nodq
wicked
Hi all, due to my eidetic memory. Hi. Due to my eidetic memory. I will write down the old Tom Brady Guides in a new Thread, because he deleted them. If something is wrong or missing, i apologize for it because my brain is old and not that fresh anymore.
SUB-ZERO
UNBREAKABLE
Sub-Zero's Unbreakable variation gains the use of the Barrier of Frost parry and Frozen Aura. He uses the parry as a way to get full combos on over aggressive opponents without having to spend any super meter. The Frozen Aura puts him in a state where he recieves no chip damage. The Enhanced version of the Frozen Aura not only causes him to recieve less chip damage, but he no also takes less damage when he is hit.
BEST NORMAL ATTACKS:
• Attack: Down + 3
Hit Level: Low
Range: Close
Frame Data: 8 frame startup, 0 on block, +14 on hit.
Variation: All
Description: Quick low poke mainly used for poking/counter poking. This leaves you at neutral when blocked and advantage when it hits.
• Attack: Down + 4
Hit Level: Low
Range: Sweep
Frame Data: 8 frame startup, -5 on block, +17 on hit.
Variation: All
Description: Low poke mainly used for poking/counter poking. This attack is safe when blocked and advantage when it hits.
• Attack: Down + 2
Hit Level: High
Range: Close
Frame Data: 11 frame startup, -18 on block, knocks down on hit.
Variation: Unbreakable and Grandmaster
Description: Uppercut attack that is mainly used as an anti-air. This attack is full combo punished when blocked.
• Attack: Back + 2
Hit Level: Overhead
Range: Just outside of sweep
Frame Data: 16 frame startup, -12 on block, launches on hit.
Variation: All
Description: Overhead launching attack with very good range. This attack is unsafe on block but only punished by faster normal attacks with range or fast advancing specials.
• Attack: 1,1
Hit Level: High, High
Range: Close
Frame Data: 6 frame startup, -4 on block, +7 on hit.
Variation: All
Description: Two hit jab string attack that is mainly used as a punisher. This attack is safe when blocked and advantage when it hits.
• Attack: Forward + 3,3
Hit Level: Mid, Low, Mid
Range: Close
Frame Data: 8 frame startup, -3 on block, knocks down on hit.
Variation: All
Description: Three hit advancing kick string that is mainly used as a punisher. This attack knocks down when it hits and is safe when block.
• Attack: Back + 1,2
Hit Level: Mid, Mid
Range: Close
Frame Data: 10 frame startup, -5 on block, +20 on hit.
Variation: All
Description: Two hit mid punch string. This attack is safe when blocked and advantage when it hits.
• Attack: Back + 3,3
Hit Level: Low, Low
Range: Close
Frame Data: 12 frame startup, -8 on block, +12 on hit.
Variation: All
Description: Two hit low combo string. This attack is advantage when it hits and its only punished by the fastest special attacks in the game.
• Attack: Forward + 4,2
Hit Level: Mid, Mid
Range: Just outside of sweep
Frame Data: 11 frame startup, -6 on block, +4 on hit.
Variation: All
Description: Two hit mid string with very good range. This attack is safe when blocked and advantage when it hits.
• Attack: Forward + 4,2,1+3
Hit Level: Mid, Mid, Mid
Range: Just outside of sweep
Frame Data: 11 frame startup, -10 on block, knocks down on hit.
Variation: Unbreakable and Grandmaster
Description: Three hit combo string that is mainly used as an ender in juggles. This attack is unsafe on block, punished by fast normal and fast special attacks.
• Attack: 2,4,2
Hit Level: Mid, Mid, Mid
Range: Close
Frame Data: 9 frame startup, -14 on block, launches on hit.
Variation: All
Description: Three hit string that launches. This attack is full combo punished when blocked.
BEST JUMPING NORMAL ATTACKS:
• Attack: Jumping 1
Hit Level: Mid on the way up, Overhead on the way down
Range of Attack: Sweep
Frame Data: 7 frame startup, 0 on block, +12 on hit.
Variation: All
Description: Jumping punch attack that guarantees a combo when it hits or a fast attack/string when blocked.
• Attack: Jumping 2
Hit Level: Mid on the way up, Overhead on the way down
Range of Attack: Close
Frame Data: 9 frame startup, 0 on block, +24 on hit.
Variation: All
Description: Jumping punch attack that guarantees a combo when it hits or a fast attack/string when blocked.
• Attack: Jumping 3
Hit Level: Mid on the way up, Overhead on the way down
Range of Attack: Sweep
Frame Data: 5 frame startup, -3 on block, knocks down on hit.
Variation: All
Description: Jumping kick attack that knocks down when it hits. This attack is safe when blocked.
• Attack: Neutral Jump 3 or 4
Hit Level: Mid on the way up, Overhead on the way down
Range of Attack: Close
Frame Data: 6 frame startup, -3 on block, knocks down on hit.
Variation: All
Description: Jumping kick attack that knocks down when it hits. This attack is safe when blocked.
SPECIAL MOVES:
• Attack: Ice Ball (Down, Forward + 2)
Hit Level: High
Range: Full screen
Frame Data: 30 frame startup, -17 on block, +114 on hit.
Variation: All
Description: Projectile attack that freezes opponents when it hits, allowing for a combo follow up. This special move is full combo punished on block.
• Attack: Slide (Back, Forward + 4)
Hit Level: Low
Range: 3/4 Screen
Frame Data: 8 frame startup, -21 on block, causes an untechable down on hit.
Variation: All
Description: Low sliding attack with great range. The attack is full combo punished on block.
• Attack: Barrier of Frost (Down, Back +2)
Range: Close
Frame Data: 5 frame startup, -40 on whiff, active for 33 frames, +110 when successful.
