Hey guys I'm trying to learn CSZ but his playstlye feels weird after playing smoke, and reg sub for so long. So can anyone help we with what I should do as an offensive CSZ player. Once i get in close im just lost on what to do. Should i use block strings or what? And also when should i use bombs and ice ball? Sorry for all the questions but I'm being shut down online.
Ok so there are a few key things to keep in mind when playing Cyber Sub.
1) Know when you dive kicks can and cannot be punished (i.e. Kung Lao can beat dive kick cleanly with a Spin into combo, Ermac can punish on block with a Lift into combo, Reptile can Elbow Dash for 11%, Shang Tsung can do nothing about it, Scorpion can't punish you safely, etc.). Be sure to aim low, like waist-level or below, to maximize the dive kick's safety. Use this as a way to get in freely in certain match-ups, or as an anti-zone punishing tool (umping over projectiles).
2) Utilize the 211+2 string. Condition the opponent to block all 3 hits (plus an instant dive kick if it's safe). Then, do 21 into cross-up jump punch or simply loop the 21. Pressure with this to build meter, and throw in 33, 332 and 34 (34 is slight advantage on block). Mix all of this up with throws and you have a complete pressure game. When 33 low hits, confirm into EX ice beam, then do jump-in punch, 211+2~dash~u.4~slide for 40%. If 34 hits, you can slide for 20% or dash into b.22~slide for 26%. If a 21 happens to hit, confirm into regular ice ball and jump-in punch, 211+2~dash~u.4~slide for 40% also.
3) As a general rule, just about every character in the game can out-zone you due to the slow start-up and long recovery of ice ball. You can throw ice ball out from a distance after you knock the opponent down and force them to block it. But randomly throwing it out in a projectile war will not go too well in some match-ups (i.e. Reptile, Smoke, Kabal, Kitana, Kung Lao, etc.). However, EX ice beam is a great tool when you are losing a zoning war. When it hits, teleport or dash over and go into jump-in punch, 211+2~dash~u.4~slide for 35%.
4) Ice bombs are similar, in that they are fairly slow to come out and have small blast radii. Throwing these as a zoning tool is pretty match-up specific (i.e. against a character without a teleport, Sub-Zero specifically comes to mind). Similar to the ice ball situation, the EX bombs provide a great tool. All 3 bombs come out, and you opponent is forced to jump (unless they have a teleport). When they jump, use a well-placed air to air kick or dive kick (or both), and sometime you will hit them down onto an exploding bomb. When an opponent is frozen by a bomb, dash in and do 34, dash, b.22~slide for 31%. Outside of all this, Cyber Sub has a bomb trap that can do upwards of 50%. There is an entire thread on this, but if you are not familiar with it I will put the inputs here. Jump-in punch~u.4~mid-bomb, dash, 211+2~dash~u.4~slide will do around 54%.
I hope all this helps, and if you have any more questions don't hesitate to ask.