What do you think would be Sub-Zero's best Kustom variation and why?
how do you go about setting up the ice trap? 99% of my time is spent in kompetative but would love to lab some stuff for kasualsBy far, Sub-Zero's most potent kustom variation consists of Rising Ice and the Ice Trap. The Rising Ice alone maximizes his mid-screen damage, but then along with the Ice Trap, he becomes Grandmaster 2.0 without the limit of being in the corner. With that variation, I do Ice Trap setup combos that create a 33/33/33 mix-up mid-screen.
You do any of Sub's openers into iceball, and then do B32-Ex Rising Ice, then wait slightly and then do B2-Ice Trap. You and the opponent will recover at roughly the same time with an ice trap between you, which allows you to dash up and do low/overhead/throw.how do you go about setting up the ice trap? 99% of my time is spent in kompetative but would love to lab some stuff for kasuals
This is an excellent question! If you want tremendous damage mid-screen off a setup and a bona fide way to stop people from rushing you down to death, the Arctic Trap is ideal.Curious if anyone's found any obvious reason to choose one of these moves vs. the other:
Arctic Trap vs. Ground Ice
Rising Ice vs. Kreeping Ice
And if either of the ones in the first pair combines especially well with either of the ones in the second pair.
That is my exact combination. It is very good at stopping opponents from rushing you down as long as you set it up safely. What I do is I hit any of Sub's combo starters into iceball, then I do J2, B32-Ex Rising Ice. Once the opponent is airborne, then I do B2-Arctic Trap. This will put the trap right between you and your opponent, making them either block in place or retreat, which allows for a backward throw or an Ex-Slide respectively. You could also still do your 50/50 if the opponent isn't moving away.Artic trap plus rising ice works in theory because if you catch someone jumping you might be able to do more damage with meter, but need more match exp...personally...