coolwhip
Noob
Fixed.Everyone needs to remember that things are definitely going to change.
Fixed.Everyone needs to remember that things are definitely going to change.
It sounds like Cryo is his pressure variation. The hammer is an overhead option, so that's a mixup with slide. It can also be used in the air for speedy descent. The sword strings give him range like Scorpion's ninjitsu and a standing launcher he doesn't have elsewhere. And the daggers grab give him a standing reset.One cariation I can't figure out is Subby's cyromancer variation.
I don't understand the gameplay style. I mean, apparently he can get some longer combos with ice weapons, but they never really explained how it effects his neutral game.
you've been paying attention sir.It sounds like Cryo is his pressure variation. The hammer is an overhead option, so that's a mixup with slide. It can also be used in the air for speedy descent. The sword strings give him range like Scorpion's ninjitsu and a standing launcher he doesn't have elsewhere. And the daggers grab give him a standing reset.
Wait, in the air? HELMBREAKER???It sounds like Cryo is his pressure variation. The hammer is an overhead option, so that's a mixup with slide. It can also be used in the air for speedy descent. The sword strings give him range like Scorpion's ninjitsu and a standing launcher he doesn't have elsewhere. And the daggers grab give him a standing reset.
well, he can't combo off it (that I've seen), but from the footage I wouldn't say it'll take longer than an hour for somebody to post up some IA Ice Hammer tech.Wait, in the air? HELMBREAKER???
I thought the daggers were just his MB throw. This is a variation specific move? Is it like a command grab?It sounds like Cryo is his pressure variation. The hammer is an overhead option, so that's a mixup with slide. It can also be used in the air for speedy descent. The sword strings give him range like Scorpion's ninjitsu and a standing launcher he doesn't have elsewhere. And the daggers grab give him a standing reset.
Daggers are def. variation specific. His throw animation is different. He coats them in ice and throws/punches them away I believe.I thought the daggers were just his MB throw. This is a variation specific move? Is it like a command grab?
Default throw he just kind of charges up his hand and hits you in the chest. (from what we've seen) Everyone's MB throw is the same, they just kind of shove you a little bit like in the old Samurai Shodowns.I thought the daggers were just his MB throw. This is a variation specific move? Is it like a command grab?
speaking of throws is it just me or does everyone seem to have an "air throw" now? as in you can throw a juggled opponent. i keep seeing a lot grab-like animations when the opponent doesn't even have their feet on the ground.Default throw he just kind of charges up his hand and hits you in the chest. (from what we've seen) Everyone's MB throw is the same, they just kind of shove you a little bit like in the old Samurai Shodowns.
He has a new string (F+4,2,2+4) that ends with a grab (that does work in a juggle, as all grabs seem to now) that does a little hip check in GM and Unbreakable, and does the dagger stab in Cryomancer. As of last time anyone played him the hammer, the sword string that ends in a launcher, his uppercut, and f+4,2,2+4 ender are the only things unique to Cryo.
It's just a thing now, throws connect on juggled opponents. In strings, out of strings, normals, command, meter burned or not.speaking of throws is it just me or does everyone seem to have an "air throw" now? as in you can throw a juggled opponent. i keep seeing a lot
you mean i dont have to chose between combos and throws? for everyone? i think im in love with this gameIt's just a thing now, throws connect on juggled opponents. In strings, out of strings, normals, command, meter burned or not.
woah, I never saw hammer being used in the air. That'd be pretty sick because it has far reach on the ground and could work as a jump-in that is very difficult t AA due ot it's range.It sounds like Cryo is his pressure variation. The hammer is an overhead option, so that's a mixup with slide. It can also be used in the air for speedy descent. The sword strings give him range like Scorpion's ninjitsu and a standing launcher he doesn't have elsewhere. And the daggers grab give him a standing reset.
some guy posted a gif in gamefaqs awhile ago Sub Zero just pile drived the hammer into ground causeing a small unblockable shockwave if i remember correctlywoah, I never saw hammer being used in the air. That'd be pretty sick because it has far reach on the ground and could work as a jump-in that is very difficult t AA due ot it's range..
some guy posted a gif in gamefaqs awhile ago Sub Zero just pile drived the hammer into ground causeing a small unblockable shockwave if i remember correctly
You just brought me back.I couldn't run him on point. I had to run a corner carry duo of zoning experts to both protect him once he was out AND to start him with his opponents already pinned into a corner so they couldn't escape his damage. At that point I may as well have played any character though...it'd been the same game plan.
