLL FROM A SLIDE OFFLINE, that is the most important factor about the slide.

Ice Ball: :d:r:fp - Same as Human Sub Zero's ice ball, except slower on start up and tricker to avoid trading with. If cyber gets the trade he will always get to the opponent before the unfreeze (even after a full screen trade with kabal's ground saw) because his dash is the fastest in the game, Cyber Sub cannot trade with Human Sub-Zero, Cyber Sub-Zero, Cyrax or Quan Chi. *Used only chain in :bp:fp. You will need to use :en Ice Beam to chain in :fk:fk after a hit confirm.

Parry: :d:l:bp: *Instant start up parry, once activated, your opponent will be countered for 8% if he touches Cyber with connecting specials and normals, you can be poked out of the parry with :d:fk, Projectiles, Ground Pounds, Quan Chi's trace and Ermac's force push & lift. *After a having your dive kick blocked below the waist of your opponent, activate your parry to punish your opponents advance.

Teleport: :d:l:fp - Same a Cyrax's teleport, unsafe, but can be used to get out of corners on wake up. *Cyber Sub-Zero has other ways to get out of trouble without resorting to this.

:en SPECIAL MOVES:
:ex Dive Kick: - Same punishment as the Special, but deals a huge 19%, the last hit of the :ex Dive Kick is an overhead so it can't be blocked crouching. *Great for chip damage on your opponent's last life. *If you get hit by the :en Dive Kick you have to block the next Dive Kick, its inescapable in that way.

:ex Slide: - Same punishment as the Special, adds an extra hit after the slide but grants the opponent a tech roll. *Use this move only to put your opponent in the corner after a hit confirmed string.

:ex Ice Ball - (Named ICE BEAM) - Same a human sub-zeros Ice Beam, cannot be jumped over. Mainly used to chain in :fk:fk after a hit confirm. *This move will also be used in his Air to Air punishers and :en Triple Bomb set up.

:ex Teleport - (Named BANGPORT) Same as Cyrax's Bangport, safe on block, does not launch for a combo. *Great on wake up to get out of a corner, but yet again, sub zero has other ways to get out, such as, jumping and dive kicking over your opponent.

:ex Ice Parry - Same start up as your special ice parry, except on hit, Cyber will jump out of his freeze state and give you an open combo situation, you cannot double freeze from this. *Mainly used as his Anti Air on a JIP, I will cover this in his Anti Air section.

:x Move:
Cyber Sub Zero's :x can only be activated in the air. *Or cancelled into from his Blizzard string: :l:fk:bp:x

The only string it can be linked from is his Upload string: :l:bp:bk and only in the corner from a juggle. *Otherwise the upload string will splat the opponent on the ground and the :x will wiff. *

This :x is best used in combos as it doesn't scale that much. *Try not to use is ''Randomly'', as with your breaker at hand, you can take those ''risks'' that will allow you to make be a little more carefree with your rush down as you can eject from any mistake you might make, from a random slide for example, but if you are going to use it ''Randomly'' then chip your opponent with :d:fk and jump back, and your opponent tries to jump also, then activate your :x on reaction, you will take one hit of armour and your opponent cannot block in that air also, so you will have priority in that exact situation, its one of the best strats for landing an :x in open play, midscreen.

The opponent cannot tech roll after Cyber's X-Ray, this gets you a free pressure situation, as you are left at the perfect distance for a JIP, the opponent can still wake up attack, but the timing is allot different and opponents almost never wake up attack in this situation, you are about 99% sure of getting the JIP, opponents are never really ready for the JIP and you generally connect with the opponent not blocking, go hit confirm a :bp:fp from your JIP, you can always cash in on a throw, but like everything in MK, you have to hit confirm and make reads, its your call.

Anytime you land a :fk:bk string in the corner you can string in the upload string into :x. :fk:bk, :l:bp:bk :x

ICE BOMBS:
:l :l :fk - Short Bomb - Use it to space, like a little rolling clone.
:r :r :fk - Medium Bomb
:l :l :r :fk - Long Bomb

This has already been covered in the current guide, but I feel it is Cyber sub's most wrongly used tool, and he gets punished for using it carelessly, so here is some tips on how to make the most from them.

