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General/Other - Sub-Zero Sub-Zero General Discussion

Qwark28

Joker waiting room
So why does b33 ice ball combo against female characters but not vs male characters? How would a females smaller hitbox be that different?
 

matmusada

Lin Kuei Initiate
Evening my fellow Lin Kuei. Long-time lurker and finally got around to making a profile here in time for MKX to launch. Anyways, just want to thank all you guys for the good work that you do here on these boards for Sub-Zero here. Special thanks to @Tom Brady and @Qwark28 . I'm learning quite a bit as I tune into these pages day in and out.
 

skateblind

Apprentice
Sub Zero's round house(4) can be combo'd into an ice clone that freezes the opponent if they are in the corner, but only if they spin from the kick in one direction, the other direction just makes the ice clone not come out so it won't freeze. In open space you can do the same, except it won't freeze,but you will get an ice clone. If they spin a certain direction you will whiff the clone again.

No real use for it from what I can tell, just thought it was interesting how the spin of the opponent can cause this effect.
 

Qwark28

Joker waiting room
Sub Zero's round house(4) can be combo'd into an ice clone that freezes the opponent if they are in the corner, but only if they spin from the kick in one direction, the other direction just makes the ice clone not come out so it won't freeze. In open space you can do the same, except it won't freeze,but you will get an ice clone. If they spin a certain direction you will whiff the clone again.

No real use for it from what I can tell, just thought it was interesting how the spin of the opponent can cause this effect.
This is actually very interesting.
 

AniMoney

GIVE ME THE FORMUOLI
Sub Zero's round house(4) can be combo'd into an ice clone that freezes the opponent if they are in the corner, but only if they spin from the kick in one direction, the other direction just makes the ice clone not come out so it won't freeze. In open space you can do the same, except it won't freeze,but you will get an ice clone. If they spin a certain direction you will whiff the clone again.

No real use for it from what I can tell, just thought it was interesting how the spin of the opponent can cause this effect.
Is this based on what stance you or your opponent is in? Really strange.
 

Jedah

Fallen God
Grandmaster is really the best variation atm...

Tried unbreakable its very interesting but the clone is just too good. I hope in the future the other 2 variations will be more viable for serious play
 

NB Semi Evil Ryu

Former Sub-Zero of the Midwest (2011 - 2015)
Grandmaster is really the best variation atm...

Tried unbreakable its very interesting but the clone is just too good. I hope in the future the other 2 variations will be more viable for serious play
I feel like Unbreakable may end up proving useful, in the long run, for the zoners that can rip through ice clone (see: Full Auto Jacqui) or can simply teleport around it.

I'm still struggling to find situations where Cryomancer stands out as being most useful, though. That may just be a matter of fighting style / preference, rather than being for match up purposes.
 

Knoterror

Kombatant
Yea the only seemingly reliable AA so far is EX-ice smash. I dont trust anything else yet.
I'm toying around with.... Wait for it.... Standing 4. I've only labbed it so far, but when spaced properly it seems to have the best hitbox/hurt box. You can combo into EX ice blast, and if you end up trip guarding instead of AA, it still links. Even if you trade with a jump normal they're still full screen.

Time to try against human opponents...
 

Jedah

Fallen God
Sub Zero's round house(4) can be combo'd into an ice clone that freezes the opponent if they are in the corner, but only if they spin from the kick in one direction, the other direction just makes the ice clone not come out so it won't freeze. In open space you can do the same, except it won't freeze,but you will get an ice clone. If they spin a certain direction you will whiff the clone again.

No real use for it from what I can tell, just thought it was interesting how the spin of the opponent can cause this effect.
Another great use for standing 4 is for AA you can 4 into ex freeze then dash up or run up for a full combo. Its very similar to how kabal could you Standing 4 Spin in MK9. You have to space it correctly but its a great tool.
 
