Amplified$hotz
I like Tekken 8
Sektor is a good pick for Sub-Zero in my opinion.
Very cool videoA detailed breakdown of the standing frames on Sub-Zero’s slide. If you’re a frame data nerd like me
I think NRS did this on purpose since projectiles are so slow in this game.
Very cool video, actually broke down the auto shimmy's in the game and how to OS them. That's awesome!Also if you guys want more information on teching throws and defending against strike/throw mixups:
Things start to be reactable at 19 frames. So they should reduce the recovery by 11 frames more or less.@Amplified$hotz
Ok I'm gonna try to do more frame by frame breakdowns of moves, you inspired me with those posts.
Here's 100% Proof Subs Clone is punishable on reaction from full glow animation of clone out and visible to the exact frame block is active and it's over 30f but I'm being generous.
It's also possible it's 60f because my app may be running at 30FPS instead of 60FPS I think this because it only counts 4 frames from Subs D1 until it hits which would mean it's at 30FPS and is actually doubled the recorded result -0.5frames on each, so if it's 30FPS and not 60FPS each frame slide is actually 2 frames each making it 60 frames to react, but 30 is absolutely reactable, I honestly think it's 60f because it seems about the same exact timing as Quan's fully held B2(58f):
Let me know if you want me to do more, understand I'm working on my Android phone and don't really have amazing video editing software or a solid way to download PS5 clips to my Phone,
The Steps I'm taking:
If you know of a different Android app that allows me to toggle 30/60FPS video playback in settings
- I have to record on PS5,
- edit in video editor on console,
- upload to YT,
- download to my Pixel 6 from YouTube
- then put in FrameSkip App
- to then screencapture "video record" the video in App frame by frame,
- then Upload tha Frame by Frame clip to YouTube channel.
Or if you have any information on how to improve these clips to be as accurate as possible please share.
Man that clone set-upOk I got a new potential Optimal from HTB with Lao Kameo, it bypasses HTB protection because I'm hitting low first both within a frame from eachother to get higher damage, if they where to block the low first it would automatically block the overhead B2 because of HTB protection.
But it's a true 50/50 HTB you can separate them 4 frames apart but it drops damage to 39%
If you do the 1 frame HTBs it will do 44% low to overhead and I guarantee they can't tell which is coming first, and you can do it OH to Low and it will guaranteed do 38% 1BAR, I think it's worth the risk of them blocking it cuz that's 44% and I can condition the overhead using Lao to make it safe:
You can do a slightly more damaging F12xxSlide ender instead of 4xxSlide but it's less than a % more, so for execution sake I'm calling this one Optimal cuz the scaling makes them the same. But as always if you have a more optimal version please share.
Note: the S4xxBF3 ender won't connect if you are on a huge stage or start combo from corner to corner, so use 3xxBF3 instead with a full dash into cancel.
Here's a meterless 29% from B34 using Lao hat:
I also found a Clone Setup, haven't really optimized yet, gonna figure out the perfect routes for more damage into setup, because if they try to attack, advance forward, throw projectiles anything but disjointed moves and Backdash/block, they get frozen, who knows if it'll be useful?
Let's not forget Lao gives great zoning, safety on buttons other than Armor gap on raw version, and Sub gets a HTB Vortex that can mixed OH to Low and Low to OH
I gotta say he's being carried hard but might be high Mid Tier maybe low S, he still has a bunch of weaknesses that I don't believe Kameos cover but I guess if you get one touch you can technically delete their health but he's unsafe doing actual HTBs cuz the only way for Sub to make Overhead safe with held Lao hat is to have it hit after the second hit of B2 hits which defeats the purpose of HTB's. If I was to judge Tier placements like some are above I'd have to compare what Sub gets vs S+ Tiers with the same Kameo and I gotta say Sindel gets a lot more and so do the rest of the Top 7 with their best Kameo
Since all those S Tiers have safe HTB's that loop I'd say that Sub Zero is strong with Lao but still high risk and medium reward, while I consider S+ Tiers Low risk with high reward.
@Amplified$hotz
@Eji1700
@mrapchem
Ok update on clone reactability, it's definitely just over 60 frames from full clone visibility to the exact frame Sub can block.Things start to be reactable at 19 frames. So they should reduce the recovery by 11 frames more or less.
Fixing Sub-Zero is actually very easy.
Now that I've shown his clone is 60f until he can block from point of being visible. There's a huge issue. They would have to rework the Clone with an overhaul.Things start to be reactable at 19 frames. So they should reduce the recovery by 11 frames more or less.
Fixing Sub-Zero is actually very easy.
It's 46f where I did it, it's 40f instant air either way it's reactable. Only place you can use Clone safely is on reaction to jump ins and combos, the Divekick is only used safely on wiff punish otherwise it's a huge risk for minimal reward.I appreciate the work and time you're putting into this, but I feel like you're missing the point of these moves. That's like saying Slide is bad because it's punishable on block. Also, it's tight, but Divekick can be done closer to the ground than that.
While I get what you're going for I really think that bulletz is proving what many of us have felt, which is that most players are just letting sub get away with murder and then claiming he's ok.I appreciate the work and time you're putting into this, but I feel like you're missing the point of these moves. That's like saying Slide is bad because it's punishable on block. Also, it's tight, but Divekick can be done closer to the ground than that.
I’m not available to test for myself right nowCan Jax combo off of Sub-zero’s normal slide and ex slide with his back breaker ambush?