I rocked Taskmaster on point and Arthur on anchor. With Rising Fang assist their zoning got stupid good and they could lock down incoming folks after a kill to pin them for Iron Fist touch of death in the corner...plus you can wave dash INSIDE of dagger assist since it travels slower than Hawkeye Greyhound and beats every projectile in the game. Gave Iron fist the ability to chase...still left him free to jumpers though and teleporters since he has no AA on this team.
God I hate the fucking balance in that game...fuck the haters. Give me NRS any day over that shitty mess.
Thats very true. Gravity and Damage scaling in NRS games change your combo options pretty severely. Its not like playing Marvel where only a few moves really made things hard to connect or get damage due to how bad they scaled things.
I get the feeling some high damage stuff will always scale hard though so it can't be done a lot in combos...Kotal Kahn will probably be like Bane in that manner. Small but damaging stuff. Here's hoping his reset game is good.
some guy posted a gif in gamefaqs awhile ago Sub Zero just pile drived the hammer into ground causeing a small unblockable shockwave if i remember correctly
That was found all the way back in October and was discussed in the SZ forum here.
Niiiiiiiiiiiiiiice. I love vertical drop moves that stop all my jump momentum. It allows you to mess with folks really nicely. I wonder what this does to wakeups?That was found all the way back in October and was discussed in the SZ forum here.
It's a either a low or overhead IRC, not an unblockable. It stops all forward momentum, so depending on if there is a height limit or not and what the EX version does this thing could be a mind games monster IMO.
Wait, so if Raiden throws out a single orb in front of him (non connected) and the opponent jumps/walks into it, it will not stun them?In all honesty I'm just salty that they turned out (as of right now) to not be like Martian's orbs. I was whole heartedly hoping they they would have a hitbox (ice clone-ish) so that way he could play super lame or trap in corner. Then I heard that they dont... I'm just speculating (obviously) but I have a hard time seeing a tool such as that being useful in a game where mobility is hightened with running AND when you take away such a useful tool (teleport).
Here's the original video with the Hammer Drop.woah, I never saw hammer being used in the air. That'd be pretty sick because it has far reach on the ground and could work as a jump-in that is very difficult t AA due ot it's range.
But I don't see it being used as a mixup with slide. They mentioned on stream that the startup was too long and the animation too obvious for it to reliably catch the opponent, and was mostly used on the ground for mid-combo extensions.
Even if its a shitty mixup, we're still talking about a d+1/4 xx OH (that launches on EX), or d+1/4 xx low situation, and who knows if it'll get sped up before release. I think the ice knuckle (d,b+1 in Grandmaster) has all the same functionality (OH, launches on MB) and its crazy fast.woah, I never saw hammer being used in the air. That'd be pretty sick because it has far reach on the ground and could work as a jump-in that is very difficult t AA due ot it's range.
But I don't see it being used as a mixup with slide. They mentioned on stream that the startup was too long and the animation too obvious for it to reliably catch the opponent, and was mostly used on the ground for mid-combo extensions.
Correct. The MoS orbs have no collision until "activated".Wait, so if Raiden throws out a single orb in front of him (non connected) and the opponent jumps/walks into it, it will not stun them?
That was found all the way back in October and was discussed in the SZ forum here.
It's a either a low or overhead IRC, not an unblockable. It stops all forward momentum, so depending on if there is a height limit or not and what the EX version does this thing could be a mind games monster IMO.
Kind of alleviates my fear of that style then unless you can MB pop them.Correct. The MoS orbs have no collision until "activated".
What the hell are you basing that off of? We literally know nothing other then a general description of what's different about each variation. We don't know anything about the characters.Ya this is what I was afraid of. Im pretty sure that entire variation is useless... come to think of it I'm pretty sure his first variation is useless too... hopefully displacer Raiden can make up for that...