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Question - Sub-Zero Got the game early, q&a about Subzero moveset etc(no story spoilers)

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@GGA Jeremiah

Cassie

S1 6F
D1 6F -7
D2 10F
D3 6F -2
D4 19F -8

Footsie tool - B2, high, 10f, 0 block.

American Way builds ~1/8th of a meter, easy seen because the game allows you to cap your meter to X amount of bars without forbidding specials from building more meter, which disappears after a few seconds.
Thank you very much. Also would you say 1/8th of a meter is about the standard for a whiffed special move? Like how much would you guess a whiffed fireball builds?
 

Repulsar

Mortal
That would make him ridiculously overpowered considering how strong he already appears.

Low starter is B33 which can be hitconfirmed into EX iceball/hammer
Overhead starter is B2 which can be hitconfirmed into slide midscreen and a combo in the corner, with cryomancer specifically reaching 40% with a bar damage while other variations get around 20 meterless, 25 with bar.
Also his overhead starter b2 can be run canceled into f4,2,1+3 for 20+% combo meterless. I dont remember the exact numbers...talking about cryo variation.

EDIT: its a 31% combo
 
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Rafiki

Noob
@Qwark28 thank you for your help so far! I know liu kang's bicycle kick leaves the opponent in a staggered state when it hits a grounded opponent, but does it do the same to an airborne opponent? is there any way to leave them in a standing staggered state?
 
D

Deleted member 5032

Guest
@Qwark28 @Repulsar Would you mind answering 2 more Takeda questions for me, please?

1) If his whip normals hit an ice-clone but no part of his body does, does he freeze?

2) The same question, but for parries, particularly Commando Kano's.

<3
 

SaltShaker

In Zoning We Trust
Jacqui normals:


b2 = 16, -4, 33 (overhead)

b3 = 15, -1, 6 (low)
f3 = 23, -4, 45 can be followed up by an overhead or a low

f4 = 32, 0, 47 covers a TON of screen space and can be followed by an overhead or a low

Jacqui's mixup game seems to be very well done IMO. She has a lot of options after some of her normals.
What? How does that make her mix up game good? So after a f4 she can go either b3 or b2 at 15 and 16 frames at neutral? That's too slow. What's to stop someone from just interrupting with a full combo??

This doesn't sound promising at all...
 

Walter Fudgens

"Wizards are known for their shoulder charges"
What? How does that make her mix up game good? So after a f4 she can go either b3 or b2 at 15 and 16 frames at neutral? That's too slow. What's to stop someone from just interrupting with a full combo??

This doesn't sound promising at all...
The f4 and the f3 have massive hit advantage, if I'm reading what he wrote correctly, so if either hits you'll be at a massive advantage so they won't be able to interrupt.

Alternatively, he could have been saying that there are two different strings--one overhead and one low--that start from those normals. (I'm pretty sure he meant the first though)
 

Qwark28

Joker waiting room
You guys haven't done the community a huge service with this thread. I haven't asked anything but there's one thing I'm dying to know.

What is the start up and block frames of Shinnok's Flick special and ground claw?

@Qwark28 or @Repulsar
in bed atm but around 18-22, im pretty sure of that range. on block its -3

edit :20-24 range an definitely either -3 or -4, i remember because it struck me as very odd how little - it had
 

ando1184

Warrior
@Qwark28 were you able to take a look at Kung Jin yet? I'm curious to know about his frames on specials, strings, and learn his DMG and range. Does he have good oh and low combo starters?
 

NoobHunter420

Scrub God Lord
how does the ranked work?
is it endless like KI? or is it like injustice, I hate how I have to wait so much between matches
 

SaltShaker

In Zoning We Trust
in bed atm but around 18-22, im pretty sure of that range. on block its -3

edit :20-24 range an definitely either -3 or -4, i remember because it struck me as very odd how little - it had
Made me night bro. Sleep well, sleep very well.
 

SaltShaker

In Zoning We Trust
The f4 and the f3 have massive hit advantage, if I'm reading what he wrote correctly, so if either hits you'll be at a massive advantage so they won't be able to interrupt.

Alternatively, he could have been saying that there are two different strings--one overhead and one low--that start from those normals. (I'm pretty sure he meant the first though)
The numbers are spaced as if he was saying startup/BlockAdv/Recovery. Or at least that's how I read it. Meaning after a blocked f4 the advantage would be 0. So the OH/Low options are only slightly negative on block, but their startup is 15frames and 16frames. After a blocked F4 they both can be beaten by a faster normal like a 9frame combo starting string or interrupted by an armored special... Not good.


Seems like it would be more gimmicky than a real strategy to mix people up. Like Qwark said after a blocked jump in you're + enough for an unreactable 50/50, but after a F3 or F4 you'll get blown up.


Unless there are other unique strings that follow up after a F4 or F3 not listed it'll get blown up every time.
 
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