Variation: Unbreakable
Description: Parry that freezes the opponent, giving you a combo opportunity. The Barrier of Frost will parry all high, mid, overhead, and low attacks except for jumping and X-Ray attacks. This attack is full combo punished when unsuccessful.
• Attack: Frozen Aura (Down, Back +1)
Frame Data: 0 frame startup
Variation: Unbreakable
Description: Sub-Zero incases himself in ice which renders him temporarily immune to all chip damage. This move has almost instant recovery.
ENHANCED MOVES:
• Attack: Enhanced Ice Blast (Down, Forward + 2 + Block)
Hit Level: Mid
Range: Full screen
Frame Data: 20 frame startup, -7 on block, +105 on hit.
Variation: All
Description: Projectile attack with projectile immunity that freezes opponents when it hits, allowing for a combo follow up. This special move is only punished by the fastest special moves in the game.
• Attack: Enhanced Icy Slide (Back, Forward + 4)
Hit Level: Low
Range: 3/4 Screen
Frame Data: 8 frame startup, -21 on block, causes an untechable down on hit.
Variation: All
Description: Low sliding attack with great range and one hit of armor. This attack is full combo punished on block.
• Attack: Enhanced Barrier of Ice (Down, Back +2 + Block)
Range: Close
Frame Data: 2 frame startup, -37 on whiff, active for 36 frames, +108 when successful
Variation: Unbreakable
Description: The parry now has a faster start up by 3 frames and also has 3 more active frames. This move is full combo punished when unsuccessful. The Enhanced Barrier of Ice is only available in Sub-Zero's Unbreakable variation.
• Attack: Enhanced Ice Aura (Down, Back +1 + Block)
Frame Data: 0 frame startup
Variation: Unbreakable
Description: Your aura now not only renders you temporarily immune to all chip damage, but also now causes you to temporarily take reduced damage when hit.
X-RAY:
• Attack: Deep Freeze (L2 + R2)
Hit Level: Mid
Range: Sweep
Frame Data: 11 frame startup, 0 on block, knocks down on hit.
Variation: All
Description: Sub-Zero freezes his opponents end trails, pulls it out of them, then uses the frozen end trail as a spike and stabs the opponent in the eye. This attack is safe when blocked.
STRATEGY:
USING DOWN + 3 AND DOWN+ 4
Down + 3 and Down + 4 are both great tools for poking and counter poking. Down + 3 is faster than Down + 4 and it recovers much faster when blocked. This makes Down + 3 a go to move when fighting right up close to the opponent. Down + 3 also leaves you at advantage with the opponent right next to you whereas Down + 4 only does this in the corner due to the stagger state that it causes when it hits the opponent. Down + 4 works best when poking/counter poking from outside of point blank range. Down + 4 is faster and out ranges a lot of other attacks making it a great tool to approach with or keeping the opponent off of you as they try to approach.
USING DOWN + 2
This attack is used as a way to anti-air. Your uppercut works very well vs most of the cast as the majority have a somewhat floating jump. However, there are a few characters where using your uppercut to anti-air can be problematic.
USING BACK + 2
This attack has multiple great uses. It is an overhead launcher which makes it a great tool for a 50/50 mix up situation when used with you Back + 3,3 low combo string. Back + 2 is also great to use in situation where you are severely out poking your opponent by harassing them with a series of Down +3 and Down + 4 attacks. Getting harassed by a series of low pokes will often frustrate the opponent and cause them to eventually block low which now frees up your Back + 2 overhead launcher. The range of Back + 2 also comes in handy in situations where you quickly execute a short run forward and the opponent jumps back, jumps forward, or neutral jumps in reaction to your run. In this situation Back + 2 can smack the opponent right out of their jump. Back + 2's range also pays off as a punisher for whiffed neutral jump punch and kick attacks as well as for punishing whiffed attacks with slower recovery that are out of range of your other attacks.
USING BACK + 3,3
Back 3,3 is at wo hit, double low combo string that is mainly used for a 50/50 when used with the Back + 2 overhead launcher. Even though there is a three frame difference between the 13 frame B + 3,3 string and the 16 frame Back + 2 overhead, the fact that both hits of Back + 3,3 hit low make this 50/50 impossible to fuzzy guard. This means that this is a true 50/50 and all the opponent can do is guess. Because Back + 3,3 is a two hit string, it is possible to hit confirm the string, and then combo into your Ice Ball or Enhanced Ice Blast. In open space you need to use Back + 3,3 ~ Enhanced Ice Blast due to the small stagger that Back + 3,3 causes in open space. The Enhanced Ice Blast has a faster start up than the Ice Ball which allows it to connect when Back +3,3 hits in open space. When the opponent is in the corner, Back + 3,3 ~ Ice Ball connects because the corner prevents the opponent from staggering backwards.
USING 1,1
The 1,1 string is your fastest string making it the go to move for a fast punisher. After blocking attack that are at least -8 on block, you will be able to use 1,1 ~ Ice Ball which will give you a guaranteed punish and combo opportunity.
USING FORWARD + 3,3
This string is used as a punisher in situations where, after blocking a move that is at least -10, the 1,1 string either does not work consistently or at all. Although this is a three hit string, you can cancel out of the second hit with any special move. Unlike the meter less punish of 11 ~ Ice Ball, using Forward + 3,3 ~ Enhanced Ice Blast requires one bar of super meter. However, in some situations it is the best punishing option available.
USING FORWARD + 4,2
This string has more range and covers more ground than any other of Sub-Zero's strings. Forward + 4,2 is a great string to use from range because its faster than most ranged attacks as well as having more range than most ranged attacks. You are also able to hit confirm this string and cancel into the Enhanced Crushing Hammer launcher.
