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Guide Cyber Sub-Zero Frame Data

Somberness

Lights
How to understand this.
Updated: 25/5/12
Execution
1 - 9
1,1 - 15
1,1,1 - 20
1,1,2 - 21
1,1,F+4 - 25
2 - 15
2,1 - 15
2,1,1+2 - 25
3 - 13
3,3 - 8
3,3,2 - 19
3,4 - 19
4 - 23
D+1 - 9
D+2 - 13
D+3 - 6
D+4 - 12
B+1 - 29
B+1,2 - 23
B+2 - 16
B+2,2 - 16
B+2,4 - 18
B+3 - 26
B+3,2 - 14
B+3,2,1 - 19
B+4 - 16
F+1 - 17
F+1,4 - 19
F+2 - 15
F+2,2 - 13
F+2,2,1 - 5
F+4 - 25
U+4 - 23
Throw - 10
Ice Bomb - 114 (13 start up)
Ice Ball - 28
Ice Ball (full screen) - 61
Ice Parry (start up) - 1
Slide - 10
Slide (full screen) - 40
Divekick (Close) - 5
Divekick (Far) - 7
Divekick (Far, max range) - 16
Cryo Bomb - 114 (13 start up)
Ice Beam - 20
Ice Beam (full screen) - 39
Frozen Parry (start up) - 1
Cyber-Slide - 10
Cyber-Slide (full screen) - 31
Powerkick (Close) - 5
Powerkick (Far) - 7
Powerkick (Far, max range) - 16
Bangport - 11
Cool Down - 20
Cool Down (full screen) - 29

Block Advantage
1 - 0
1,1 - 0
1,1,1 - 0
1,1,2 - -4
1,1,F+4 - -19
2 - 0
2,1 - 0
2,1,1+2 - +1
3 - -4
3,3 - -14
3,3,2 - 0
3,4 - 0
4 - 0
D+1 - -13
D+2 - +1
D+3 - -10
D+4 - -6
B+1 - +4
B+1,2 - -17
B+2 - 0
B+2,2 - 0
B+2,4 - -27
B+3 - -2
B+3,2 - -13
B+4 - -5
F+1 - -5
F+1,4 - -51
F+2 - 0
F+2,2 - 0
F+2,2,1 - 0
F+4 - -19
U+4 - -45
Ice Ball - -26
Slide - -49
Slide (full screen) - -31
Divekick (Close) - ~-18
Divekick (Far) - ~-16
Ice Beam - -29
Cyber-Slide - -49
Cyber-Slide (full screen) - -37
Powerkick (Close) - ~-25
Powerkick (Far) - ~-23
Bangport - -8
Cool Down - ~-36

Hit Advantage
1 - 0
1,1 - 0
1,1,1 - +8
1,1,2 - +44, +28
1,1,F+4 - +20, -12
2 - 0
2,1 - 0
2,1,1+2 - +68, +58
3 - +6
3,3 - +1
3,3,2 - +36, +34
3,4 - +58, +47
4 - +12
D+1 - +1
D+1 (vs crouch) - -1
D+2 - +35, +28
D+3 - 0
D+3 (vs crouch) - +7
D+4 - 0
D+4 (vs crouch) - -7
B+1 - +16
B+1,2 - +10, -13
B+2 - +5
B+2,2 - +4
B+2,4 - +10, +18
B+3 - +2
B+3,2 - +53, +43
B+3,2,1 - +13, -11
B+4 - +18, +14
F+1 - +5
F+1,4 - -5, -16
F+2 - 0
F+2,2 - +3
F+2,2,1 - +8
F+4 - +35, +1
U+4 - -2
Forward Throw - +7
Backward Throw - +7
Ice Bomb (Far) - +245, +232
Ice Bomb (Medium) - +253, +240
Ice Bomb (Close) - +253, +240
Ice Ball - +82
Ice Parry - ~+13
Slide - +23
Slide (full screen) - +32
Divekick (Close) - ~+3
Divekick (Far) - ~+4
Cryo Bomb - +245, +233
Ice Beam - +214
Cyber-Slide - +25, +8
Powerkick (Close) - ~+11
Powerkick (Far) - ~+13
Bangport - +45, +28
Cool Down - +24

Duration
1 - 24
1,1 - 45
1,1,1 - 69
1,1,2 - 79
1,1,F+4 - 98
2 - 31
2,1 - 50
2,1,1+2 - 90
3 - 37
3,3 - 60
3,3,2 - 77
3,4 - 57
4 - 49
D+1 - 28
D+2 - 48
D+3 - 22
D+4 - 45
B+1 - 52
B+1,2 - 104
B+2 - 40
B+2,2 - 61
B+2,4 - 93
B+3 - 48
B+3,2 - 75
B+3,2,1 - 121
B+4 - 48
F+1 - 42
F+1,4 - 122
F+2 - 34
F+2,2 - 49
F+2,2,1 - 70
F+4 - 71
U+4 - 98
Throw - 36
Ice Bomb (Far) - 53
Ice Bomb (Medium) - 45
Ice Bomb (Close) - 45
Ice Ball - 74
Ice Parry - 52
Teleport - 46 (22 in front, 24 behind)
Slide - 93
Cryo Bomb - 53
Ice Beam - 81
Frozen Parry - 52
Cyber-Slide - 90
Bangport - 46 (22 in front, 24 behind)
Cool Down - ~52

