I could definitely see that. I've had some luck with him in that regard as well. The only thing that bothers me about him is that he has no low starting combos. I just need to get used to the idea of changing my play style when I use him.I seem to have luck with Smoke. Using his smoke away/towards, parry, and teleport make it a nice game of tag.
he has the best sweep in the game tho >:OI could definitely see that. I've had some luck with him in that regard as well. The only thing that bothers me about him is that he has no low starting combos. I just need to get used to the idea of changing my play style when I use him.
It's more of a 5-5 in my opinion. You want to stay the hell away from JC but you end up cornering yourself if you try to space your clones so that he can't get in. Sub-Zero is not the best anti-rushdown. He's more of an anti-zoner, to be honest.But if smoke does smoke away/towards you can just ElbowDash/FlyingKick/ShadowKick and such, and he can't block it cause he's doing the smoke away/towards. and Smoke bad-batchup are Rushers so...
I would say Sub-Zero. Against JC it's like a 7-3 matchup for Sub-Zero.
Robo Under 32?Cybernetic Below Freezing (Farenheit).
I almost did, but then didn't so kudosRobo Under 32?
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Exactly. Most of his game is based on not even letting the opponent get near him.What about Noob Saibot?
You clearly don't have a whole lot of experience using Cyber Subs in high level play. First off, the parry IS a rushdown tool; its purpose is to keep you from getting run over while you're playing offense. Second, it's unbelievably easy to stuff if abused. For one, a lot of contact specials can't be parried, as well as most EX contact specials. Second, low pokes and any normal string that connects low enough on his hitbox can't be parried. Third, once your opponent starts to respect this option, he's going to use fakeouts to exploit you. If you try to catch a jump-in punch, he'll just jump in without the punch and THEN attack. If you try to stuff a dash-in attempt, he'll just rely on low pokes to get you out of it and wear you down that way. Above and beyond all that, most characters will just throw a projectile when they see this coming, and in some cases, that means a full combo punish (Reptile's forceball, Sub's iceball, Ermac's telelift, and so on).Cybernetic Below Freezing (Farenheit) has a very good parry, and busts it out like a boss. He is not the greatest war machine every constructed, but his parry will stop an over aggressive player like a bitch.
cool. i dont play CSZ much. was just based on observation....Oh, and since missed this:
You clearly don't have a whole lot of experience using Cyber Subs in high level play. First off, the parry IS a rushdown tool; its purpose is to keep you from getting run over while you're playing offense. Second, it's unbelievably easy to stuff if abused. For one, a lot of contact specials can't be parried, as well as most EX contact specials. Second, low pokes and any normal string that connects low enough on his hitbox can't be parried. Third, once your opponent starts to respect this option, he's going to use fakeouts to exploit you. If you try to catch a jump-in punch, he'll just jump in without the punch and THEN attack. If you try to stuff a dash-in attempt, he'll just rely on low pokes to get you out of it and wear you down that way. Above and beyond all that, most characters will just throw a projectile when they see this coming, and in some cases, that means a full combo punish (Reptile's forceball, Sub's iceball, Ermac's telelift, and so on).
The best way to make use of the parry is to use it as seldom as possible, and to use the EX parry when you do. Realistically, you're only going to fool a good opponent with this a handful of times in one round. A handful of 8% parries has nothing on even one or two parries for full combo damage. Cyber Sub's EX parry is effectively a toned down version of Cage's X-ray.