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Tech - Cyber Sub-Zero CSZ corner reset ideas

omooba

fear the moobs
i thought he was un playable though?:DOGE
lol concept with 2,1 string looks really cool too bad he doesn't look plus after ice bomb call
 

RM Ree

Shiba Tamer
Never tried I use F2. I'll have to try that later. I never even use the 114 string
Where's the dislike button at...

Nah but 114 is pretty good. High cancel advantage (relative), +2 on block w/ minimal pushback, arguably his strongest corner combo ender cancelled into slide, best corner set-up into bomb (w/o prior freeze), great awkward corner conversion tool, deepens guessing game between 1112 and 114 gaps. I'm a fan.
 

Shaikhuzzaman

magicmeerkatman
Where's the dislike button at...

Nah but 114 is pretty good. High cancel advantage (relative), +2 on block w/ minimal pushback, arguably his strongest corner combo ender cancelled into slide, best corner set-up into bomb (w/o prior freeze), great awkward corner conversion tool, deepens guessing game between 1112 and 114 gaps. I'm a fan.
Guessing game between 1112 and 114?
 

Shaikhuzzaman

magicmeerkatman
Yeah, opponents with great armored specials (KL, Kotal, etc) or good back dashes (Kano, SZ) will try to exploit the gap in 111-2 or 11-4. If they guess wrong, we get our +2.
Can you not just buffer armour between the two hits? Plus two as CSZ doesn't really mean anything
 

RM Ree

Shiba Tamer
Can you not just buffer armour between the two hits? Plus two as CSZ doesn't really mean anything
Yeah, you totally can. But buffering the armor between the gaps is kind of a dangerous game when both 11 and 111 are safe. If we decide not to pull the trigger on our full string, a buffering opponent is full combo punished. That'd make me think twice about buffering. I personally don't respect my opponents options until they earn it. That's where I'm coming from when I say guessing.

As for +2, I've seen CSZ players stuff opponents on the regular after a +2, especially at the range 114 leaves him on block. 111 starts up in 6f, meaning nothing but armor is touching CSZ. Unless they low poke, right? But then b2 and NJP catch them. And those lead into some of the most ambiguous set-ups he's got, leading to ~50%. It's another guess, where the opponent hits with a 2% low poke or lose half their life bar.

There's no wrong way to look at this, either. I'm just sharing what works for me, just suggesting applying 114 sometimes.
 
Yeah, you totally can. But buffering the armor between the gaps is kind of a dangerous game when both 11 and 111 are safe. If we decide not to pull the trigger on our full string, a buffering opponent is full combo punished. That'd make me think twice about buffering. I personally don't respect my opponents options until they earn it. That's where I'm coming from when I say guessing.

As for +2, I've seen CSZ players stuff opponents on the regular after a +2, especially at the range 114 leaves him on block. 111 starts up in 6f, meaning nothing but armor is touching CSZ. Unless they low poke, right? But then b2 and NJP catch them. And those lead into some of the most ambiguous set-ups he's got, leading to ~50%. It's another guess, where the opponent hits with a 2% low poke or lose half their life bar.

There's no wrong way to look at this, either. I'm just sharing what works for me, just suggesting applying 114 sometimes.
I actually do that same set up but I enhance the ice bomb so that it breaks armor and keeps them in place.