RM Ree
Shiba Tamer
This thread's aim is to take an in-depth look at Cyber Sub-Zero's corner set-ups. I'll post a video first, and then follow with a break down. If you can't keep your opponent from jumping out, waking up, poking, etc., please read on. This is not a be all end all, there are many more options to be explored. Let's talk about them here to complete the thread and further the Fridge's meta.
To be completely transparent, all of these set-ups are beatable by most armored wake-ups (but that's a different discussion). The key is to mix these in with blocking, baiting and pressure while getting a feel for your opponents preferred method of escape, then proceed smartly for the remainder of your matches, adapting.
A word about HKD vs Splat; tech rolling a splat causes the opponent to suffer from more disadvantage than if they were to wake-up normally. However, many players tend to botch the timing on a wake-up action and end up triggering a tech roll anyway. This means CSZ may occasionally have extra time to perform set-up actions. Don't rely on it, just be aware that there is some execution, or rather restraint, involved.
A word about Wake Up Attacks; there are actually multiple windows in which an opponent may input a wake-up command, some earlier and some later. This changes the timing of wake-up attacks slightly, and will be discussed later. This window comes very close to overlapping with the "tech roll" window, mentioned earlier. Point being opponents attempting wake-up actions may trigger a tech roll instead, giving an extra advantage to CSZ.
Combo Used - F13 xx Ice Ball, DS, B3U4 xx FDK, F43 xx CDK, NJP, F2 ~ bomb - 24%
These examples will refer to practice mode resets as "revolutions." Be sure to watch the inputs from the player 2 side and I (the human player) will be exploring defensive options vs. a recorded set-up. This is to keep timing consistent.
B3D4
Revolution 1: Wake-up Slide (9f) beats b3 if performed as early as possible.
Revolution 2: Wake-up Slide is stuffed by b3 when performed too late, all though still registering as a "wake -up" shown in the bottom right. Follow up combo included to show the severity of opponents mistake.
Revolution 3: Neutral jump is caught by b3, but not frozen by bomb. Note that these instances can be character specific.
Revolution 4: Forward jump is caught by b3 AND frozen by bomb allowing for a follow-up combo.
Revolution 5: Backward jump, same result as above.
Notes: B3D4 is best used when you predict your opponent will use delayed wake-ups. It's also effective against opponent with slower/ no wake-up options. Pair with MB Cryo Bomb to assure you catch opponents jumping out. This set-up is technically puishable if blocked.
F43
Revolution 1: F43 stuffs 9f Slide wake-up. Follow up combo included to show the severity of opponents mistake.
Revolution 2: F43 stuffs the neutral jump before it even gets off the ground, freezing the opponent.
Revolution 3: Forward jump, same result as above.
Revolution 4: Backward jump, same result as above.
Notes: F43 xx CDK best used on opponents waking up normally, and is extremely hard to block. But delayed wake-up beats this set-up clean. F43 does whiff on some blocking opponents, but it seems distance based... Pretty annoying. Opponents attempting to neutral duck F43 will not get out before bomb detonates, giving CSZ slight frame advantage. Hit/ block confirm this string so you know to use dive kick or not. You could also auto pilot MB Dive Kick to combo into bomb regardless.
F13 xx DS
Revolution 1: WU slide beats F13 (via low profile, not speed).
Revolution 2: F13 beats neutral jump before it can get off the ground, comboing into bomb.
Revolution 3: F13 catches jump out, comboing into bomb.
Revolution 4: B-jump, same result as above.
Revolution 5: Opponent is able to d1, low profiling the set-up.
Notes: F13 xx DS is a fast, easy set-up to keep the opponent guessing. F13 WILL ONLY COMBO WHEN SPECIAL CANCELLED (dud bomb, drone summon, etc). If blocked, opponent is at slight advantage. Easily interchangeable with F1... Tic Throw.
21... Tic Throw
Revolution 1: Slide beats 21 (low profile).
Revolution 2, 3 and 4: 21 stuffs neutral, forward and backward jump.
To be completely transparent, all of these set-ups are beatable by most armored wake-ups (but that's a different discussion). The key is to mix these in with blocking, baiting and pressure while getting a feel for your opponents preferred method of escape, then proceed smartly for the remainder of your matches, adapting.
A word about HKD vs Splat; tech rolling a splat causes the opponent to suffer from more disadvantage than if they were to wake-up normally. However, many players tend to botch the timing on a wake-up action and end up triggering a tech roll anyway. This means CSZ may occasionally have extra time to perform set-up actions. Don't rely on it, just be aware that there is some execution, or rather restraint, involved.
A word about Wake Up Attacks; there are actually multiple windows in which an opponent may input a wake-up command, some earlier and some later. This changes the timing of wake-up attacks slightly, and will be discussed later. This window comes very close to overlapping with the "tech roll" window, mentioned earlier. Point being opponents attempting wake-up actions may trigger a tech roll instead, giving an extra advantage to CSZ.
Combo Used - F13 xx Ice Ball, DS, B3U4 xx FDK, F43 xx CDK, NJP, F2 ~ bomb - 24%
These examples will refer to practice mode resets as "revolutions." Be sure to watch the inputs from the player 2 side and I (the human player) will be exploring defensive options vs. a recorded set-up. This is to keep timing consistent.
B3D4
Revolution 1: Wake-up Slide (9f) beats b3 if performed as early as possible.
Revolution 2: Wake-up Slide is stuffed by b3 when performed too late, all though still registering as a "wake -up" shown in the bottom right. Follow up combo included to show the severity of opponents mistake.
Revolution 3: Neutral jump is caught by b3, but not frozen by bomb. Note that these instances can be character specific.
Revolution 4: Forward jump is caught by b3 AND frozen by bomb allowing for a follow-up combo.
Revolution 5: Backward jump, same result as above.
Notes: B3D4 is best used when you predict your opponent will use delayed wake-ups. It's also effective against opponent with slower/ no wake-up options. Pair with MB Cryo Bomb to assure you catch opponents jumping out. This set-up is technically puishable if blocked.
F43
Revolution 1: F43 stuffs 9f Slide wake-up. Follow up combo included to show the severity of opponents mistake.
Revolution 2: F43 stuffs the neutral jump before it even gets off the ground, freezing the opponent.
Revolution 3: Forward jump, same result as above.
Revolution 4: Backward jump, same result as above.
Notes: F43 xx CDK best used on opponents waking up normally, and is extremely hard to block. But delayed wake-up beats this set-up clean. F43 does whiff on some blocking opponents, but it seems distance based... Pretty annoying. Opponents attempting to neutral duck F43 will not get out before bomb detonates, giving CSZ slight frame advantage. Hit/ block confirm this string so you know to use dive kick or not. You could also auto pilot MB Dive Kick to combo into bomb regardless.
F13 xx DS
Revolution 1: WU slide beats F13 (via low profile, not speed).
Revolution 2: F13 beats neutral jump before it can get off the ground, comboing into bomb.
Revolution 3: F13 catches jump out, comboing into bomb.
Revolution 4: B-jump, same result as above.
Revolution 5: Opponent is able to d1, low profiling the set-up.
Notes: F13 xx DS is a fast, easy set-up to keep the opponent guessing. F13 WILL ONLY COMBO WHEN SPECIAL CANCELLED (dud bomb, drone summon, etc). If blocked, opponent is at slight advantage. Easily interchangeable with F1... Tic Throw.
21... Tic Throw
Revolution 1: Slide beats 21 (low profile).
Revolution 2, 3 and 4: 21 stuffs neutral, forward and backward jump.
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