salvificblood
Worst Sub-Zero Ever
22 is a good anti-air and so is the ice clone, but the first 2 doesn't anti-air and the clone doesn't always come out due to proximity, so what else does he have?
I've been playing around with different things in practise using some of the things I've seen the people I play with use for their characters as anti-air into full combos. Sub's 1 can be used on a jumping opponent and followed up by a slight delay and b12212,slide for 27%. It needs more testing and I need to see whether or not it's truly practical but what do you think? It's all I've come up with outside of jump punch, slide and the odd gimmick like jump punch cancelled into clone in the corner, followed by a njp.
Do you guys know of any other anti-air tech for Sub-Zero?
I've been playing around with different things in practise using some of the things I've seen the people I play with use for their characters as anti-air into full combos. Sub's 1 can be used on a jumping opponent and followed up by a slight delay and b12212,slide for 27%. It needs more testing and I need to see whether or not it's truly practical but what do you think? It's all I've come up with outside of jump punch, slide and the odd gimmick like jump punch cancelled into clone in the corner, followed by a njp.
Do you guys know of any other anti-air tech for Sub-Zero?