Each bomb does 8% on hit, and freezes as long as your opponent is not being chipped or damaged just before the blast.

These bombs roll further than Cyrax's bombs and have a shorter blast radius, so they should never be used in a set up from nothing, you can't just throw these out hopelessly. They should only be used to make your opponent move where you want, and if you don't use them this way, then you will be very disappointed for how this special move works for CSZ, They will always serve their purpose and do a good job if you use them to control space at selected times, then you will always get results if you utilise them this way.
His chest bombs should not be counted on a source of damage or setting up from random throw outs, they can be devastating when used in his combo traps, which I will get to later in the guide.

After any bomb connects and freezes the opponent, you can get an easy bomb trap with :u :bk into Medium bomb then begin to press your opponent.

Reo landed a brilliant bomb combo on TomBrady, by throwing out a long bomb, and sliding Brady into it, then dashing into :fk :bk and then into slide for 35%!!! *Not sure if he intended it, but brilliant none the less.

You can perform any :en bomb, to throw out three bombs at once, and as long as you do not move forward, the opponent has to jump, which will free up a well timed ice ball, or ice beam, not great meter management as you can only get a small combo from it, but great to kill off an opponent at 20% and lower. *You cannot chain :en bombs from any string. *

You can also breaker into mid bomb, I am not recommending that, I am only just saying that you can do it, but if you are caught launching a bomb and must break, the bomb will freeze as long as the opponent did not JIP combo when you launched the bomb, an example of that can be seen in my 3rd Place play off video, attached.

In the newest video attached against "AF0xyGrampa" you will notice me using the short bomb as a little rolling clone to keep space out cage and gibes me time to watch the opponents reaction, and any bomb after the short bomb, your next bomb will most likely be in the "freeze state", so they become very dangerous and effective at this point. *Very very underused by CSZ players at the minute.

ACTIVE BOMB BLOCK STRING TECH:

The stupid rules are, a bomb will not freeze if it was deployed when an opponent couldn't block, if the are able to block once deployed, it will be active to freeze. This block string of mine allows for a non active bomb to set up an active bomb.

BOMB POKE SET UP: :r:bp:bp:fp :l:l:fk (Short Bomb)
Another idea I like to try catch the opponent with is this one. The idea of the bombs is that they will only freeze if they are deployed when the opponent has the option to block. So on block with :r:bp:bp:fp you can deploy the short bomb, and if they try to poke you, you can instant air dive kick ( Jump into :d:fk and on hit they will stumble into the bomb, with the :en Short dive kick, even on block it will still push them back into the bomb) After some testing, :r:bp:bp:fp jails the opponent in whatever block animation they start blocking in, so you can watch the block position your opponent is in to hit confirm. If they are crouch blocking, do not throw out the bomb as it will not freeze the opponent if they are in the crouch blocking position after the string when the bomb is deployed, but, if they move from standing block during the string, to crouch block as the bomb is deployed, it will still freeze.

GLUE TRAP: Full Screen :x set up
This ''Trap'' of mine, which I would rather call a ''Set up'' now, has had mixed reviews. But people have to take it for what it is, and it is not a guarantee, nothing in this game is. We already had a 100% bomb trap with Cyrax, and look at the hell that caused.

So, at anytime you land this opportunity and the opponent knows about it, then good, because from here, you can jump back into :x and catch the jump from the opponent, and if the opponent dashes it will push them back into the bomb. I must stress that in order the :x to reach full screen, you need to activate at the top of the jump.

The opponent can get out by crouch blocking, but these leaves them venerable to eating an :en long dive kick, on block, this will push them into the bomb, and on hit will push them into the bomb, plus the last hit is overhead. Use this with your intelligence, it is not a no brainer.


NOTE:
If you throw out any bomb, and then throw out your :en bombs, you will throw the remaining bombs to complete the trio. *You will never have more than three bombs on screen at any one time.

