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Strategy The Subzero tech/strat video thread

NRF CharlieMurphy

Kindergarten Meta
22 is definitely better for mid range footsies. But at point blank 21 can be equally effective.

LBSH 212 is much easier to hit confirm than 22 without a jump in punch.
not really. A HC is a HC. You are always confirm the hit one step ahead.
So in 2,1,2 there are two possible spots to HC (the initial 2 as well as the 1).... 2,2 there is just one ( the initial 2).
 

NRF CharlieMurphy

Kindergarten Meta
i need to copy pasta my response on MKU i suppose.

2,1 isn't really good in the corner. Like yous aid... to each his own... but 2,1,4 is safe by itself and can cause hesitation.
If you're player 1... the only thing you really need to worry about is armor against 2,1,2. It is when you're player 2 that things get dicey.
I'll go 2,1,4 and immediately 2,2 if they blocked everything. The sword tip still hits them and usually whiffing the 2 makes people charge in like a maniac. I don't really confirm much in the corner... I don't really have to. I don't clone after 2,1,4 hardly ever. So if the 4 hits... i just walk up a bit and wait.
I mean... SZ's corner game isn't rocket science.
 

NRF CharlieMurphy

Kindergarten Meta
you dont take jokes very well,do ya?

STB CharlieMurphy are we talking 21 or 212?212 gives you so much in the corner.

214 leaves you too damn - to throw that 22,try doing that vs jc,ermac,noob,etc and you'll regret doing so
dude... you'll regret doing 2,1,2 the first time a cage player exNut punches you for it.
as much as it gives you... it takes that much away.
Non of those characters can punish 2,1,4 by itself.
 

ryublaze

Noob
If I think my opponent's going to armor out then I use 214 clone or d4 clone. If they don't have meter then 212 clone.
 

Qwark28

Joker waiting room
dude... you'll regret doing 2,1,2 the first time a cage player exNut punches you for it.
as much as it gives you... it takes that much away.
Non of those characters can punish 2,1,4 by itself.
how the hell did you come to the conclusion that id ever use 212 vs anyone who can punish me for it?

smh being here since the beginning and still being told about jcs nutpunch
 

Seapeople

This one's for you
not really. A HC is a HC. You are always confirm the hit one step ahead.
So in 2,1,2 there are two possible spots to HC (the initial 2 as well as the 1).... 2,2 there is just one ( the initial 2).
Yeah I didn't mean to say that 22 isn't hit confirmable. 212 is just extremely easy to confirm and pretty much won't ever be missed.

you dont take jokes very well,do ya?
I think I missed the joke :(
 

Qwark28

Joker waiting room
Yeah I didn't mean to say that 22 isn't hit confirmable. 212 is just extremely easy to confirm and pretty much won't ever be missed.



I think I missed the joke :(
i was actually making fun of myself,not discrediting your discovery
 

NRF CharlieMurphy

Kindergarten Meta
how the hell did you come to the conclusion that id ever use 212 vs anyone who can punish me for it?

smh being here since the beginning and still being told about jcs nutpunch
because you just acted like it was the only thing to use....
I mean... you act like I don't know how much I get off of 2,1,2~clone in the corner.
The best thing to do against SZ is just let the 2 hit and watch the clone pop. It usually catches them off guard... and they don't have the containment. This happens alot to me.

I'm not trying to tell anyone how to play the character... but I mean... 2,2 is just as HC as 2,1,2 is. This game isn't hard to HC moves.
 

Qwark28

Joker waiting room
because you just acted like it was the only thing to use....
I mean... you act like I don't know how much I get off of 2,1,2~clone in the corner.
The best thing to do against SZ is just let the 2 hit and watch the clone pop. It usually catches them off guard... and they don't have the containment. This happens alot to me.

I'm not trying to tell anyone how to play the character... but I mean... 2,2 is just as HC as 2,1,2 is. This game isn't hard to HC moves.
if we gonna play the act game you act like ermac cant lift you,dont go to conclusions when i obviously meant that 212 gives way too much vs obviously allowing matchups

Why the fuck is the whole subzero community so damn uptight as if everyones trying to tear a piece of each other,were spread thin enough as it is
 

Qwark28

Joker waiting room
Ermac cannot punish 2,1,4. its -9 with pushback. IDK what you're talking about... there is clearly a disconnect.
I'm talking about the part of your post where you said you usually 22 right after

as you know it's impossible to use vs some matchups and just the whiffing can be punished in some
 

NRF CharlieMurphy

Kindergarten Meta
I'm talking about the part of your post where you said you usually 22 right after

as you know it's impossible to use vs some matchups and just the whiffing can be punished in some
yeah... i was just throwing out some personal quirky things I do.

I honestly have no idea if 2,1,4 puts you outside of lift range.

I think besides everything...... SZ has to deal with the most shit out of the cast.
 

Qwark28

Joker waiting room
yeah... i was just throwing out some personal quirky things I do.

I honestly have no idea if 2,1,4 puts you outside of lift range.

I think besides everything...... SZ has to deal with the most shit out of the cast.
it does but he can just whiff punish you

when i first visited my offline scene i was suprised at how nothing i ever whiffed was let off the hook,whiffing something is much more serious that actually doing it in their face because the startup+ duration frames show how much time they got to punish you,i usually slide pokes with this logic when i expect one.

sz is an all reads character,that hurts in the sense that if your reading is off even one time the opponent gains something and it's usually big
 

Seapeople

This one's for you
This is just a thought i had about Sub's xray cancel. Let me know if you guys think its too big of a waste of meter.
In the corner after b121, f4~xray cancel into 21. On hit it gives you a full combo & on block its a completely safe uninterruptible overhead check.
 
This is just a thought i had about Sub's xray cancel. Let me know if you guys think its too big of a waste of meter.
In the corner after b121, f4~xray cancel into 21. On hit it gives you a full combo & on block its a completely safe uninterruptible overhead check.
There is no reason to do it outside of the once in a lifetime opportunity where you will win the set with it.
 

Seapeople

This one's for you
Well I thought about it again...using f4~xray cancel is always worse than just using f4~freeze. If they block the f4~freeze you can breaker and still have one bar plus a meaty knockdown. So I definitely agree with Charlie2417, X-ray cancel is only for the chip-out.