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Guide for Cyber Sub-Zero (New and Updated)

With permission from Apocalypse (the author of the original guide on this forum) I offer you this new and updated guide to Cyber Sub-Zero play. Some content will be taken directly from Apocalypse's guide. All information known at this time will be included, and new material will be added when necessary. Also, all suggestions are welcome.


Guide by The_Riddler (credit goes to Apocalypse for previous information)


BEST NORMALS:

*:fk:bk HIT LEVEL:M,M(overhead) - 2 hit string with slight advantage on block. The 2nd hit must be blocked standing. If the string connects, it causes a bounce and allows you to follow up.

*:fk:fk HIT LEVEL:M,L - Safe 2 hit string. The 2nd hit must be crouch blocked. If you finish the string with :bp Cyber Sub gets a nice advantage on hit (knockdown), and leaves the opponent a little more than half of a screen length away. Safe on block after the ending :bp (which also hits mid).

*:bp:fp HIT LEVEL: M,M - Safe 2-hit jab string that will serve as the primary combo-starter, as it can be cancelled into all special moves. This can also be followed up with :fp+:bp (hit level: mid) to launch the opponent. You are safe after each hit on block.

*:l+:bp:bp HIT LEVEL:M,M - 2 hit string, good for advancing forward due to the way Cyber Sub lunges toward the opponent for the first hit. It can be cancelled into specials, but they do not combo.

*:u+:bk HIT LEVEL:H - Very slow but damaging scissor kick that gives a huge stagger on hit. It is very unsafe but can be cancelled into specials (although they do not combo). This is mainly used as a combo ender.


SPECIALS:
*Ice Ball :)d:r+:fp) HIT LEVEL:H - Standard freezing projectile that will get punished if blocked anywhere closer than just inside full screen. It can be ducked without blocking. (Warning: this move is one of the game's slowest projectiles on start-up, and the recovery is also not good.)

*Ice Bomb (Close = :l:l+:fk, Medium = :r:r+:fk, Far = :l:r:r+:fk) HIT LEVEL:Unblockable - Bombs that come out slower than Cyrax's bombs, but will freeze the opponent on hit. If release while the opponent is in vulnerable frames (hit stun or block stun) or in a move animation (whiffed normal or special) the bombs will not freeze, but rather will knock down.

*Slide :)l:r+:bk) HIT LEVEL:L - Low hitting slide that is extremely unsafe on block and on whiff (punishable by full combo). Slide does 9% damage and is great for mix-ups, combo enders, and catching a backwards-jumping opponent.

*Teleport :)d:l+:fp) HIT LEVEL:N/A - Teleports behind the opponent, and can be done both on the ground and while in the air. Can be punished by fast normals and specials during start-up, as well as when Cyber Sub is re-appearing on the opponent's opposite side (note: Cyber Sub is in a juggled state upon appearing on the other side). It's best to use this sparingly and in a situational manner, such as when an Ice Ball hits from long-range and you are too far away to combo. Spamming this will get you killed more often than not.

*Ice Parry :)d:l+:bp) HIT LEVEL: Parries high and mid attacks and throws - If the parry lands, Cyber Sub gets a counter-hit for 8% damage. This is great for mind-games, and can sometimes slow down a very aggressive opponent. It becomes active almost instantly after you execute the input. Parry is beaten by low pokes, projectiles, and certain specials (more on this later).

*Dive Kick (Close = :d+:fk, Far = :d+:bk) HIT LEVEL:M - Cyber Sub's best special. Unsafe if the kick lands on the opponent's head or if it whiffs close to the opponent, but much safer if it lands lower (it will only be punished by fast specials). Quick dive kicks can be used to avoid projectiles, or punish projectiles on reaction if you are at three-fourths screen or closer. Dive Kicks do 7% damage each.


:en Moves:
*Ice Beam :)d:r+:fp+:blk) HIT LEVEL:H - A streaming projectile that provides horizontal control and will hit from full-screen. It will keep the opponent frozen for a bit longer than the standard Ice Ball, and has faster start-up. It's still unsafe from close ranges.

*Cyro Bomb (any Ice Bomb input +:blk) HIT LEVEL:Unblockable - Releases all 3 bombs (close, medium, far) at the same time. The opponent must jump, teleport, or activate an armored/invcincible special; otherwise they will be hit.