USING BACK + 1,2
Back + 1,2 starts up in 10 frames making it one frame faster than the F + 4,2 string. However - Back + 1,2 does not have the range as of Forward + 4,2 string which is why it is only used in close. The benefit of Back+ 1,2 is that it not only gives major advantage on hit, it also allows for a hit confirmed cancel into you Ice Ball special for a full combo without having to use any super meter.
USING 2,4,2
The 2,4,2 string is are used as a launcher on an already frozen opponent. This allows you to launch the opponent without having to spend any super meter after an Ice Ball connects. It also allows you to launch the opponent after an Enhanced Ice Blast connects without having to spend an additional bar of super meter.
USING FORWARD + 4,2,1+3
This is used as an ender in combos that you use when you want to reverse positions. It is best used when wanting to end a combo by throwing your opponent into or towards the corner.
USING JUMP 1
When jumping towards the opponent from range in attempt to land a jump in combo, Jumping 1 is ideal. Its range and extended angle make it not just great for ranged jump in combo starter attempts, but also as an air-to-air attack as well.
USING JUMP 2
When jumping in from a close distance or jumping over the opponent in an attempt to land a jump in combo starter, Jumping 2 becomes the move of choice. Its downward, deep collision makes it very hard for the opponent to anti-air. This gives your Jumping 2 the ability to even stuff your opponents best in close anti-air attacks unless timed perfectly, and even then their attack may still be stuffed unless it has armor.
USING JUMP 3
Your Jumping 3 is very fast and has great collision, making it one of the harder moves in the game to anti-air consistently. Use this attack to jump in on or over your opponent with an attck that knocks down and has the least chance if being anti-air punished unless the opponent uses an attack with armor. This attack is also great for beating out your opponent in air-to-air situations.
USING NEUTRAL JUMP 3 OR 4
Your Neutral Jump 3 and 4 both execute the exact same attack. This attack is fast and has a good, deep collision. You can use this attack to jump straight up in an attempt to avoid and/or beat out the opponents attacks. Be careful how you use this attack - if you execute this attack as you are on the way up, it no longer has any collision on the way down, leaving you open for an easy punish.
USING ICE BALL
Ice Ball still serves one of its usual purposes, to win all projectile trades as the opponent gets frozen which gives you a guaranteed combo. Another purpose for the Ice Ball is as a cancel off of the 1,1, Back + 1,2 and Back + 3,3(corner only) strings on a hit confirm. This gives you a combo opportunity without having to spend any super meter.
USING ENHANCED ICE BLAST
The Enhanced Ice Blast has projectile immunity meaning it goes through and destroys the opponent’s projectile as it continues towards them. You can use the Enhanced Ice Blast as a way to freeze the opponent for a combo without also taking damage from their projectile. The Enhanced Ice Blast is also faster on startup than the Ice Ball. This allows it to hit as a cancel off of attacks where you don't have enough hit advantage for the slower Ice Ball to connect. The Enhanced Ice Blast is also much safer than the Ice Ball when blocked.
USING SLIDE
Sub-Zero's slide is one of the fastest special moves in the game which makes it a great tool as a reversal punish on attacks with a small window to punish. Sub-Zero can also slide under and punish all high and almost all mid projectiles. You can also use the slide from outside its range because, it recovers so fast after it whiffs, that it can actually be used as a way to quickly advance. The Slide also causes an untechable knockdown when it hits, allowing for follow up pressure.
USING ENHANCED ICY SLIDE
The Enhanced Icy Slide is used in all the ways that the normal Slide is used with a few added features. It does more damage, reverses positions, and has armor. Having armor allows the attack to beat out your opponents attacks as a way to escape pressure/caught in a frame trap as well as a wake up attack to get off the ground. Being able to reverse positions also allows you to use this attack to escape from being cornered while now cornering your opponent.
USING BARRIER OF FROST AND ENHANCED BARRIER OF ICE
Barrier of Frost and Enhanced Barrier of Ice are both parries which freeze the opponent when successful. Both parry all high, mid, overhead, and low attacks. Both cannot parry X-Ray or jumping attacks. Both also parry projectile attacks but this will not freeze the opponent. The only difference between the normal and enhanced versions of this move is that the enhanced version has a faster start up and longer active frames. After a successful parry, your combo follow up does not have the damage scaling that a combo normally has after first freezing the opponent.
USING FROZEN AURA AND ENHANCED ICE AURA
The Frozen Aura renders you immune to all chip damage until the aura wears off. The Enhanced Ice Aura also renders you immune to all chip damage as well as a damage reduction when you are hit, until the aura wears off. Both of these moves start up instantly and have almost no recovery, making it nearly impossible to punish. You can safely cancel into the Frozen Aura and Enhanced Ice Aura off of any normal attack. Cancelling into Frozen Aura or Enhanced Ice Aura off of Forward + 4 on block will leave you at slight advantage.
USING SUB-ZERO'S X-RAY
This move can be a parry or an attack. Pressing and then holding L2+R2 will cause the X-Ray to parry any of the opponent’s physical attacks. You can release L2+R2 at any point during the parry animation, causing the X-Ray to leave its parry state and become a mid punch attack. Holding the X-Ray in a parry state and then releasing it to a mid punch attack will cause the attack to lose its armor. Tapping L2+R2 will cause the X-Ray to just do the mid punch attack. By not holding L2+R2 you no longer enter a parry state, but you now have two hits of armor on the attack. Sub-Zero's X-Ray can be cancelled with a forward or back dash by holding L2+R2 and then quickly inputting Forward, Forward or Back, Back. Cancelling out of the attack will still take all three bars of your super meter.
