Dark_Rob
Champion
1 = Front punch (PS3 square, Xbox X)
2 = Back punch (PS3 triangle, Xbox Y)
3 = Front kick (PS3 X, Xbox A)
4 = Back kick (PS3 circle, Xbox B)
F = Forward
B = Backward
D = Down
U = Up
jip = Jump-in-punch
njp = Neutral-jump-punch
jk = Jumpkick
AA = Anti Air (hitting your opponent out of the air while you are on the ground)
a2a = Air-to-air (hitting your opponent out of the air while you are also in the air)
~ = Cancel into a special
, = Slight pause
(input in parenthesis) = Whiff this move on purpose
224~slide = 23%
22~freeze, jip b121 = 26%
22~freeze, jip 214~slide = 30%
Midscreen Xray:
224~Xray = 44%
22~freeze, jip 214~Xray = 46%
Midscreen-to-wall (1 bar):
224~ex freeze, (b1)2, 214~slide = 41%
224~ex freeze, (b1)2, 214 = ???
224~ex freeze, (b1)2, 222 = ???
Wall Meterless:
224~freeze, 222 = 25%
224~freeze, 4, 222 = 30%
224~freeze, 4, 214 = 32%
224~freeze, 4, 214~slide = 37%
224~freeze, (b1)2, 214~slide = 38%
Wall Xray:
224~freeze, 4, 214~Xray = 49%
224~freeze, (b1)2, 214~Xray = 53%
Midscreen Meterless:
214~slide = 26%
212~freeze, (b1)2, 22~slide = 29%
212~freeze, deep jumpkick, 22~slide = 29%
212~freeze, *dash*, deep jumpkick, slide = 26% + reverses positions
Midscreen Xray:
214~Xray = 48%
212~freeze, (b1)2, 22~Xray = 41%
Wall Meterless:
212~freeze, 222 = 25%
212~freeze, 11, 222 = 28%
212~freeze, 4, 222 = 29%
212~freeze, 224~slide = 30%
212~freeze, (b1)2, 224~slide = 33%
214~freeze, (b4), 222 = 28%
214~freeze, (neutral jump), 222 = 28%
214~freeze, 4, 222 = 33%
214~freeze, 4, 224~slide = 38%
Wall Xray:
212~freeze, (b1)2, 224~Xray = ???
214~freeze, 4, 224~Xray = 53%
b12~freeze, jip b121 = 28%
b12~freeze, jip 214~slide = 33%
Midscreen Xray:
b12~freeze, jip 214~Xray = 50%
Wall Meterless:
b12~freeze, njp, njp, b12, 214~slide = 38%
b12 ~ freeze, jip, b121 = 28%
f4~freeze, jip b121 = 26%
Midscreen Xray:
f4~freeze, jip 214~Xray = 48%
Wall Meterless:
f4~freeze, njp, njp, b12, 214~slide = 35%
f4 ~ freeze, jip, b121 = 26%
Full charged b2, b12, 212~slide = 35%
Full charged b2, 1, b12, 212~slide = 37%
Full charged b2, (b1)2, 214~slide = 38%
Midscreen Xray:
Full charged b2, b12, 214~Xray = 50%
Full charged b2, (b1)2, 214~Xray = 54%
Wall Meterless:
Full charged b2, njp, b12, 214~slide = 41%
Wall Xray:
Full charged b2, njp, b12, 214~Xray = 54%
Freeze, jip b121 = 20%
Freeze, jip 214~slide = 25%
Midscreen Xray:
Freeze, jip 214~Xray = 43%
Ex slide, (b1)2, 212~slide = 30%
Wall ex slide into clone:
Ex slide, 4, 214~slide = 33%
Ex slide, 4, 214 = 28%
Ex slide, 4, 222 = 25%
Ex slide, 11, 214~slide = 32%
Ex slide, 11, 214 = 27%
Ex slide, 11, 222 = 24%
Ex slide, 21, 222 = 25%
Wall slide into clone (character specific):
Slide, b12, 214~slide = 36%
Slide, b12, 214~Xray = ???
Wall jumpkick into clone:
Jumpkick, (b1)2, 214~slide = 31%
Jumpkick, (b1)2, 214 = 25%
Jumpkick, (b1)2, 222 = 21%
Jumpkick, (b1)2, 214~Xray = 48%
Wall combos using (21)2~clone:
*When the first two hits of 212 are blocked and the third hit connects, your opponent may get frozen by the clone.