*Cyber-Slide :)l:r+:bk+:blk) HIT LEVEL:L - Adds an extra hit to the standard Slide and moves slightly faster and farther. 12% damage. Also, it switches the positions of you and your opponent.

*Bangport :)d:l+:fp+:blk) HIT LEVEL:M - A teleport that now has a hitbox and will do 8% damage if the opponent is close to Cyber Sub.

*Frozen Parry :)d:l+:bp+:blk) HIT LEVEL: Parries high and mid attacks and throws - Works on everything that standard Parry works on, and leaves the opponent in a frozen state rather than activating the counter-hit. This grants you a full combo.

*Powerkick (Close = :d+:fk+:blk, Far = :d+:bk+:blk) HIT LEVEL:M,M,M(overhead) - A safe, multi-hit version of the Dive Kick that does 18% damage. The last kick is an overhead and must be blocked standing.


Cyber Sub-Zero's :x:
Cyber Sub's X-Ray must be activated in the air, and comes out basically like a Dive Kick. It has armor like most other X-Rays and does 36% on its own.




STRATEGY [General play-style: rushdown]:

:fk:fk and :fk:bk:
This is your basic 50/50 hit-level mix-up. It can be fuzzy guarded because the overhead comes out a bit later than the low, but it's still very useful. Since :fk:bk give advantage on block, use it as a staple in your rushdown game. Teach the opponent to block high, and then mix in the :fk:fk at opportune times. If :fk:fk is blocked, finish the string with :bp. If :fk:fk hits, confirm into Ice Beam and go into a full combo. Ice Ball will not hit because it comes out slow enough for the opponent to recover and block.

Dive Kicks:
Learn to aim low when using Dive Kicks, and then use them often. Punish opponents who throw projectiles or make a mistake, and punish them every time. Also, use it immediately whenever you land a jumping kick in an air-to-air situation. Force you're opponent to be on his/her toes at all times even when grounded, and use that to your advantage to get your rushdown game going. Knowing your opponent's punishment options is key here. If your opponent has to way to punish a Dive Kick on block(i.e. Shang Tsung, Scorpion, Stryker, Quan Chi, Sheeva, Rain, Noob Saibot, etc.) then abuse it and close the space whenever you want. Be more cautious against characters that can punish even well-placed Dive Kicks without much trouble (i.e. Reptile, Ermac, Raiden, Kenshi, etc.) and utilize them more in a counter-zoning capacity.

Complete Pressure Game:
Strings such as :bp:fp can be repeated to keep pressure on the opponent. This works especially well if you first condition your opponent to block the full string of :bp:fp:fp+:bp, which is a very good block string on its won. Repeat :bp:fp a few times, do the full string sometimes, go for a throw, do :bp:fp into a cross-up jump punch, mix in the :fk mix-ups, and just make your opponent guess all match long. None of these strings can be escaped by ducking either, so use that to your advantage. Against characters that have trouble with Dive Kicks, a full block string would be :bp:fp:fp+:bp~instant Close Dive Kick. If your opponent gets used to blocking this you can simply omit the Dive Kick ender and go into another string or a cross-up jump punch. Bottom line: Cyber Sub had one of the best sets of rushdown tools at his disposable, you just have to use them correctly.

Ice Parry:
The Parry is best if used sparingly, but it definitely has it's uses. Obvious uses are on reaction against normals and specials that are slow to come out. Activating Parry when an opponent goes for a jump-in punch or a cross-up punch is useful intially, but will eventually turn into a mind game between you and your opponent. Your opponent will have to empty jump in order to bait your Parry, but since the Parry is very quick to activate you can similarly bait an opponent's empty jump. Using the Parry after teleports seems to be a good tactic. Most people know that Cyber Sub's teleport is very punishable, so appearing on the other side in a Parry state can counter some of your opponent's punishment options. Overall, your success with Parry is going to largely depend on the context and frequency with which you use it. (Note: Ice Parry is beaten by Sheeva's unblockable Stomp, Raiden's Superman, Sektor's Teleport Uppercut, Kenshi's Rising Karma and Spirit Charge, Nigthwolf's Hatchet, etc.)

