Hello once again. As you all know, cryomancer and unbreakable subzero are lacking in the design department due to the grandmaster. Time to discuss some changes.
This is only for cryomancer so someone get started on one for unbreakable...
Changes:
-The last hit of 111 changed to an overhead
- mb hammer gets 2 hits of armor to make up for the slow start up with no push back if blocked...or increase the start up with more block disadvantage
-f122 changed to minus 6 or 7 on block
-f12 changed to plus 1 on block
Thats all i can think of. Let it begin
111 last hit being an OH won't fix much... I mean, it makes sense with the animation and it would allow you to mix it with Slide, but that's not really Cryo's problem. If it happens it's a good thing but I wouldn't prioritize it.
Additional armor on hammer would help dealing with pressure but I don't think something like that will happen honestly. Not a priority either as EX Burst is still a good option against faster moves, it won't lead to as much damage but it's a tool.
IMO (and I know I'm starting to sound like a broken record saying the same thing for months) Cryo's main problem is that it's a variation that is based on punishing... without tools to create punishing opportunities and a very linear, honest and predictable game.
Because variationless Sub-Zero overcompensates so much for GM having the klone with all of its utility and control, Cryo suffers a lot against characters with decent to good neutral and pressure (if good at both, it gets painful).
Main 2 things I'd like to see, so at least opponents need to respect him would be (if possible both, at least one):
- F122 last 2 hits (the sword ones) becoming a new string (F22 is available). Very simple change and they created new strings for characters like Kenshi recycling parts of existing strings, so it's perfectly viable.
With this Cryo gets a long range safe check/starter at a decent speed: SZs long range moves are on the second hit of his strings in general, making them really slow and not viable for neutral and footsies at all. It might not be on the level of some other characters in that department, but at least it would be something that the opponent needs to be aware of when approaching you.
- Air Hammer changes:
* Remove the armor breaking part. It only has a purpose in the corner, the reward for landing it isn't a big deal and there are more scenarios where you lose by using it. After your typical Hammer finisher in the corner NJP, NJK and even empty jump are all preferable options against someone that knows what he's doing so I couldn't care less about the armor breaking part because it hardly comes into play. I also want to tone the move down a bit in order to apply the other change.
* Make Air Hammer a full screen ground pound (unblockable full screen ground based attack) like other similar moves. With enough skill, instant air hammer would allow you to trick opponents and every now and then force a bad jump that you could punish with a slide o certain combos depending on the situation.
With this change, Air Hammer now becomes a part of Cryo's toolset rather than a gimmick filler move (something that a variation exclusive shouldn't be IMHO) with a completly different role and again, it helps with the "respect Cryo" department. With Air Hammer being so slow it isn't like it would be too powerful, but at least it would be a serviceable tool.
I think with both changes combined, Cryo still wouldn't be a top dog by a longshot, but at least he would be able to deal with some of his weaknesses and while pressure would still be problematic and you should keep your meter to get out of it, approaching Cryo to start that pressure wouldn't be such an easy cake anymore.