(21)2~clone, (b1)2, 214~slide = 29%
(21)2~clone, (b1)2, 214 = 24%
(21)2~clone, (b1)2, 222 = 21%
(21)2~clone, 222 = ???
(21)2~clone, (b1)2, 214~Xray = 43%
Ending corner combos with 214 gives you enough time to put out a clone and still have time to block unless the opponent tech rolls into a fast advancing wakeup attack.
When putting out a clone after certain combos, the clone can be placed so close to the opponent that it creates a "clone trap". In this situation the opponent's options become very limited and you can potentially knock them back into the clone with either a jumpkick or ex slide. Here's a list of ways this can be set up:
Ex slide isn't reliable or doesn't work at all:
d1~clone
Close proximity d4~clone
Ex slide into the clone, 21, 222 = 25%
Deep jumpkick 21, d1~clone, 222 = 23% (Jumpkicks are somewhat inconsistent)
Jumpkicks aren't reliable or don't work at all:
(21)~clone
Ex slide into the clone, 11, 222 = 24%
Both ex slide and jumpkicks are reliable:
(212)~clone
212~freeze, 222 = 25%
224~freeze, 222 = 25%
224~freeze, 4, 214 = 32%
214~freeze, (b4), 222 = 28%
214~freeze, (neutral jump), 222 = 28%
Ex slide into the clone, 4, 214 = 28%
Ex slide into the clone, 11, 214 = 27%
Jumpkick into the clone, (b1)2, 214 = 25%
Anti air 22~freeze, 222 = 14%
Midscreen Anti Air:
22~freeze, (b1)2, 212~slide = 22%
22~freeze, b12, 212~slide = 23%
22~freeze, (b1)2, 212~Xray = 34%
AA ice clone/freeze, njp, b12, 212~slide = 26%
AA ice clone/freeze, (b1)2, 214~slide = 25%
AA ice clone/freeze, b12, 212~slide = 22%
AA ice clone/freeze, 1, 214~slide = 21%
d4~ex freeze, (b1)2, 212~slide = 27%
d4, 212~slide = 21%
Wall Anti Air:
22~freeze, (b1)2, 214~slide = 23%
22~freeze, (b1)2, 222 = 17%
22~freeze, 214~slide = ???
22~freeze, 222 = 14%
21, 22~freeze, 222 = 20%
AA ice clone/freeze, njp, b12, 214~slide = 28%
AA ice clone/freeze, njp, b12, 214 = 23%
AA ice clone/freeze, njp, b12, 222 = 20%
Midscreen Air-to-air:
a2a, Slide = 9%
a2a, d4~slide = 11%
a2a, 22~slide = 13%
a2a, 21~freeze, (b1)2, 22~slide = 17%
Wall Air-to-air:
a2a, 22~freeze, (b1)2, 214~slide = 21%
a2a, 22~freeze, (b1)2, 222 = 16%
a2a, 22~freeze, 214~slide = 19%
a2a, 22~freeze, 222 = 14%
a2a, 214~freeze, 222 = 20%
Midscreen NJP:
njp, 212~freeze, (b1)2, 22~slide = ???
njp, b12, 212~slide = 29%
njp, 1, b12, 212~slide = 31%
Wall NJP:
njp, b12, 214~slide = 31%
njp, b12, 222 = ???
Midscreen Deep Jumpkick:
jk 22~slide = 20%
jk 22~ex freeze, (b1)2, 212~slide = 32%
Wall Deep Jumpkick:
jk 212~freeze, 222 = 27%
jk 212~freeze, 1, 222 = 28%
jk 212~freeze, 11, 222 = 29%
jk 212~freeze, 224~slide = ???
jk 212~freeze, 1, 224~slide = 32%
jk 21, d1~clone, 222 = 23%
-Xray is one of the best choices here. The damage can be highly scaled in certain combos however, so make sure you get your money's worth out of it.
-Freezing your opponent twice will cause 5% unbreakable damage. This damage gets scaled during combos or after an air freeze.
-If you ever hit your opponent with a full charged b2, you can follow it up with a freeze for 17% or an Xray for 40%.
-You can time a full charged b2 after a freeze to where it will hit the opponent right as they become unfrozen. If the opponent doesn't press any buttons they won't be refrozen but will still eat the initial damage. They can also armor out of this set up but will still eat the initial damage. So after a freeze Sub Zero can get at least 11% guaranteed unbreakable damage.