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LockM

Mortal
Coming from a SF background i'm used to anti-airing the living shit out of people with fast anti-air normals or fast invincible attacks. In MKX i now play as Sub-Zero again like i did in MK9. I'm having immense trouble trying to anti-air in this game, atleast with Sub-Zero. His D+2 just plain SUCKS this combined with how good a lot of jumping attacks are make it way too risky to even try it. Others have mentioned it needs to be done from a crouching position, i guess because of the smaller hurtbox initially. In short i'll probably won't even bother using this move when someone jumps as it gets stuffed constantly on startup. I would have to be extremely on point if i want to AA with this. Spacing also plays a large part it seems, further away the easier it is.

DB+1(Enhanced) seems a more reliable option however it is still not nearly as satisfactory, it is really really slow, 14 frames startupand unsafe on block so i'm gambling on the fact that people are commiting to a string after the initial jumpin and the DB+1 catches that....which everyone does, for now. It does give a free juggle though which is nice but it costs meter. Not an option to use everytime someone jumps it seems.

D+4 has the same startup as his D+2 but this move makes his hurtbox so low it low profiles a lot of jumping attacks, except attacks with large hitboxes and downward angled attacks such as a lot of jumping 3 or 4 attacks. On hit it gives very nice + frames which allow you to press your offense or atleast get some breathing room. It also works often against crossup attempts. This seems like a more reliable option to me and Tom also does it constantly. He also does run into f42 afterwards which can't be interrupted.

Another option which i find pretty good is his Jump+3, it is 5 frames on startup and has a nice hitbox it seems and it is active for 13 frames, so no timing required. Doing it from a backward jump seems the safest way.
*Quick question, why is it sometimes when i try to do a jumping attack as fast as posible it won't come out? Does it have a large amound of grounded frames before the jump is initiated, and thus it doesn't accept the input? I actually have to wait slightly before pressing the button, extremely annoying.

Backdashing from a jump or crossup attempt is pretty legit, initial invincibility gets you out of the situation reliably. Pretty safe. Some strings will reach if they've inputted it though and then they're right back in your face, overall i like this option though.

I guess you can also do an X-Ray, it has armour and it's safe on block and it freezes opponent when holding it...

D+2 imho is the absolute worst option to use against jump attacks, it's atrocious. D+4 and neutral/backwards jump+3 seem to be the best options.
This is just from my experience of the short time playing this game and i'm still atrocious at it but slowly i'm trying to learn it.
Good spacing and usage of the clone makes jumping a lot more difficult for the opponent but i'm still getting used to the game...hopefully it'll click soon.
 
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Dad.

Noob
Sub Zero's round house(4) can be combo'd into an ice clone that freezes the opponent if they are in the corner, but only if they spin from the kick in one direction, the other direction just makes the ice clone not come out so it won't freeze. In open space you can do the same, except it won't freeze,but you will get an ice clone. If they spin a certain direction you will whiff the clone again.

No real use for it from what I can tell, just thought it was interesting how the spin of the opponent can cause this effect.
This happens when both characters are in the same stance and only on male characters
 
Last night Atlanta through its first first tournament from our new venue Yomi gaming 32 entrants for MKX I got top 8 in my first MKX tournament this is a great start for me I believe but more work to be done on match ups seeing I lost to PL (Lao) and Trepound (Kit) GGS to both :)
 

NB Semi Evil Ryu

Former Sub-Zero of the Midwest (2011 - 2015)
Last night Atlanta through its first first tournament from our new venue Yomi gaming 32 entrants for MKX I got top 8 in my first MKX tournament this is a great start for me I believe but more work to be done on match ups seeing I lost to PL (Lao) and Trepound (Kit) GGS to both :)
Good shit, dude! Hope to see both you and @AK Smarrgasm continue to rock the Subby Z at ATL!
 

skateblind

Apprentice
Last night Atlanta through its first first tournament from our new venue Yomi gaming 32 entrants for MKX I got top 8 in my first MKX tournament this is a great start for me I believe but more work to be done on match ups seeing I lost to PL (Lao) and Trepound (Kit) GGS to both :)
I saw your match vs PL and it looked like you were eventually figuring it out. I would not stand a chance, but I thought that if you could punish him for teleporting so freely then maybe the match would have been a little better.