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General/Other - Sub-Zero Played MKX at Games14 - my thoughts (on Sub specifically + general info)

loogie

Noob
(Updated)

Hi fellow TYM members, and Sub players :)

Had the chance to play MKX at a games expo called (Games14 Sep11-12-13) here in Dubai, and I would like to share my experience on it with TYM and try to give some info on my fav ninja, Subby himself!
I will go over general game info first, and move to specifics - from what I saw, played, and experienced. Mind you, this is just a demo build things could change and I might also have not noticed things properly or missed to observe, or whatever.

General
- Game feels a lot faster than igau or mk9
- very smooth mechanics
- visuals looking great
- overall gameplay is fun and easy to learn
- running was giving me some trouble at first, so everytime I dash blocked I would get a run because dash cannot be cancelled and if you block while in the dash you go into run and next thing you know you are smack in the opp face. not sure about recovery from run, something to be explored further
- game had frame data for each move, easily accessible in the move list menu
- uppercuts hitting mid? looked like it. this felt strange for a lifelong MK fan. "oh I block your poke, now block my uppercut ..." gives a pushback on block
- jumping arc felt strange too, needs practice I guess. so jump in punches specially were not looking easy to connect, same for crossups... I don't think in my 4 hours of play I managed to land a single crossup punch
- I could not for the life of me get a wakeup attack to come out... I don't know if I was too slow or too fast, but wakeup attacks I couldn't pull off.
- jabs as anti-airs look viable
- NJK gave a hard knockdown I think
- (update) back dashes seem to have invincibility frames
- (update) some hits would trade, was happening alot i think
- (update) xray combos scaled so bad, to the tune of 25%... Sad
- (update) CAN COMBO poke to special

Now, lets get into Subby... and some of the other characters I gave a try
Sub-Zero
Universal moves include:
- Ice burst: db1 (only for Cryo / Grandmaster) (one of his best moves)
- Ice bomb: db1 + R2 (only for Cryo / Grandmaster) (pops opp up for juggle)
- Ice ball: df2 (ok speed projectile, not as fast as Cassie's or Kanos... kinda like Scorp and Raiden projectiles)
- Ice blast: df2 + R2 (faster than regular, freezes for longer)
- Slide: bf4 (almost travels full screen, not full though)
- Ice slide: bf4 + R2 (same distance travel as reg. has armor i think)
- Xray: deep freeze: R2 + L2 (can be held and released after 2-3 seconds, its a parry too)

Most of my time, I spend playing Grandmaster Sub as it is the most familiar to me from MK9, I also tried Cryo and Unbreakable for a couple of games. Cryo never felt right to me, it was not very "Sub-like" so I felt it was too different and given the time I had, and the long Qs behind, I always went for Grandmaster.
Unbreakable felt really fun, in this version his ice burst move is gone and instead for db1 he gets an iced body armor which reduces damage. by how much, I don't know exactly. his parry is very good, very very fast startup and freezes opp in air if they jumping forward and you pop the parry, gives a free juggle then. I found this more useful then any other anti air I was seeing with Sub.
Now onto Grandmaster Sub
Got some gripes and some yays for his Ice Clone... (again, I don't know how much of it will stay in the final build or how much of it I really observed correctly, but I did my best).
- Cancelling from a normal, poke, or a string into ice clone ALWAYS gives the same model of the ice clone, a standing Sub statue, even if you cancel a d4 into it. so, not sure if this is good or bad. I don't know the hitbox of an ice clone exactly in mkx to be able to tell if its a nerf or something from mk9 cancelled clones.
- startup on clone does not look too good, I could not clone in time when an opp was jumping forward even when it was a read ... I was getting hit as the clone was coming out. this is an MK9 thing we had with Sub. he always used to get hit.
- recovery on clone was looking really good, better than mk9... so after cancelling into clone from a normal or a string, I was able to block instantly I think. wasn't getting punished. this is really good, as it makes strings completely safe.
- got hit by an uppercut at point blank range when my clone was out and opp was in the corner ... that was a WTF moment there...
- (update) NO AIR CLONE
- (update) Throwing Ice Clones on Opp seems good, the hitbox is quite big and does like 10% damage. The clone does not reach full screen when thrown, just about 2/3 of the field but has a big arc and opp can forget about jumping forward, they get hit. Has to block.

A very good (new move) that Sub is given in his Cryo and GM variations is the ice burst, in which Sub pounds the ground... this move was my favourite, to get people off you. just poke and cancel to it. lowers his hitbox - on block gives a slight pushback - on hit opp is sent away to around midscreen distance. the ex version was popping the opp up in the air for a juggle combo.