COMBOS:
METERLESS OPEN SPACE:
· Back + 3,3 ~ Slide - 13%
· Forward + 4,2 ~ Slide - 14%
· Forward + 3,3 ~ Slide - 15%
· Forward + 4,2,1+3 - 15%
· (opponent frozen in mid air)Neutral Jump 1 or 2 > Jump Forward + 2 > (run up) 1 > Forward + 4,2,1+3 - 16%
· (opponent frozen in mid air)Neutral Jump 1 or 2 > Jump Forward + 2 > (run up) 1 > Back + 1,2 ~ Slide - 17%
· Barrier of Frost > Back + 2 > (run up) Forward + 4,2 ~ Slide - 21%
· Barrier of Frost > Back + 2 > (run up) Forward + 4,2,1+3 - 21%
· Back + 2 > (run up) Forward + 4,2 ~ Slide - 22%
· Back + 2 > (run up) Forward + 4,2,1+3 - 23%
· 1,1 ~ Ice Ball > Jump in 1 or 2 ~ 2,4,2 > (run up) 1 > Forward + 4,2 ~ Slide - 21%
· 1,1 ~ Ice Ball > Jump in 1 or 2 ~ 2,4,2 > (run up) 1 > Forward + 4,2,1+3 - 22%
· Neutral Jump 1 or 2 > Back + 2 > (run up) Forward + 4,2 ~ Slide - 24%
· Neutral Jump 1 or 2 > Back + 2 > (run up) Forward + 4,2,1+3 - 25%
· Back + 1,2 ~ Ice Ball > Jump in 1 or 2 ~ 2,4,2 > (run up) 1 > Forward + 4,2 ~ Slide - 27%
· Back + 1,2 ~ Ice Ball > Jump in 1 or 2 ~ 2,4,2 > (run up) 1 > Forward + 4,2,1+3 - 28%
ENHANCED OPEN SPACE:
· Enhanced Barrier of Ice > Back + 2 > (run up) Forward + 4,2 ~ Slide - 21%
· Enhanced Barrier of Ice > Back + 2 > (run up) Forward + 4,2,1+3 - 21%
· Back + 3,3 ~ Enhanced Ice Blast > Jump in 1 or 2 ~ 2,4,2 > (run up) 1 > Forward + 4,2 ~ Slide - 26%
· Back + 3,3 ~ Enhanced Ice Blast > Jump in 1 or 2 ~ 2,4,2 > (run up) 1 > Forward + 4,2,1+3 - 26%
· Forward + 4,2 ~ Enhanced Ice Blast > Jump in 1 or 2 ~ 2,4,2 > (run up) 1 > Forward + 4,2 ~ Slide - 27%
· Forward + 4,2 ~ Enhanced Ice Blast > Jump in 1 or 2 ~ 2,4,2 > (run up) 1 > Forward + 4,2,1+3 - 27%
· Forward + 3,3 ~ Enhanced Ice Blast > Jump in 1 or 2 ~ 2,4,2 > (run up) 1 > Forward + 4,2 ~ Slide - 28%
· Forward + 3,3 ~ Enhanced Ice Blast > Jump in 1 or 2 ~ 2,4,2 > (run up) 1 > Forward + 4,2, 1+3 - 28%
· Back + 2 > (run up) Forward + 4,2 ~ Enhanced Ice Blast > Neutral Jump 1 or 2 > Jump Forward + 2 ~ (run up) Back + 1,2 ~ Slide - 30%
METERLESS CORNER:
· Neutral Jump 1 or 2 > Back + 2 > 1 > 1 > Back + 1,2 ~ Slide - 28%
· 1,1 ~ Ice Ball > (back dash or jump back) Jump in 1 or 2 ~ Back + 2, Back + 2 > Down + 1 > Back + 1,2 ~ Slide - 27%
· Barrier of Frost > Back + 2, Back + 2 > Down + 1 > Back + 1,2 ~ Slide - 30%
· Back + 3,3 ~ Ice Ball > (back dash or jump back) Jump in 1 or 2 ~ Back + 2, Back + 2 > Down + 1 > Back + 1,2 ~ Slide - 29%
· Back + 2, Back + 2 > Down + 1 > Back + 1,2 ~ Slide - 32%
· Back + 1,2 ~ Ice Ball > (back dash or jump back) Jump in 1 or 2 ~ Back + 2, Back + 2 > Down + 1 > Back + 1,2 ~ Slide - 32%
ENHANCED CORNER:
· Enhanced Barrier of Ice > Back + 2, Back + 2 > Down + 1 > Back + 1,2 ~ Slide - 30%
· Forward + 4,2 ~ Enhanced Ice Blast > (back dash or jump back) Jump in 1 or 2 ~ Back + 2, Back + 2 > Down + 1 > Back + 1,2 ~ Slide - 33%
· Forward + 3,3 ~ Enhanced Ice Blast > (back dash or jump back) Jump in 1 or 2 ~ Back + 2, Back + 2 > Down + 1 > Back + 1,2 ~ Slide - 34%
· Back + 2, Back + 2 > Back + 1,2 ~ Enhanced Ice Blast > Neutral Jump 1 or 2 > Jump Forward + 3 > Back + 1,2 ~ Slide - 40%
OPEN SPACE X-RAY COMBOS:
· 1,1 ~ Ice Ball > Jump in 1 or 2 ~ Back + 1,2 ~ X-Ray - 34%
· Back + 3,3 ~ X-Ray - 36%
· Forward + 4,2 ~ X-Ray - 37%
· Forward + 3,3 ~ X-Ray - 38%
· Back + 1,2 ~ X- Ray - 40%
CORNER X-RAY COMBOS:
· Back + 2 > 1 > Back + 1,2 ~ X-Ray - 48%
Edit:
Source: https://web.archive.org/web/20150914020128/http://testyourmight.com/forums/sub-zero.403/
SUB-ZERO
UNBREAKABLE
Sub-Zero's Unbreakable variation gains the use of the Barrier of Frost parry and Frozen Aura. He uses the parry as a way to get full combos on over aggressive opponents without having to spend any super meter. The Frozen Aura puts him in a state where he recieves no chip damage. The Enhanced version of the Frozen Aura not only causes him to recieve less chip damage, but he no also takes less damage when he is hit.