GENERAL STRATEGY:
Up to now, Guides and copy style players have everyone believing that Cyber Sub-Zero has to be in the air to win, this is incorrect. You don't have to jump any more or less than any other character in the game, but instead, be smart and use the threat of dive kicks to grant your jumps on your opponent in the same way Kano does, we all know that we have to second guess kano in the air as he could randomly ball from the air. *Just because you have a dive kick does not mean you can just be careless and carefree. *You will be punished against good players for every wreck less dive kick you make.

CSZ was given the fastest dash in the game for a reason, use it. *He has his Wildcard string :l:bp:bp to close space safely. *This was first used by me in SVB, until now it was not recognised as one of his best normals, and makes his dashing ability even more dangerous, it allows you to close space without jumping. *Strat for string is in his best normals section.

50/50 MIX UP GAME: *
After you land a slide on your opponent, they cannot tech roll, allowing you to cross them over for a Reboot :fk:bk or System Error :fk:fk:bp - from each one of these strings you can link in a slide on hit, which will again grant you that cross over if you choose to use it, this is were your rush down game begins, you can mix up your opponent by baiting the wake up instead of crossing over and starting your rush down game over again.

TELEPORT MIX UP:
Anytime you freeze the opponent on the ground, you can JIP into :u:bk - Teleport: There is enough stumble on the opponent that you will be at a massive advantage for another block string.

Like most frame traps with characters that were never intended to have them, they usually come at the price of a full combo, as they are only available when on hit, as apposed to JC doing :ex Fireballs into more block pressure, with this one, you have to decide to not juggle the opponent after a freeze with :bp:fp:bp+fp, and instead do JIP :u:bk.

So, this would be pointless IF Cyber Sub Zero did not have ''Bad match ups''. CZS bad match ups come against characters that are instant air fire ball happy or wake up strong, as Cyber sub zero's big game comes from rush down off slides which grant un-techable knock downs, but against Mileena for example, she can teleport from wake up and CSZ really can't punish her very well, or Kabal, who is armed with so many ways to stop cyber from wake up pressure.

Which brings me to my point, with this, you never have to put the opponent on the ground after combos, you can simply get your chip damage and meter, and grind you damage out with this frame trap without ever knocking them down.

EXAMPLE: Against Mileena, Kitana, Kabal, Sub Zero.

JIP :bp:fp Ice Ball - JIP :u:bk Teleport...Pressure with :bp:fp, :fk:fk :ex Ice beam - JIP :u:bk Teleport, 34 etc.

This works if you never want the opponent to get away and zone you out or deal with their strong wake up games.

NEUTRAL JUMP PUNCH JUGGLE:
If you start to hit confirm on block your :bp:fp:bp+:fp string, you can get a NJP without a dash forward if the last hit of this string connects with the opponent. The last hit will connect with the opponent if they try to jump back, over or up from your string, or poke/armour out of :bp+:fp. From here, the standard :u:bk into bomb or slide to get the maximum damage from the opportunity. If you have an :x lined up and you can kill the match off. you can Ice ball, then activate.

OLD HAT PRESSURE:
When I say ''old hat'' I am referring to using :bp :fp looped over and over as a string of pressure. Yes, it works, but :bp is a 15 frame attack, so instead of looping :bp :fp again, go for :fk strings, as the :fk is 13 Frames, and provides a 50/50 for the opponent.


AIR TO AIR:
After landing a jump punch out of the air, you can dash into a Slide, granting the crossover game, or use your Wildcard :l:bp:bp string into short bomb for a free dive kick on block as the bomb will protect you from pressure and get 8%, or chain ice beam for Cyro Bash into Slide, granting your crossover game. *You can also dash quickly into the :u:bk Medium bomb trap.

Near the corner you can simply put out a bomb when you hit the ground to keep your opponent there, from there, let your opponent make the first move. *Seen at 6:30 in the SVB 3rd place video, my favourite tactic to land. *

Jump Kick into Dive kick is the standard Air to Air.

Or after your jump punch out the air, quickly input your freezing pain string. *I recommend using this string if your opponent doesn't block the last hit if your nano smash string, as on reaction this is easy to land if you react late to this.*

ANTI AIR:
Cyber sub-zeros anti air's are risky. *But worth it if you get them.

His best anti air from any close jumping distance is his :en Ice Parry, then NJP, into :u:bk Slide or Medium bomb, this will also work on a crossover.