Dash Cancelling:
Cyber Sub can cancel his dashes directly into other dashes, making him very quick on the ground. This works going both forward and backward, and is a unique ability that you should take advantage of.

2-Meter Trap:
Doing the enhanced Bombs directly followed by the enhanced Ice Beam creates a trap that only teleporters will escape. If the opponent remains grounded, the bombs will freeze them, and if they jump, they will be caught by the Ice Beam. Obviously not something to use as a general tactic, but if you really need to close out an opponent and you have the meter to spare, it can come in handy. Keep in mind that landing a Beam on an airborne opponent will not grant you the same long freeze period as it would on a grounded opponent. Your best bet in that situation is to teleport immediately after you know the Beam will freeze, then go into your juggle.

Optimal Spacing:
If Cyber-Sub is facing a zoning opponent, it is best to be around half-screen distance away, in perfect Dive Kick range. If it is clear the opponent will not try to zone you, your spacing becomes a bit match-up dependent. Generally in this case you would ideally have NO space between you and your opponent (i.e. constant pressure). However, certain matches and scenarios will force you to change this strategy.

"Yun" Dive Kick:
This was introduced by Reo. After a block string, such as :bp:fp:fp+:bp, you can do an instant :enClose Dive Kick. If done correctly, the last 2 kicks will whiff and Cyber Sub will be left at a huge advantage, allowing you to continue pressure with another string. If you are familiar with Johnny Cage and his :enForceball tactics, this is essentially the same thing. If you can learn to execute the instant :enDive Kick, it is a great tool.

Oki Game:
Oki is very important for Cyber Sub. After combos ended in :u+:bk, you can cancel into either a close or mid Bomb. You can be creative with how you implement this, based on your opponent's tendencies. If you opponent tech rolls backwards, the mid bomb will still hit. If your opponent rolls forward, the close bomb will hit them. If your opponent does a wake-up attack you can dash in and show pressure then block and punish. If they remain grounded the bomb will hit. If you want to cross-up your opponent's controls, you can jump and do a Far Dive Kick over them (you land before they can get a wake-up attack out). If you have meter to burn you can do EX Bomb right after your mid/close Bomb, in which case the 2 bombs that you did not throw out will come out (this can catch opponents who simply get up and jump forward or backward). You can also go into the aforementioned 2-Meter Trap from this set-up, although it is slightly lower success rate when the opponent has wake-up options. You can simply throw an Ice Ball after your Bomb, because your opponent will be forced to block it most of the time. You can do multiple instant air Close Dive Kicks to make your way in while building meter. The possibilities are endless here. The advantage after a combo-ending :u+:bk~Bomb is just fantastic.

Bomb Trap:
Speaking of advantage after :u+:bk~Bomb, Cyber Sub has an inescapable bomb trap. On a standing opponent, a landed :u+:bk~mid Bomb allows you to dash in and do an uninterruptible :bp:fp:fp+:bp. Even if your opponent blocks, the bomb will explode and the :fp+:bp will connect and launch. However, because :u+:bk is very unsafe, you should only attempt to start this trap in a guaranteed situation such as a punish.

Meter Use:
Cyber Sub builds meter pretty easily, so you need to know how you are going to use it. The :x is not necessarily bad, but you probably should not just be sitting on a full meter for an entire match. The uses for Cyber Sub's meter are vast, and all relevant for certain situations. Learning what to use and when is key to succeeding with Cyber Sub. Let's go over all the options we have:

:enDive Kick - Use this whenever you find yourself in a position where you would normally land a Dive Kick (i.e. jumping over a projectile) but want more damage. This is particularly useful when you want to (1) discourage your opponent from zoning, (2) close out a match, and (3) gain the life advantage in a slow-paced match, most notably the Sub-Zero match-up.

:enIce Beam - Use this when you need something quicker than Ice Ball, namely (1) in the 2-Meter Trap, (2) after a :fk:fk hits so you can go into a full combo, and (3) when an opponent just seems to jump a lot.

:enBomb - Use this when you want to dictate/limit your opponent's actions, such as (1) in the 2-Meter Trap, (2) in oki situations like after a combo-ending :u+:bk~mid Bomb, and (3) when you need to close out a match.