BEST NORMAL ATTACKS:
• Attack: Down + 3
Hit Level: Low
Range: Close
Frame Data: 8 frame startup, 0 on block, +14 on hit.
Variation: All
Description: Quick low poke mainly used for poking/counter poking. This leaves you at neutral when blocked and advantage when it hits.
• Attack: Down + 4
Hit Level: Low
Range: Sweep
Frame Data: 8 frame startup, -5 on block, +17 on hit.
Variation: All
Description: Low poke mainly used for poking/counter poking. This attack is safe when blocked and advantage when it hits.
• Attack: Down + 2
Hit Level: High
Range: Close
Frame Data: 11 frame startup, -18 on block, knocks down on hit.
Variation: Unbreakable and Grandmaster
Description: Uppercut attack that is mainly used as an anti-air. This attack is full combo punished when blocked.
• Attack: Back + 2
Hit Level: Overhead
Range: Just outside of sweep
Frame Data: 16 frame startup, -12 on block, launches on hit.
Variation: All
Description: Overhead launching attack with very good range. This attack is unsafe on block but only punished by faster normal attacks with range or fast advancing specials.
• Attack: 1,1
Hit Level: High, High
Range: Close
Frame Data: 6 frame startup, -4 on block, +7 on hit.
Variation: All
Description: Two hit jab string attack that is mainly used as a punisher. This attack is safe when blocked and advantage when it hits.
• Attack: Forward + 3,3
Hit Level: Mid, Low, Mid
Range: Close
Frame Data: 8 frame startup, -3 on block, knocks down on hit.
Variation: All
Description: Three hit advancing kick string that is mainly used as a punisher. This attack knocks down when it hits and is safe when block.
• Attack: Back + 1,2
Hit Level: Mid, Mid
Range: Close
Frame Data: 10 frame startup, -5 on block, +20 on hit.
Variation: All
Description: Two hit mid punch string. This attack is safe when blocked and advantage when it hits.
• Attack: Back + 3,3
Hit Level: Low, Low
Range: Close
Frame Data: 12 frame startup, -8 on block, +12 on hit.
Variation: All
Description: Two hit low combo string. This attack is advantage when it hits and its only punished by the fastest special attacks in the game.
• Attack: Forward + 4,2
Hit Level: Mid, Mid
Range: Just outside of sweep
Frame Data: 11 frame startup, -6 on block, +4 on hit.
Variation: All
Description: Two hit mid string with very good range. This attack is safe when blocked and advantage when it hits.
• Attack: Forward + 4,2,1+3
Hit Level: Mid, Mid, Mid
Range: Just outside of sweep
Frame Data: 11 frame startup, -10 on block, knocks down on hit.
Variation: Unbreakable and Grandmaster
Description: Three hit combo string that is mainly used as an ender in juggles. This attack is unsafe on block, punished by fast normal and fast special attacks.
• Attack: 2,4,2
Hit Level: Mid, Mid, Mid
Range: Close
Frame Data: 9 frame startup, -14 on block, launches on hit.
Variation: All
Description: Three hit string that launches. This attack is full combo punished when blocked.
BEST JUMPING NORMAL ATTACKS:
• Attack: Jumping 1
Hit Level: Mid on the way up, Overhead on the way down
Range of Attack: Sweep
Frame Data: 7 frame startup, 0 on block, +12 on hit.
Variation: All
Description: Jumping punch attack that guarantees a combo when it hits or a fast attack/string when blocked.
• Attack: Jumping 2
Hit Level: Mid on the way up, Overhead on the way down
Range of Attack: Close
Frame Data: 9 frame startup, 0 on block, +24 on hit.
Variation: All
Description: Jumping punch attack that guarantees a combo when it hits or a fast attack/string when blocked.
• Attack: Jumping 3
Hit Level: Mid on the way up, Overhead on the way down
Range of Attack: Sweep
Frame Data: 5 frame startup, -3 on block, knocks down on hit.
Variation: All
Description: Jumping kick attack that knocks down when it hits. This attack is safe when blocked.
• Attack: Neutral Jump 3 or 4
Hit Level: Mid on the way up, Overhead on the way down
Range of Attack: Close
Frame Data: 6 frame startup, -3 on block, knocks down on hit.
Variation: All
Description: Jumping kick attack that knocks down when it hits. This attack is safe when blocked.
SPECIAL MOVES:
• Attack: Ice Ball (Down, Forward + 2)
Hit Level: High
Range: Full screen
Frame Data: 30 frame startup, -17 on block, +114 on hit.
Variation: All
Description: Projectile attack that freezes opponents when it hits, allowing for a combo follow up. This special move is full combo punished on block.
• Attack: Slide (Back, Forward + 4)
Hit Level: Low
Range: 3/4 Screen
Frame Data: 8 frame startup, -21 on block, causes an untechable down on hit.
Variation: All
Description: Low sliding attack with great range. The attack is full combo punished on block.
• Attack: Barrier of Frost (Down, Back +2)
Range: Close
Frame Data: 5 frame startup, -40 on whiff, active for 33 frames, +110 when successful.