-If your opponent almost has a breaker, you can cut your combo short by using b12, uncharged b2, or a raw jump-in-punch. All of these options leave you at enough advantage for a guaranteed throw attempt or chip damage.
-Using 212, 214, or 224 on block into an Xray cancel leaves you at enough advantage for another guaranteed blockstring for more chip damage. Since most people tend to hold block in this situation, you can usually get away with a throw attempt.
Duck under instant 3, then 212~freeze into combo of choice.
Block the delayed 3, 2, or 4 on reaction. If you read that he will use this you can quickly punish it with 22~freeze.
Ball/roll animations (excluding Mileena's roll):
f4~freeze into combo of choice.
Mileena's roll (midscreen):
1, 212~freeze, (b1)2, 22~slide = 25%
b12, 214~slide = 29%
Mileena's teleport:
*Make sure you block while standing.
212~freeze, (b1)2, 22~slide = 25%
Mileena's ex teleport:
*Stand block the first hit and crouch block the second hit.
Without meter: d4~slide = ???
With meter: d4~ex freeze, (b1)2, 212~slide = 27%
If you think she will throw an air sai you can duck it and then 212~freeze, (b1)2, 22~slide = 25%
Scorpion's ex teleport:
d4~freeze, (b1)2, 212~slide = 23%
Crouch the first hit then 22~freeze into combo of choice
Cyrax/Cyber Sub Zero teleports:
212~freeze, (b1)2, 22~slide = 25%
Kitana's square wave:
Slide or 212~freeze depending on the distance
2 = Back punch (PS3 triangle, Xbox Y)
3 = Front kick (PS3 X, Xbox A)
4 = Back kick (PS3 circle, Xbox B)
F = Forward
B = Backward
D = Down
U = Up
jip = Jump-in-punch
njp = Neutral-jump-punch
jk = Jumpkick
AA = Anti Air (hitting your opponent out of the air while you are on the ground)
a2a = Air-to-air (hitting your opponent out of the air while you are also in the air)
~ = Cancel into a special
, = Slight pause
(input in parenthesis) = Whiff this move on purpose
22 Starter
Midscreen Meterless:224~slide = 23%
22~freeze, jip b121 = 26%
22~freeze, jip 214~slide = 30%
Midscreen Xray:
224~Xray = 44%
22~freeze, jip 214~Xray = 46%
Midscreen-to-wall (1 bar):
224~ex freeze, (b1)2, 214~slide = 41%
224~ex freeze, (b1)2, 214 = ???
224~ex freeze, (b1)2, 222 = ???
Wall Meterless:
224~freeze, 222 = 25%
224~freeze, 4, 222 = 30%
224~freeze, 4, 214 = 32%
224~freeze, 4, 214~slide = 37%
224~freeze, (b1)2, 214~slide = 38%
Wall Xray:
224~freeze, 4, 214~Xray = 49%
224~freeze, (b1)2, 214~Xray = 53%
21 Starter
Midscreen Meterless:
214~slide = 26%
212~freeze, (b1)2, 22~slide = 29%
212~freeze, deep jumpkick, 22~slide = 29%
212~freeze, *dash*, deep jumpkick, slide = 26% + reverses positions
Midscreen Xray:
214~Xray = 48%
212~freeze, (b1)2, 22~Xray = 41%
Wall Meterless:
212~freeze, 222 = 25%
212~freeze, 11, 222 = 28%
212~freeze, 4, 222 = 29%
212~freeze, 224~slide = 30%
212~freeze, (b1)2, 224~slide = 33%
214~freeze, (b4), 222 = 28%
214~freeze, (neutral jump), 222 = 28%
214~freeze, 4, 222 = 33%
214~freeze, 4, 224~slide = 38%
Wall Xray:
212~freeze, (b1)2, 224~Xray = ???