Sub walk speed looked OK, not too slow not too fast ... was good enough for me. I think DVorah had the best walkspeed if I'm not wrong and Kotal had the slowest.

(Update)
D4 has decent range
D3 sucked, he doesnt even duck he does like a sweep hit standing, ugly

GM Sub had the following strings, and I will talk about one in particular more than the rest.
Frosty: 11
Hailstone: 112 (gives hard knockdown)
Permafrost: 114
Black Ice: 12
Ice Age: f12
Tundra: 123
Snow fall: b12
Cold punish: 24
Ice pain: 242 (grants a juggle)
Ices Up: b33
Cold encounter: b33d4
Below freezing: f33
.... (don't know the name): f42
.... : f42, 1+3 (grabs them even in juggle state)

The last two strings were my favorite. the f42 hits overhead I think and can be hit confirmed into ice ball to follow with combo of choice. if you decide to do a f42, 1+3 on hit he grabs them and throws switching sides ... this is good if you want to change sides.
the f42 strings on hit pushes them towards the corner as it travels almost midscreen distance.. so I found myself doing: f42 ice ball and follow with another f42 into slide and they are in the corner already (well almost).
on block, you cancel the second hit of the f42 into clone or ice burst to make it safe. but the burst does not reach the opp in this situation. so better do a clone.

(Update) F42 registered as a 23 frame startup, and +26 cancellable , -19 on block but i guess you should nvr just do a naked f42 without clone at the end on block. Make it safe.
The 1+3 at the end is like a command grab, i think i could grab them with it if they block the f42. You can also use this in juggle combos and he still grabs them from the air. For Cryo Sub, the grab in this string becomes the dagger stabs thingy... Cool.


Overall GM looked like very zone heavy...

I will update this thread further tomorrow when I go for my day 3 of the expo ...

(Update)
Other characters:
- Cassie, hate her already. Has pistol shots, pretty quick. Can do them in air. Kept shattering my clone... Reminds me of DS
- Ferra/Torr, fun. I used vicious var i think, he can 'zone'? Worth some time with this char.
- Kano, you literally get 10 minutes to punish a blocked canon ball... Slo mo in the air that thing.

Well... Thats all folks :)

@Qwark28

If anyone wants me to check something specific, just write back.

Cheers
 
Last edited:

G4S KT

Gaming4Satan Founder
from the footage I've seen, subz full walk speed is slower than the start up animation of walking, similar to Kenshi's famous crab walk.

In fact, the start up of it looks the fastest with the most distance of all the characters revealed so far.

Any comment on that aspect?

PS. how is subz uppercut?

PPS. do you remember the start up frames of his f42 string?
 

loogie

Noob
from the footage I've seen, subz full walk speed is slower than the start up animation of walking, similar to Kenshi's famous crab walk.

In fact, the start up of it looks the fastest with the most distance of all the characters revealed so far.

Any comment on that aspect?

PS. how is subz uppercut?

PPS. do you remember the start up frames of his f42 string?
Will check the walk speed again tmrw and update you.

Cryo Subs uppercut was really good, it was an upward sword slash with big hitbox...

The f42, ill get you the frame data for it
 

NB Semi Evil Ryu

Former Sub-Zero of the Midwest (2011 - 2015)
"Unbreakable felt really fun, in this version his ice burst move is gone and instead for db1 he gets an iced body armor which reduces damage. by how much, I don't know exactly. his parry is very good, very very fast startup and freezes opp in air if they jumping forward and you pop the parry, gives a free juggle then. I found this more useful then any other anti air I was seeing with Sub."

omg....if this sticks around in the final version, the meta that this will cause will be INSANE.

"Will he or will he not empty jump?"
 

MKF30

Fujin and Ermac for MK 11
One thing I dont get I know it's early and everyone's write up early is a bit different, but why would they bring back AA jabs if the jumping arch is weirder/different etc and at least according to this guy, practically makes cross up pressure irrelevant? I hope AA jabs are really hard to connect cause won't lie that shit was annoying in some past MK's. I'd rather everyone had an AA special move than get a full combo off an AA lucky jab. Just my opinion on that. If jumping sucks and AA jabs are indeed back in this game, i'm going to zone and turtle even more in MK X than I did in MK 9. lol. But guess time will tell...

Kabal was already dead in the final build. Non existent.
Ah I thought so :p
 

Flagg

Noob
I don't suppose you happen to notice if you can combo d1 into specials like in Injustice or can the special be blocked like in MK 9?