From my testing, I could get jax to hit after regular slide pretty easily, didn't find a way to follow up on that though so you just get 110. The enhanced slide can combo into jax, and I'm sure there's more dmg out there but I was getting j12 j12 4 slide after for 230 pretty easily. I could only get him to connect by calling him preemptively before the enhanced slide.I’m not available to test for myself right now
Thanks!From my testing, I could get jax to hit after regular slide pretty easily, didn't find a way to follow up on that though so you just get 110. The enhanced slide can combo into jax, and I'm sure there's more dmg out there but I was getting j12 j12 4 slide after for 230 pretty easily. I could only get him to connect by calling him preemptively before the enhanced slide.
If the point is that the way many people are using these moves is unsafe, I completely agree. However, that doesn't mean the moves don't have their place, which these posts seem to overshadow.It's 46f where I did it, it's 40f instant air either way it's reactable. Only place you can use Clone safely is on reaction to jump ins and combos, the Divekick is only used safely on wiff punish otherwise it's a huge risk for minimal reward.
I'm testing them this exact way because that's exactly the high and use of Divekick and Clone that Ninjakilla Xombat and K7 Showoff and Rebelo and Sikander used in all of their sets and online KL streams. My point is that the way they are using these two moves is very unsafe and clearly punishable on reaction.
In fact Ninjakilla thought they where safe until I showed him the frame by frame breakdowns of just how punishable they are.
The overwhelming use of Clone in high level sets is PokexxClone trying to catch mashing or as get off me tool but if they know the matchup and play optimal vs Sub they won't be mashing they will punish everything Sub does then have knockdown advantage to put him in the blender.
No one in their right mind after knowing Divekick is 40f to Upblock or backdash and 60 frames to punish Clone would think it's safe to use vs high level players
I definitely agree that people should be up blocking divekick more and some top players might be thinking Sub is fine for the wrong reasons. But that doesn't mean that Sub isn't good for other reasons, which seems to be the implication here if not outright said. While it's true that the way to counter a reactive punish character like Sub is to not give him openings, the opponent doing that doesn't make Sub fall apart. He's a solid zoner, especially with the right kameo, and can force most opponents to come to him, thus creating openings for punishing. If the opponent tries to do the same to him, he can punish with slide or divekick. And anything that ends in divekick gives you great oki, which is one of Sub's strongest areas. Or, if you hit with divekick, you can end with a safe jump setup for even better pressure, neither of which require low hat, though of course you can use that if you like.While I get what you're going for I really think that bulletz is proving what many of us have felt, which is that most players are just letting sub get away with murder and then claiming he's ok.
The threat of divekick means you can't use certain moves (reptile ball comes to mind), but once you STOP doing that, he can't do much with it. If you play a reactive game against sub, rather than trying to chase him down, his entire kit falls apart. For him to do any safe pressure it needs to be backed up by a kameo, and for him to do any kind of pressure that will open up a player who's labbed the match, it basically needs to be lao hat so you have the varied low/high mixup.
Dive kick is still good for punishing certain moves and checking their approach, but more people should be up blocking it when they're not already committed to a move.
Sub-Zero isn’t a solid zoner and he can’t force most players to come to him. He actually gets outzoned in a few matchups. Or punished for zoning in others.I definitely agree that people should be up blocking divekick more and some top players might be thinking Sub is fine for the wrong reasons. But that doesn't mean that Sub isn't good for other reasons, which seems to be the implication here if not outright said. While it's true that the way to counter a reactive punish character like Sub is to not give him openings, the opponent doing that doesn't make Sub fall apart. He's a solid zoner, especially with the right kameo, and can force most opponents to come to him, thus creating openings for punishing. If the opponent tries to do the same to him, he can punish with slide or divekick. And anything that ends in divekick gives you great oki, which is one of Sub's strongest areas. Or, if you hit with divekick, you can end with a safe jump setup for even better pressure, neither of which require low hat, though of course you can use that if you like.
Perhaps I'm misreading the nature of these posts, and if so, my apologies to Bulletz and others. I just hope we don't lose sight of Sub's strengths while discussing his negatives if the goal is to win with him.
I win most of my games by doing the things you're saying he can't do. I think if more people explored his zoning, counter zoning, and pressure on opponent's wake up, they'd have an easier time with him. I will say though, Sonya's square wave is a big part of why he can be such an effective zoner. Plus, her high damaging throw, which is better for strike/throw, leaves the opponent much closer than other kameo throws, which makes it easier to continue pressure. Our difference in opinion might just be as simple as which kameo we're playing.Sub-Zero isn’t a solid zoner and he can’t force most players to come to him. He actually gets outzoned in a few matchups. Or punished for zoning in others.
No one at a high level struggles to get in on Sub-Zero. The tricky part about fighting him is that he punishes counter poking/footsies pretty well and creates good traps.
Sub-Zero doesn’t have great oki either. You can just block on wake-up unless he has a kameo that offers him a mixup like Kung Lao. However grabbing can open up a strike throw game but people like to micro duck in this game.
It's because he's High Risk low reward. We're not saying he's unusable or he can't win. I win far more often online in KL than I do offline at locals with him, mostly because the vast majority of online players don't lab Sub matchup.I win most of my games by doing the things you're saying he can't do. I think if more people explored his zoning, counter zoning, and pressure on opponent's wake up, they'd have an easier time with him. I will say though, Sonya's square wave is a big part of why he can be such an effective zoner. Plus, her high damaging throw, which is better for strike/throw, leaves the opponent much closer than other kameo throws, which makes it easier to continue pressure. Our difference in opinion might just be as simple as which kameo we're playing.