I feel it's imperative at this point to sort out the most useful and practical combos now. There are some that seem they could chain longer for more damage, but I don't feel they're practical because they're much easier to drop. This can cost you a match no matter how much you practice, and I'll sooner lose the 3% damage than risk my opponent slipping out for a kill.
For example, the corner combo. B12, Freeze, JIP, B12, EX Hammer...
You can either choose to jump at this point or use B2. Use B2. If you do NJP, the opponent won't juggle as high at the end. Even if you know the timing, it's much more likely for them to fall out and counterattack you. The additional few percents of damage aren't worth the gamble.
After spending a little more time in the lab, I filtered out the most important combos. None of them require NJP, and Ice Ball should only be used for meterless combos only. Unlike MK9, NJP only hampers your combo, while Ice Ball is no longer required for potent strings. In addition, if you're one of those people (like me) who mess up on hit-confirms and go full-combo on someone who's blocking, you'll be MUCH better off either using EX Hammer or stopping your combo mid attack. B12 and B33 are safe against many attacks on block.
---------------
All damage numbers are without JIP.
Meterless Midscreen:
B12 Ice Ball, JIP, B2, Run F421+3 (32%)
B2, Run F421+3 (31%)
Meter Midscreen:
B12 EX Hammer, B2, Run F421+3 (39%)
B33 EX Hammer, B2, Run F421+3 (35%)
EX Hammer, B2, Run F421+3 (33%)
Meterless Corner:
B2 B2 F421+3 (37%)
B12 Ice Ball, JIP B2 B2 F421+3 (37%) - 32% on one B2.
B33 Ice Ball, JIP B2 B2 F421+3 (33%) - 30% on one B2.
Added the one B2s since I know it's a risky combo and if you're about to close a match, no point in taking that chance when you've already got them.
Meter Corner:
B12 EX Hammer, B2, F421+3 (39%)
B33 EX Hammer, B2, F421+3 (35%)
EX Hammer, B2, F421+3 (33%)
Naturally, the EX Hammer combos are situational, such as going out of Cold Blooded (F421+3) and looking for an overhead option that has armor. If you manage to combo out of it, you can end up with doing ~70% damage to an enemy in a single round.
-------------
The other thing I'm looking to address is the moment you either hit someone with Ice Ball - standing or aerial - or when you hit someone out of the air with NJP.
Frozen Enemy (Standing):
JIP B2 Run F421+3 (24%) - Meterless
JIP B12 EX Hammer B2 F421+3 (30%) - Meter
Frozen Enemy (Air):
B2 Run F421+3 (23%)
Not surprisingly, NJP into B2 won't run you into Cold Blooded. If someone knows more reliable aerial combos for a frozen opponent, do let me know.
Aerial Opponent:
NJP B2 F421+3 (32%)
Remember two things:
1) Ice Ball is only used to link meterless combos. Don't bother using it unless you're using it as a projectile.
2) NJP will not help you the way it did in MK9. The juggles are harder to execute to the point that it's impractical to use on a reliable combo, and any damage that it could add isn't worth it.
Amidst FURTHER testing online against a very tough Kung Jin user, I've learned a few things:
1) B2 is a wonderful "full-combo" punisher from afar. Sub-Zero lacked this in MK9.
2) While B12 is great as a normal combo starter, B33 is what opens opponents up. JIP B33 or JIP B2.
3) B4 (Sweep) is a good option after Cold Blooded.
4) Sub-Zero is again a beast in the corner since B33 combos into Ice Ball on males.
5) B33 into EX Hammer is your best starter against a tough opponent who guards against your B12 starter.