From just outside jump distance, your Wildcard string is great for backing off your jumping opponent, go to the wildcard information for what to do after this hits or blocks.

You can use your Freezing Pain string :r:fp:bp - This deals 19% and is very quick on start up, fully punished if miss timed.

Uppercut - Anti airing the opponent at their maximum height will allow you to chain a slide before they hit the ground, it results in 20%, and a tech roll situation. *I cal, this "a Metzos"*

BREAD AND BUTTER COMBOS AND BOMB TRAP:

I have chosen combos that are not very timing specific which means you can relay on them when you need them, of course no doubt there will be allot of reply's alternative combos to mine, but that is to be expected, I am only displaying what I think is best.

JIP :bp:fp: Ice Ball JIP :bp:fp:bp+:fp, :r:r :u:bk:l:r:bk - 42% Meter less, alternately you can chain :u:bk into :r:r:fk to put a bomb under your opponent, (THIS IS YOUR BOMB TRAP) and press for wake up bait or Cyro Bash into Short bomb, even :fk:fk:bp, or relaunch on block with Nano Smash into repeat Bomb Trap. *After you finish a combo with :u:bk into Mid Bomb, (against non teleporting players) stay behind the Mid Bomb and you can get a free ice ball, or short/far bomb to not only put the opponent under pressure but build meter also.

If your opponent blocks :bp:fp and gets launched with :bp+:fp dash to jump punch and dive kick wiff into Automation - :fp:fp:bp into Medium bomb for some pressure. *

JIP :bp:fp Ice Ball, JIP :bp:fp:bp+:fp, :r:fp:bk - This does 38% Meterless, it is my ''NO PRESSURE'' combo, because if I am feeling the pressure after landing a JIP :bp:fp into Ice ball, I have to land this next combo sting to win the round and can not afford to drop the end of the combo, I can always count on this...everytime, as it is one of the easiest combos in the game. *I have messed up the :u:bk combo when it really mattered and has cost me the round on a few occasions. * * *

Corner Combo: JIP :bp:fp Ice Ball, JIP :bp:fp:bp+:fp, NJP,:bp:fp:bp+:fp, Jump Kick :en Dive Kick = 47%

:x Combo: JIP :bp:fp Ice Ball - JIP, Blizzard Canel - :l:fk:bp :x - 48% Midscreen

:x Corner Combo: JIP :bp:fp Ice Ball, JIP :bp:fp:bp+:fp, NJP,:bp:fp:bp+:fp, Jump Kick :x = 62%

Here is the bomb trap with my spoken explanation.*

BREAD AND BUTTER COMBOS / FIGHT FOOTAGE:

Corner 48&49% Combos - I recommend using only the 48%.

BASIC COMBOS:

HIGH-LEVEL IN GAME FOOTAGE: TYM Frontpage

SVB CASUAL TOURNAMENT FOOTAGE VS AFOXYGRAMPA:

SVB CASUAL TOURNAMENT FOOTAGE VS KETCHUP:
 

Kindred

Let Be Be Finale Of Seem
WOW WOW WOW WOW WOW
Thank you! Thank you!
Amazing guide!
I learned so many things I didnt know I could do! Like the Anti air portion of ur post or the Enhanced ice parry to an air opponent which i never knew what to do with!
I mean I knew CSZ was underused but wow so many things that i learned right now make him sooooo much more awesome!! God damn you job! Y U NO LET ME PLAY MK!
I might be wrong but doesnt enhanced Dive kick do 18%?
 

Wrathchild

Land Stander
Very nice guide thanks for sharing all the info.

After reading this guide and practicing more I think CSZ is going to become my go-to alt when Noob isn't working out.
 

UsedForGlue

"Strength isn't everything"
WOW WOW WOW WOW WOW
Thank you! Thank you!
Amazing guide!
I learned so many things I didnt know I could do! Like the Anti air portion of ur post or the Enhanced ice parry to an air opponent which i never knew what to do with!
I mean I knew CSZ was underused but wow so many things that i learned right now make him sooooo much more awesome!! God damn you job! Y U NO LET ME PLAY MK!
I might be wrong but doesnt enhanced Dive kick do 18%?
Yea man, maybe it does do 18%, I was not 100% sure on my damage quotes when I was doing this.