Variation: Unbreakable
Description: Parry that freezes the opponent, giving you a combo opportunity. The Barrier of Frost will parry all high, mid, overhead, and low attacks except for jumping and X-Ray attacks. This attack is full combo punished when unsuccessful.
• Attack: Frozen Aura (Down, Back +1)
Frame Data: 0 frame startup
Variation: Unbreakable
Description: Sub-Zero incases himself in ice which renders him temporarily immune to all chip damage. This move has almost instant recovery.
ENHANCED MOVES:
• Attack: Enhanced Ice Blast (Down, Forward + 2 + Block)
Hit Level: Mid
Range: Full screen
Frame Data: 20 frame startup, -7 on block, +105 on hit.
Variation: All
Description: Projectile attack with projectile immunity that freezes opponents when it hits, allowing for a combo follow up. This special move is only punished by the fastest special moves in the game.
• Attack: Enhanced Icy Slide (Back, Forward + 4)
Hit Level: Low
Range: 3/4 Screen
Frame Data: 8 frame startup, -21 on block, causes an untechable down on hit.
Variation: All
Description: Low sliding attack with great range and one hit of armor. This attack is full combo punished on block.
• Attack: Enhanced Barrier of Ice (Down, Back +2 + Block)
Range: Close
Frame Data: 2 frame startup, -37 on whiff, active for 36 frames, +108 when successful
Variation: Unbreakable
Description: The parry now has a faster start up by 3 frames and also has 3 more active frames. This move is full combo punished when unsuccessful. The Enhanced Barrier of Ice is only available in Sub-Zero's Unbreakable variation.
• Attack: Enhanced Ice Aura (Down, Back +1 + Block)
Frame Data: 0 frame startup
Variation: Unbreakable
Description: Your aura now not only renders you temporarily immune to all chip damage, but also now causes you to temporarily take reduced damage when hit.
X-RAY:
• Attack: Deep Freeze (L2 + R2)
Hit Level: Mid
Range: Sweep
Frame Data: 11 frame startup, 0 on block, knocks down on hit.
Variation: All
Description: Sub-Zero freezes his opponents end trails, pulls it out of them, then uses the frozen end trail as a spike and stabs the opponent in the eye. This attack is safe when blocked.
STRATEGY:
USING DOWN + 3 AND DOWN+ 4
Down + 3 and Down + 4 are both great tools for poking and counter poking. Down + 3 is faster than Down + 4 and it recovers much faster when blocked. This makes Down + 3 a go to move when fighting right up close to the opponent. Down + 3 also leaves you at advantage with the opponent right next to you whereas Down + 4 only does this in the corner due to the stagger state that it causes when it hits the opponent. Down + 4 works best when poking/counter poking from outside of point blank range. Down + 4 is faster and out ranges a lot of other attacks making it a great tool to approach with or keeping the opponent off of you as they try to approach.
USING DOWN + 2
This attack is used as a way to anti-air. Your uppercut works very well vs most of the cast as the majority have a somewhat floating jump. However, there are a few characters where using your uppercut to anti-air can be problematic.
USING BACK + 2
This attack has multiple great uses. It is an overhead launcher which makes it a great tool for a 50/50 mix up situation when used with you Back + 3,3 low combo string. Back + 2 is also great to use in situation where you are severely out poking your opponent by harassing them with a series of Down +3 and Down + 4 attacks. Getting harassed by a series of low pokes will often frustrate the opponent and cause them to eventually block low which now frees up your Back + 2 overhead launcher. The range of Back + 2 also comes in handy in situations where you quickly execute a short run forward and the opponent jumps back, jumps forward, or neutral jumps in reaction to your run. In this situation Back + 2 can smack the opponent right out of their jump. Back + 2's range also pays off as a punisher for whiffed neutral jump punch and kick attacks as well as for punishing whiffed attacks with slower recovery that are out of range of your other attacks.
USING BACK + 3,3
Back 3,3 is at wo hit, double low combo string that is mainly used for a 50/50 when used with the Back + 2 overhead launcher. Even though there is a three frame difference between the 13 frame B + 3,3 string and the 16 frame Back + 2 overhead, the fact that both hits of Back + 3,3 hit low make this 50/50 impossible to fuzzy guard. This means that this is a true 50/50 and all the opponent can do is guess. Because Back + 3,3 is a two hit string, it is possible to hit confirm the string, and then combo into your Ice Ball or Enhanced Ice Blast. In open space you need to use Back + 3,3 ~ Enhanced Ice Blast due to the small stagger that Back + 3,3 causes in open space. The Enhanced Ice Blast has a faster start up than the Ice Ball which allows it to connect when Back +3,3 hits in open space. When the opponent is in the corner, Back + 3,3 ~ Ice Ball connects because the corner prevents the opponent from staggering backwards.
USING 1,1
The 1,1 string is your fastest string making it the go to move for a fast punisher. After blocking attack that are at least -8 on block, you will be able to use 1,1 ~ Ice Ball which will give you a guaranteed punish and combo opportunity.
USING FORWARD + 3,3
This string is used as a punisher in situations where, after blocking a move that is at least -10, the 1,1 string either does not work consistently or at all. Although this is a three hit string, you can cancel out of the second hit with any special move. Unlike the meter less punish of 11 ~ Ice Ball, using Forward + 3,3 ~ Enhanced Ice Blast requires one bar of super meter. However, in some situations it is the best punishing option available.
USING FORWARD + 4,2
This string has more range and covers more ground than any other of Sub-Zero's strings. Forward + 4,2 is a great string to use from range because its faster than most ranged attacks as well as having more range than most ranged attacks. You are also able to hit confirm this string and cancel into the Enhanced Crushing Hammer launcher.