214~freeze, 4, 224~Xray = 53%
B12 Starter
Midscreen Meterless:b12~freeze, jip b121 = 28%
b12~freeze, jip 214~slide = 33%
Midscreen Xray:
b12~freeze, jip 214~Xray = 50%
Wall Meterless:
b12~freeze, njp, njp, b12, 214~slide = 38%
b12 ~ freeze, jip, b121 = 28%
F4 Starter
Midscreen Meterless:f4~freeze, jip b121 = 26%
Midscreen Xray:
f4~freeze, jip 214~Xray = 48%
Wall Meterless:
f4~freeze, njp, njp, b12, 214~slide = 35%
f4 ~ freeze, jip, b121 = 26%
B2 Starter
Midscreen Meterless:Full charged b2, b12, 212~slide = 35%
Full charged b2, 1, b12, 212~slide = 37%
Full charged b2, (b1)2, 214~slide = 38%
Midscreen Xray:
Full charged b2, b12, 214~Xray = 50%
Full charged b2, (b1)2, 214~Xray = 54%
Wall Meterless:
Full charged b2, njp, b12, 214~slide = 41%
Wall Xray:
Full charged b2, njp, b12, 214~Xray = 54%
Naked Freeze
Midscreen Meterless:Freeze, jip b121 = 20%
Freeze, jip 214~slide = 25%
Midscreen Xray:
Freeze, jip 214~Xray = 43%
Ice Clone Combos
Midscreen ex slide into clone:Ex slide, (b1)2, 212~slide = 30%
Wall ex slide into clone:
Ex slide, 4, 214~slide = 33%
Ex slide, 4, 214 = 28%
Ex slide, 4, 222 = 25%
Ex slide, 11, 214~slide = 32%
Ex slide, 11, 214 = 27%
Ex slide, 11, 222 = 24%
Ex slide, 21, 222 = 25%
Wall slide into clone (character specific):
Slide, b12, 214~slide = 36%
Slide, b12, 214~Xray = ???
Wall jumpkick into clone:
Jumpkick, (b1)2, 214~slide = 31%
Jumpkick, (b1)2, 214 = 25%
Jumpkick, (b1)2, 222 = 21%
Jumpkick, (b1)2, 214~Xray = 48%
Wall combos using (21)2~clone:
*When the first two hits of 212 are blocked and the third hit connects, your opponent may get frozen by the clone.
(21)2~clone, (b1)2, 214~slide = 29%
(21)2~clone, (b1)2, 214 = 24%
(21)2~clone, (b1)2, 222 = 21%
(21)2~clone, 222 = ???
(21)2~clone, (b1)2, 214~Xray = 43%
Corner Clone Traps
Ending corner combos with 222 gives you enough time to put out a clone and still be able to block every wakeup attack in the game.Ending corner combos with 214 gives you enough time to put out a clone and still have time to block unless the opponent tech rolls into a fast advancing wakeup attack.
When putting out a clone after certain combos, the clone can be placed so close to the opponent that it creates a "clone trap". In this situation the opponent's options become very limited and you can potentially knock them back into the clone with either a jumpkick or ex slide. Here's a list of ways this can be set up:
Ex slide isn't reliable or doesn't work at all:
d1~clone
Close proximity d4~clone
Ex slide into the clone, 21, 222 = 25%
Deep jumpkick 21, d1~clone, 222 = 23% (Jumpkicks are somewhat inconsistent)
Jumpkicks aren't reliable or don't work at all:
(21)~clone
Ex slide into the clone, 11, 222 = 24%
Both ex slide and jumpkicks are reliable:
(212)~clone
212~freeze, 222 = 25%
224~freeze, 222 = 25%
224~freeze, 4, 214 = 32%
214~freeze, (b4), 222 = 28%
214~freeze, (neutral jump), 222 = 28%
Ex slide into the clone, 4, 214 = 28%
Ex slide into the clone, 11, 214 = 27%
Jumpkick into the clone, (b1)2, 214 = 25%
Anti air 22~freeze, 222 = 14%
Aerial Combos
*Anytime you anti air with 2~freeze rather than 22~freeze the combo will do 1% more damage.Midscreen Anti Air:
22~freeze, (b1)2, 212~slide = 22%
22~freeze, b12, 212~slide = 23%
22~freeze, (b1)2, 212~Xray = 34%
AA ice clone/freeze, njp, b12, 212~slide = 26%
AA ice clone/freeze, (b1)2, 214~slide = 25%
AA ice clone/freeze, b12, 212~slide = 22%
AA ice clone/freeze, 1, 214~slide = 21%
d4~ex freeze, (b1)2, 212~slide = 27%
d4, 212~slide = 21%
Wall Anti Air:
22~freeze, (b1)2, 214~slide = 23%
22~freeze, (b1)2, 222 = 17%
22~freeze, 214~slide = ???
