UsedForGlue
"Strength isn't everything"
This video is to do with Cyber Sub-Zero's (RoboFrio) Bomb Problems, Poke/Parry Issues, along with some solutions to his problems, including his teleport and lack of space control from the ground.
Me and Reo believe he is NOT a top tier character, especially because of his back to back parry/poke issues, and here is the preposed solutions to those problems.
ISSUES ARE:
Bombs do not freeze everytime, in order to prevent Infinite combos etc, although, this is not possible because of Sub-Zero's double Freeze Rule, after a bomb, no bomb, after a freeze no bomb, after a freeze no freeze.
After an ice ball you should be able to continue your combo, ending in a freeze, as cyrax currently has this rule with his net into bomb ending combos. NOTE: There are no possible infinite bomb combos with Cyber Sub, the double freeze and double bomb rule stop this from happening, further rules that cyber sub zero has to follow are not necessary. Allowing his to have a mid bomb allows for almost infinite bomb traps that launch the opponent for 50% combo's meterless, so that chain of into Bombs, has to go.
The Back to Back Parry ability comes at the expense of his Pokes: & , so against poking opponents, you will be poked out of your ''Back to back parry'' and you still won't be able to out poke them in a parry situation, cyber gets ruined by poking opponents and ruins opponents that cannot.
His Teleport is tacked on and usless, they currently have a better teleport animation in the game with Cyber Tag Swap, its the teleport from MKvsDC, it was unsafe, but you had a parry option. This would lend excellent to cyber being able to close space without dive kicking and being punished simply because he has no other options.
You cannot Dive Kick from his ''Freezing Pain'' Sting: , yet you can , but you can't land it midscreen, but only from a juggle in a corner... Allowing the short dive kick after this string would give cyber one option to close space safely without having to over commit to everything, and make sense of his otherwise ''thrown together'' combos.
I have attached a video with explanations for both me and Reo's points.
This is not a case of wanting the character ''Better'' but simply fixing him, as he is unfinished and rough around the edges in his current state.
These are the major issues. Feel free to discuss, and thank you for your attention and support.
Me and Reo believe he is NOT a top tier character, especially because of his back to back parry/poke issues, and here is the preposed solutions to those problems.
ISSUES ARE:
Bombs do not freeze everytime, in order to prevent Infinite combos etc, although, this is not possible because of Sub-Zero's double Freeze Rule, after a bomb, no bomb, after a freeze no bomb, after a freeze no freeze.
After an ice ball you should be able to continue your combo, ending in a freeze, as cyrax currently has this rule with his net into bomb ending combos. NOTE: There are no possible infinite bomb combos with Cyber Sub, the double freeze and double bomb rule stop this from happening, further rules that cyber sub zero has to follow are not necessary. Allowing his to have a mid bomb allows for almost infinite bomb traps that launch the opponent for 50% combo's meterless, so that chain of into Bombs, has to go.
The Back to Back Parry ability comes at the expense of his Pokes: & , so against poking opponents, you will be poked out of your ''Back to back parry'' and you still won't be able to out poke them in a parry situation, cyber gets ruined by poking opponents and ruins opponents that cannot.
His Teleport is tacked on and usless, they currently have a better teleport animation in the game with Cyber Tag Swap, its the teleport from MKvsDC, it was unsafe, but you had a parry option. This would lend excellent to cyber being able to close space without dive kicking and being punished simply because he has no other options.
You cannot Dive Kick from his ''Freezing Pain'' Sting: , yet you can , but you can't land it midscreen, but only from a juggle in a corner... Allowing the short dive kick after this string would give cyber one option to close space safely without having to over commit to everything, and make sense of his otherwise ''thrown together'' combos.
I have attached a video with explanations for both me and Reo's points.
This is not a case of wanting the character ''Better'' but simply fixing him, as he is unfinished and rough around the edges in his current state.
These are the major issues. Feel free to discuss, and thank you for your attention and support.