USING BACK + 1,2
Back + 1,2 starts up in 10 frames making it one frame faster than the F + 4,2 string. However - Back + 1,2 does not have the range as of Forward + 4,2 string which is why it is only used in close. The benefit of Back+ 1,2 is that it not only gives major advantage on hit, it also allows for a hit confirmed cancel into you Ice Ball special for a full combo without having to use any super meter.
USING 2,4,2
The 2,4,2 string is are used as a launcher on an already frozen opponent. This allows you to launch the opponent without having to spend any super meter after an Ice Ball connects. It also allows you to launch the opponent after an Enhanced Ice Blast connects without having to spend an additional bar of super meter.
USING FORWARD + 4,2,1+3
This is used as an ender in combos that you use when you want to reverse positions. It is best used when wanting to end a combo by throwing your opponent into or towards the corner.
USING JUMP 1
When jumping towards the opponent from range in attempt to land a jump in combo, Jumping 1 is ideal. Its range and extended angle make it not just great for ranged jump in combo starter attempts, but also as an air-to-air attack as well.
USING JUMP 2
When jumping in from a close distance or jumping over the opponent in an attempt to land a jump in combo starter, Jumping 2 becomes the move of choice. Its downward, deep collision makes it very hard for the opponent to anti-air. This gives your Jumping 2 the ability to even stuff your opponents best in close anti-air attacks unless timed perfectly, and even then their attack may still be stuffed unless it has armor.
USING JUMP 3
Your Jumping 3 is very fast and has great collision, making it one of the harder moves in the game to anti-air consistently. Use this attack to jump in on or over your opponent with an attck that knocks down and has the least chance if being anti-air punished unless the opponent uses an attack with armor. This attack is also great for beating out your opponent in air-to-air situations.
USING NEUTRAL JUMP 3 OR 4
Your Neutral Jump 3 and 4 both execute the exact same attack. This attack is fast and has a good, deep collision. You can use this attack to jump straight up in an attempt to avoid and/or beat out the opponents attacks. Be careful how you use this attack - if you execute this attack as you are on the way up, it no longer has any collision on the way down, leaving you open for an easy punish.
USING ICE BALL
Ice Ball still serves one of its usual purposes, to win all projectile trades as the opponent gets frozen which gives you a guaranteed combo. Another purpose for the Ice Ball is as a cancel off of the 1,1, Back + 1,2 and Back + 3,3(corner only) strings on a hit confirm. This gives you a combo opportunity without having to spend any super meter.
USING ENHANCED ICE BLAST
The Enhanced Ice Blast has projectile immunity meaning it goes through and destroys the opponent’s projectile as it continues towards them. You can use the Enhanced Ice Blast as a way to freeze the opponent for a combo without also taking damage from their projectile. The Enhanced Ice Blast is also faster on startup than the Ice Ball. This allows it to hit as a cancel off of attacks where you don't have enough hit advantage for the slower Ice Ball to connect. The Enhanced Ice Blast is also much safer than the Ice Ball when blocked.
USING SLIDE
Sub-Zero's slide is one of the fastest special moves in the game which makes it a great tool as a reversal punish on attacks with a small window to punish. Sub-Zero can also slide under and punish all high and almost all mid projectiles. You can also use the slide from outside its range because, it recovers so fast after it whiffs, that it can actually be used as a way to quickly advance. The Slide also causes an untechable knockdown when it hits, allowing for follow up pressure.
USING ENHANCED ICY SLIDE
The Enhanced Icy Slide is used in all the ways that the normal Slide is used with a few added features. It does more damage, reverses positions, and has armor. Having armor allows the attack to beat out your opponents attacks as a way to escape pressure/caught in a frame trap as well as a wake up attack to get off the ground. Being able to reverse positions also allows you to use this attack to escape from being cornered while now cornering your opponent.
USING BARRIER OF FROST AND ENHANCED BARRIER OF ICE
Barrier of Frost and Enhanced Barrier of Ice are both parries which freeze the opponent when successful. Both parry all high, mid, overhead, and low attacks. Both cannot parry X-Ray or jumping attacks. Both also parry projectile attacks but this will not freeze the opponent. The only difference between the normal and enhanced versions of this move is that the enhanced version has a faster start up and longer active frames. After a successful parry, your combo follow up does not have the damage scaling that a combo normally has after first freezing the opponent.
USING FROZEN AURA AND ENHANCED ICE AURA
The Frozen Aura renders you immune to all chip damage until the aura wears off. The Enhanced Ice Aura also renders you immune to all chip damage as well as a damage reduction when you are hit, until the aura wears off. Both of these moves start up instantly and have almost no recovery, making it nearly impossible to punish. You can safely cancel into the Frozen Aura and Enhanced Ice Aura off of any normal attack. Cancelling into Frozen Aura or Enhanced Ice Aura off of Forward + 4 on block will leave you at slight advantage.
USING SUB-ZERO'S X-RAY
This move can be a parry or an attack. Pressing and then holding L2+R2 will cause the X-Ray to parry any of the opponent’s physical attacks. You can release L2+R2 at any point during the parry animation, causing the X-Ray to leave its parry state and become a mid punch attack. Holding the X-Ray in a parry state and then releasing it to a mid punch attack will cause the attack to lose its armor. Tapping L2+R2 will cause the X-Ray to just do the mid punch attack. By not holding L2+R2 you no longer enter a parry state, but you now have two hits of armor on the attack. Sub-Zero's X-Ray can be cancelled with a forward or back dash by holding L2+R2 and then quickly inputting Forward, Forward or Back, Back. Cancelling out of the attack will still take all three bars of your super meter.