22~freeze, 222 = 14%
21, 22~freeze, 222 = 20%
AA ice clone/freeze, njp, b12, 214~slide = 28%
AA ice clone/freeze, njp, b12, 214 = 23%
AA ice clone/freeze, njp, b12, 222 = 20%
Midscreen Air-to-air:
a2a, Slide = 9%
a2a, d4~slide = 11%
a2a, 22~slide = 13%
a2a, 21~freeze, (b1)2, 22~slide = 17%
Wall Air-to-air:
a2a, 22~freeze, (b1)2, 214~slide = 21%
a2a, 22~freeze, (b1)2, 222 = 16%
a2a, 22~freeze, 214~slide = 19%
a2a, 22~freeze, 222 = 14%
a2a, 214~freeze, 222 = 20%
Midscreen NJP:
njp, 212~freeze, (b1)2, 22~slide = ???
njp, b12, 212~slide = 29%
njp, 1, b12, 212~slide = 31%
Wall NJP:
njp, b12, 214~slide = 31%
njp, b12, 222 = ???
Midscreen Deep Jumpkick:
jk 22~slide = 20%
jk 22~ex freeze, (b1)2, 212~slide = 32%
Wall Deep Jumpkick:
jk 212~freeze, 222 = 27%
jk 212~freeze, 1, 222 = 28%
jk 212~freeze, 11, 222 = 29%
jk 212~freeze, 224~slide = ???
jk 212~freeze, 1, 224~slide = 32%
jk 21, d1~clone, 222 = 23%
Unbreakable Combos
Sub Zero's unbreakable options are somewhat limited.-Xray is one of the best choices here. The damage can be highly scaled in certain combos however, so make sure you get your money's worth out of it.
-Freezing your opponent twice will cause 5% unbreakable damage. This damage gets scaled during combos or after an air freeze.
-If you ever hit your opponent with a full charged b2, you can follow it up with a freeze for 17% or an Xray for 40%.
-You can time a full charged b2 after a freeze to where it will hit the opponent right as they become unfrozen. If the opponent doesn't press any buttons they won't be refrozen but will still eat the initial damage. They can also armor out of this set up but will still eat the initial damage. So after a freeze Sub Zero can get at least 11% guaranteed unbreakable damage.
-If your opponent almost has a breaker, you can cut your combo short by using b12, uncharged b2, or a raw jump-in-punch. All of these options leave you at enough advantage for a guaranteed throw attempt or chip damage.
-Using 212, 214, or 224 on block into an Xray cancel leaves you at enough advantage for another guaranteed blockstring for more chip damage. Since most people tend to hold block in this situation, you can usually get away with a throw attempt.
Character-Specific Punishes
Kung Lao's teleport:Duck under instant 3, then 212~freeze into combo of choice.
Block the delayed 3, 2, or 4 on reaction. If you read that he will use this you can quickly punish it with 22~freeze.
Ball/roll animations (excluding Mileena's roll):
f4~freeze into combo of choice.
Mileena's roll (midscreen):
1, 212~freeze, (b1)2, 22~slide = 25%
b12, 214~slide = 29%
Mileena's teleport:
*Make sure you block while standing.
212~freeze, (b1)2, 22~slide = 25%
Mileena's ex teleport:
*Stand block the first hit and crouch block the second hit.
Without meter: d4~slide = ???
With meter: d4~ex freeze, (b1)2, 212~slide = 27%
If you think she will throw an air sai you can duck it and then 212~freeze, (b1)2, 22~slide = 25%
Scorpion's ex teleport:
d4~freeze, (b1)2, 212~slide = 23%
Crouch the first hit then 22~freeze into combo of choice
Cyrax/Cyber Sub Zero teleports:
212~freeze, (b1)2, 22~slide = 25%
Kitana's square wave:
Slide or 212~freeze depending on the distance
Using b121:
Ending combos with b121 is often one of the best options because it causes a standing reset and leaves you at +24 frame advantage for a variety of follow-ups:
-You can get a guaranteed blockstring for up to 5% chip damage + meter building. You're at so much advantage that all of your strings which would normally hit high will now hit mid if timed correctly.
-You can get a guaranteed throw attempt for 12% extra damage. If timed correctly, the throw can't be escaped by jumping, crouching or using armor. The only way out is to tech the throw.
-B121 also keeps the opponent grounded which is very useful at times when you don't want the opponent to have access to an air breaker.
Credit for Combo thread rework and listing of only the most efficient combos goes to Seapeople