Cancel Advantage (block)
1 - +18
1,1 - +19
1,1,1 - +26
1,1,2 - +11
2 - +23
2,1 - +22
3 - +15
3,3 - +11
3,3,2 - +19
D+1 - +4
D+3 - -1
D+4 - +23
B+1 - +19
B+1,2 - +26
B+2 - +22
B+2,2 - +26
B+3 - +19
B+3,2 - +1
F+1 - +15
F+2 - +21
F+2,2 - +23
F+2,2,1 - +26
U+4 - +27

Cancel Advantage (hit)
1 - +32
1,1 - +45
1,1,1 - +28
1,1,2 - +60, +43
2 - +64
2,1 - +41
3 - +25
3,3 - +26
3,3,2 - +51, +49
D+1 - +18
D+1 (vs crouch) - +16
D+3 - +9
D+3 (vs crouch) - +16
D+4 - +29
D+4 (vs crouch) - +22
B+1 - +31
B+1,2 - +53, +30
B+2 - +24
B+2,2 - +27
B+3 - +23
B+3,2 - +69, +58
F+1 - +25
F+2 - +45
F+2,2 - +14
F+2,2,1 - +32
U+4 - +70

Miscellaneous
Breaker (when grounded vs grounded opponent) - ~+4, ~+3
Ice Parry - 43 active frames
Frozen Parry - 43 active frames, opponent is frozen for 120 frames
Ice Ball - opponent is frozen for 129 frames on the ground, 99 in the air
Ice Beam - opponent is frozen for 271 frames on the ground, 115 in the air
 

Ether

Noob
I can't bitch about not having a standing poke under frame 10 anymore. GJ. I thought 1 came out on frame 11 the whole time. Hopefully NRS gives us MK10's frame data when that game comes out.
 

UsedForGlue

"Strength isn't everything"
Something I have noticed.

The long bomb seems to take longer time to recover than the short or medium, which are the same as each other.
 

kilnkilagn

Kill-n-Kill Again
6 frames for a d3? Seems much slower than that, especially online.
I'm not understanding the Hit Adv. on d3 and d4 vs crouch. What does "vs crouch" mean?

CSZ has 43 active frames for his parry and it has 52 duration so, 8. Liu Kang has 22 active frames and 38 duration so, 7.
I'm not understanding something basic here with the math. Why isn't it 9 frames to recover for CSZ? And what am I missing here with the math for Kang: 38 - 22 = 16 to recover, yes?
 

Somberness

Lights
6 frames for a d3? Seems much slower than that, especially online.
I'm not understanding the Hit Adv. on d3 and d4 vs crouch. What does "vs crouch" mean?



I'm not understanding something basic here with the math. Why isn't it 9 frames to recover for CSZ? And what am I missing here with the math for Kang: 38 - 22 = 16 to recover, yes?
Vs crouch is vs an opponent in a crouching state.
No, you have to take into account the start up.
 

kilnkilagn

Kill-n-Kill Again
Vs crouch is vs an opponent in a crouching state.
No, you have to take into account the start up.
Oops. I knew "vs crouch" meant that, but I wasn't sure if it was on hit or block, but now that I look at the heading it's under I realize it is for hit. I feel dumb. And I figured the math was wrong cuz I wasn't taking start up into account. I feel dumb again.
 

UsedForGlue

"Strength isn't everything"
Somberness

Is says in the Cyrax forum that Cyrax's bomb is 114, same as Cyber, but it states that Cyrax has a 12 frame start up, but can you tell me what the start up for CSZ's bomb is, what is the recovery time on it?
 

Flagg

Champion
Somberness im looking at Foxy Granpa's guide to interupting NMDC's.

Now I see that 111 NMDC and 2 NMDC gives Kabal too much advantage, but anything else he does only gives slight advantage and my counter string/poke with a 10 frame move or less will interupt.

So my first thought was 1 as it's 9 frames, therefore I should be able to do 11 freeze or 11 slide or just 111 to stagger him so I can then initiate offence. I thought about 3 but 3 is 13 frames, however im confused as you have 33 as 8 frames. Are you saying the last 3 is 8 frames?

I just ask because 33 is easier to hit confirm into a ex beam (over 11 into ice ball) or I could 331 slide/bomb etc..
 

Somberness

Lights
Somberness im looking at Foxy Granpa's guide to interupting NMDC's.

Now I see that 111 NMDC and 2 NMDC gives Kabal too much advantage, but anything else he does only gives slight advantage and my counter string/poke with a 10 frame move or less will interupt.

So my first thought was 1 as it's 9 frames, therefore I should be able to do 11 freeze or 11 slide or just 111 to stagger him so I can then initiate offence. I thought about 3 but 3 is 13 frames, however im confused as you have 33 as 8 frames. Are you saying the last 3 is 8 frames?

I just ask because 33 is easier to hit confirm into a ex beam (over 11 into ice ball) or I could 331 slide/bomb etc..
It's what the last 3 is.
 

RunwayMafia

Shoot them. Shoot them all.
So Krys9984 and I are doing a video for Jade on when to EN Glow during block strings. What strings for Cyber Sub do you know FOR SURE have gaps? Somberness anyone?