COMBOS:
METERLESS OPEN SPACE:
· Back + 3,3 ~ Slide - 13%
· Forward + 4,2 ~ Slide - 14%
· Forward + 3,3 ~ Slide - 15%
· Forward + 4,2,1+3 - 15%
· (opponent frozen in mid air)Neutral Jump 1 or 2 > Jump Forward + 2 > (run up) 1 > Forward + 4,2,1+3 - 16%
· (opponent frozen in mid air)Neutral Jump 1 or 2 > Jump Forward + 2 > (run up) 1 > Back + 1,2 ~ Slide - 17%
· Barrier of Frost > Back + 2 > (run up) Forward + 4,2 ~ Slide - 21%
· Barrier of Frost > Back + 2 > (run up) Forward + 4,2,1+3 - 21%
· Back + 2 > (run up) Forward + 4,2 ~ Slide - 22%
· Back + 2 > (run up) Forward + 4,2,1+3 - 23%
· 1,1 ~ Ice Ball > Jump in 1 or 2 ~ 2,4,2 > (run up) 1 > Forward + 4,2 ~ Slide - 21%
· 1,1 ~ Ice Ball > Jump in 1 or 2 ~ 2,4,2 > (run up) 1 > Forward + 4,2,1+3 - 22%
· Neutral Jump 1 or 2 > Back + 2 > (run up) Forward + 4,2 ~ Slide - 24%
· Neutral Jump 1 or 2 > Back + 2 > (run up) Forward + 4,2,1+3 - 25%
· Back + 1,2 ~ Ice Ball > Jump in 1 or 2 ~ 2,4,2 > (run up) 1 > Forward + 4,2 ~ Slide - 27%
· Back + 1,2 ~ Ice Ball > Jump in 1 or 2 ~ 2,4,2 > (run up) 1 > Forward + 4,2,1+3 - 28%
ENHANCED OPEN SPACE:
· Enhanced Barrier of Ice > Back + 2 > (run up) Forward + 4,2 ~ Slide - 21%
· Enhanced Barrier of Ice > Back + 2 > (run up) Forward + 4,2,1+3 - 21%
· Back + 3,3 ~ Enhanced Ice Blast > Jump in 1 or 2 ~ 2,4,2 > (run up) 1 > Forward + 4,2 ~ Slide - 26%
· Back + 3,3 ~ Enhanced Ice Blast > Jump in 1 or 2 ~ 2,4,2 > (run up) 1 > Forward + 4,2,1+3 - 26%
· Forward + 4,2 ~ Enhanced Ice Blast > Jump in 1 or 2 ~ 2,4,2 > (run up) 1 > Forward + 4,2 ~ Slide - 27%
· Forward + 4,2 ~ Enhanced Ice Blast > Jump in 1 or 2 ~ 2,4,2 > (run up) 1 > Forward + 4,2,1+3 - 27%
· Forward + 3,3 ~ Enhanced Ice Blast > Jump in 1 or 2 ~ 2,4,2 > (run up) 1 > Forward + 4,2 ~ Slide - 28%
· Forward + 3,3 ~ Enhanced Ice Blast > Jump in 1 or 2 ~ 2,4,2 > (run up) 1 > Forward + 4,2, 1+3 - 28%
· Back + 2 > (run up) Forward + 4,2 ~ Enhanced Ice Blast > Neutral Jump 1 or 2 > Jump Forward + 2 ~ (run up) Back + 1,2 ~ Slide - 30%
METERLESS CORNER:
· Neutral Jump 1 or 2 > Back + 2 > 1 > 1 > Back + 1,2 ~ Slide - 28%
· 1,1 ~ Ice Ball > (back dash or jump back) Jump in 1 or 2 ~ Back + 2, Back + 2 > Down + 1 > Back + 1,2 ~ Slide - 27%
· Barrier of Frost > Back + 2, Back + 2 > Down + 1 > Back + 1,2 ~ Slide - 30%
· Back + 3,3 ~ Ice Ball > (back dash or jump back) Jump in 1 or 2 ~ Back + 2, Back + 2 > Down + 1 > Back + 1,2 ~ Slide - 29%
· Back + 2, Back + 2 > Down + 1 > Back + 1,2 ~ Slide - 32%
· Back + 1,2 ~ Ice Ball > (back dash or jump back) Jump in 1 or 2 ~ Back + 2, Back + 2 > Down + 1 > Back + 1,2 ~ Slide - 32%
ENHANCED CORNER:
· Enhanced Barrier of Ice > Back + 2, Back + 2 > Down + 1 > Back + 1,2 ~ Slide - 30%
· Forward + 4,2 ~ Enhanced Ice Blast > (back dash or jump back) Jump in 1 or 2 ~ Back + 2, Back + 2 > Down + 1 > Back + 1,2 ~ Slide - 33%
· Forward + 3,3 ~ Enhanced Ice Blast > (back dash or jump back) Jump in 1 or 2 ~ Back + 2, Back + 2 > Down + 1 > Back + 1,2 ~ Slide - 34%
· Back + 2, Back + 2 > Back + 1,2 ~ Enhanced Ice Blast > Neutral Jump 1 or 2 > Jump Forward + 3 > Back + 1,2 ~ Slide - 40%
OPEN SPACE X-RAY COMBOS:
· 1,1 ~ Ice Ball > Jump in 1 or 2 ~ Back + 1,2 ~ X-Ray - 34%
· Back + 3,3 ~ X-Ray - 36%
· Forward + 4,2 ~ X-Ray - 37%
· Forward + 3,3 ~ X-Ray - 38%
· Back + 1,2 ~ X- Ray - 40%
CORNER X-RAY COMBOS:
· Back + 2 > 1 > Back + 1,2 ~ X-Ray - 48%
Edit:
Source: https://web.archive.org/web/20150914020128/http://testyourmight.com/forums/sub-zero.403/
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