Sorry if I am a few percent off.

I will fully finish this guide in two weeks time.

I will include a 47% corner with only one bar of meter, a 57% :x combo in the corner and a 42% bomb trap with no meter in the corner.
 

UsedForGlue

"Strength isn't everything"
Very nice guide thanks for sharing all the info.

After reading this guide and practicing more I think CSZ is going to become my go-to alt when Noob isn't working out.
You should know that Noob Saibot has a horrible time of keeping out Cyber Sub-Zero.
 

Niflheim

Noob
I love this guide. I finally know bomb traps for CSZ. I never have truly found a use for the bombs of csz. :\ But thank you for finding a use!
 
Like Kindred said, this is amazing and completely opened my eyes to new possibilities with CSZ! Something that I haven't really seen addressed on any post though is his ice ball projectile. It takes FOREVER to come out. I'll get hit with 8 Mileena sais before I get out 1 ice ball! No, but seriously, I feel like its almost impossible to use like you would any other character's main projectile. If not using it mid combo, any tips on when/where/how to best use his ice ball projectile? Maybe you could add that to your guide if you feel it's relevant. Again, awesome guide!
 
Like Kindred said, this is amazing and completely opened my eyes to new possibilities with CSZ! Something that I haven't really seen addressed on any post though is his ice ball projectile. It takes FOREVER to come out. I'll get hit with 8 Mileena sais before I get out 1 ice ball! No, but seriously, I feel like its almost impossible to use like you would any other character's main projectile. If not using it mid combo, any tips on when/where/how to best use his ice ball projectile? Maybe you could add that to your guide if you feel it's relevant. Again, awesome guide!
Yea, Ice Ball is very slow (a little bit too slow, in my opinion). If Cyber Sub were to receive any type of buff, a better start-up and/or recovery for Ice Ball would have to be on the list. As of right now, you just have to know when a trade would be beneficial for you, and if the trade is going to hurt more than help (i.e. Reptile, Kitana, Smoke, and Kabal/Mileena at times) then just don't throw it out at all. The only time it's really safe is after a knockdown (and even then, it has to be from nearly full screen to avoid wakeup attacks from Cage, Nightwolf, Kabal, Reptile, Raiden, etc.).
 

UsedForGlue

"Strength isn't everything"
Yea, Ice Ball is very slow (a little bit too slow, in my opinion). If Cyber Sub were to receive any type of buff, a better start-up and/or recovery for Ice Ball would have to be on the list. As of right now, you just have to know when a trade would be beneficial for you, and if the trade is going to hurt more than help (i.e. Reptile, Kitana, Smoke, and Kabal/Mileena at times) then just don't throw it out at all. The only time it's really safe is after a knockdown (and even then, it has to be from nearly full screen to avoid wakeup attacks from Cage, Nightwolf, Kabal, Reptile, Raiden, etc.).
The ice ball is a decent trade, you have a 5/5 trade rate. And because Cyber's dash is so fast, you will always get in for your JIP combo, after the trade try for a JIP, :bp :fp :bp+:fp, :r :r :u:bk, Medium Bomb, and then press.

Its mainly for guaranteed open combos. It also works quite well if you throw a medium bomb and if your opponent is behind it, your ice ball should make it a little awkward for them, and they could jump at the wrong time, but that Cyrax style bomb zoning doesnt directly apply to Cyber Sub, I honestly wished they would make the start up on his bombs faster and his blast radius bigger.
 
The ice ball is a decent trade, you have a 5/5 trade rate. And because Cyber's dash is so fast, you will always get in for your JIP combo, after the trade try for a JIP, :bp :fp :bp+:fp, :r :r :u:bk, Medium Bomb, and then press.

Its mainly for guaranteed open combos. It also works quite well if you throw a medium bomb and if your opponent is behind it, your ice ball should make it a little awkward for them, and they could jump at the wrong time, but that Cyrax style bomb zoning doesnt directly apply to Cyber Sub, I honestly wished they would make the start up on his bombs faster and his blast radius bigger.
I agree that bombs should be buffed, they have limited effectiveness when compared to Cyrax.

And I realize Ice Ball is a good trade in most match-ups, I was just pointing out that when the trade is not in your favor (Reptile and Smoke, most notably) you almost can't throw it out at all. Also, from most ranges closer than full-screen, a Nightwolf/Kenshi reflect will bounce it back and freeze you before you can block. This is not even to mention that most teleports in the game will hit even on a late reaction (Smoke, Ermac, Scorpion, Sektor, Noob, Quan Chi, Mileena, Skarlett, even Sheeva) and others will grant a full easy combo (Raiden, Rain, Cyrax). Sure, most of these moves will beat the majority of projectiles in the game if done quickly, but against Cyber Sub the window of execution is huge.
 

Lyuben

Sinestro's might!
What is best to punish a blocked teleport or move that leaves them spinning in the air?
 

zee

Icy
What is best to punish a blocked teleport or move that leaves them spinning in the air?
Just as they're landing, do 2,1, Ice Ball, BnB. In the beginning, you can do 2,1,1+2 instead to be safe and get the timing down.

Teleports have recovery frames when they're landing, so every character gets a chance to punish. The exception is Mileena's roll, which has to be punished in the air. Try u4~Slide on that.
 

Ruuku1012

Real Talker
If the BnB section, I think you made a typo by posting bf1 instead of df1 in the first combo. Also good job at SVB! That combo breaker into bomb made my day. lol
 

Kombo

Noob
I've tried to learn Cyber Sub myself but I get into bad habits where I think he is Human Sub, Hopefully this guide will fix that.
 

Ruuku1012

Real Talker
Reboot - :bk:fk - Safe on block, this string must be guarded on standing block as the last hit is an over head, if you connect with the overhead you can link in a slide on reaction, you cannot dial your special in after the string.
I think this should be :fk:bk

JIP :bp:fp:l:r:fp, JIP :bp:fp:bp+:fp, :r:r :u:bk:l:r:bk - 42% Meter less, alternately you can chain :u:bk into :r:r:fk to put a bomb under your opponent, (THIS IS YOUR BOMB TRAP) and press for wake up bait or Cyro Bash into Short bomb, even :fk:fk:bp, or relaunch on block with Nano Smash into repeat Bomb Trap.
I think you meant to say :bp:fp:d:r:fp at the beginning of the first combo.
 

zee

Icy
ANTI AIR:

You can use your Freezing Pain string :r:fp:bp - This deals 19% and is very quick on start up, fully punished if miss timed.
Slight correction to :r:fp:bk.

Also, the very first mid-screen BnB listed (the one that Ruuku1012 quoted), I believe is 43% with a jump in punch.


Very nice work on the guide, UsedForGlue. I really enjoyed your match, and I'm hoping someone had the chance to record any of your pool matches or casuals. There's not much high level Cyber Sub footage out there at all.
 

UsedForGlue

"Strength isn't everything"
Hey guys, thanks for the typo comments.

I have updated them all. It's easy to over look those :bk and :bp typo mistakes.

Thanks once again, if you see any other mistakes, let me know.
 

UsedForGlue

"Strength isn't everything"
Slight correction to :r:fp:bk.

Also, the very first mid-screen BnB listed (the one that Ruuku1012 quoted), I believe is 43% with a jump in punch.


Very nice work on the guide, UsedForGlue. I really enjoyed your match, and I'm hoping someone had the chance to record any of your pool matches or casuals. There's not much high level Cyber Sub footage out there at all.
There is casual footage of me just about beating Ketchup and Foxy with Cyber sub in a casual EU vs UK tournament on the Saturday.

Tight games, as soon as I find the footage I will post it. Mustard was commentating.
 

UsedForGlue

"Strength isn't everything"
I don't know why there are little * symbols, there are too many too delete right now. But it doesnt really matter anyway. Still not sure why they are there, I never typed them.
 
hey great guide man!

heres a corner combo i use for cyber sub, 47% no meter, im sure you know about it

its j/p 21~ice ball j/p 21 1+2 n/p 4 34 33~slide