:enParry - Use this in the same manner you would use Parry, just when you want a bit more of a reward for outsmarting your opponent.

:enTeleport - Use this when you get sick of your opponent using cross-up jumps and you can't seem to get Parry to work. The hitbox on this move will knock your opponent out of the air and allow you to change the momentum of the match in your favor.

Breaker - Use when you need to. Not much else to say here besides this most likely being the thing you spend meter on the most.

:x - Use the threat of this to discourage your opponent from jumping. This owns any air-to-air scenario. You can use :x when you need unbreakable damage. It can be implemented like a Dive Kick after you jump over a projectile, or as a combo ender.

Consensus - Cyber Sub's :en moves are all very situational, and no particular one is a staple in his gameplay philosophy. Breakers are important, just as they are for most characters. When playing with Cyber Sub you should always be wary of your meter level, and know when you should and should not take risks.


Generic Normals:
The general rule is: Cyber Sub's generic normals (low pokes and uppercut) are middle-of-the-road. With a 14-frame uppercut, you can't use it in brain-dead ways like you can use Nightwolf's. You can still anti-air with it, you just have a margin of error. If you need to escape a pressure situation, :d+:fk is 7 frames so that should do the trick most of the time. Cyber Sub's :d+:fp is 10 frames slow and has poor range, and his :d+:bk has good range but is generally slow at 13 frames. Sweep is 18 frames and is best to not really use at all.

Using Wake Ups:
Like other aspects of Cyber Sub's game, you have to know your options and choose the correct one. On wake up, you can use either Slide, Teleport, or Parry (these moves have invincible frames).


Slide - Use this as a basic reversal, such as when your opponent decides to maintain grounded pressure after knocking you down. It can be stuffed in it's very early frames, so be careful. If you are trapped in the corner, you can use :en Slide instead to switch positions with your opponent.


Teleport - Use this when certain opponents tend to throw projectiles after they knock you down. If you decide you have enough room, Teleport will evade the projectile and ruin whatever plan your opponent had. You can use :enTeleport on opponents who jump over you or just in front of you.


Parry - Use this to stop pressure when Slide won't do the trick. This includes when your opponent does a low-techable move (such as Ermac's :u+:bk) and when it appears Slide may be stuffed. Remember, though, that low pokes will beat this. Substitute :enParry with your own discretion.



Closing Comments on Strategy:
Knowledge is power when playing Cyber Sub. Knowing you opponent's options as well as how those options clash with your own is a necessity. A lot of Cyber Sub's game is based on momentum - either keeping it or overturning it. Generally you want to maintain pressure for as long as possible, and when your opponent finally takes to the offensive you want to immediately shift the flow of the game back to your favor. Flipping the momentum is done in several different ways; it is up to you to choose how you do so. Beyond that, I personally find Cyber Sub to be one of the most situational characters in the game. If you are to be successful with him, you will probably find yourself in a constant assessment of the situation you are and the options you have. Although this is true for many (if not all) characters, I believe it command a higher priority when playing Cyber Sub. This character is one dependent upon mixing up the things you do, as well as realizing what your opponent knows you are capable of (or thinks you will do). There is never really a dull or idle moment, you need to be continually adapting, moving, and analyzing.




COMBOS:

Standard Combos (midscreen):

1. jump :fk/:bk~Dive Kick [13%] - BnB for an air-to-air situation

2. :fk:bk, (brief pause), Slide [20%]

3. :fk:bk~dash~:l:bp:bp~Slide [26%] - BnB for an opponent in a juggled state (26%), Ice Bomb frozen state (31%), airborne :enParry state (26%), or low-to-the-ground Ice Ball/Ice Beam frozen state (26%)

4. :u+:bk~Slide [23%] - BnB for an opponent in a frozen airborne state high off the ground

5. :fk:fk:bp, (extremely brief pause, do not cancel), Slide [21%]

6. :bp:fp~Ice Ball, jump-in :fp/ :bp~:bp:fp:fp+:bp, jump forward :fk/ :bk~Dive Kick [32%]

7. :bp:fp~Ice Ball, jump-in :fp/ :bp~:bp:fp:fp+:bp, dash, :r+:fp:bk [35%]

8. :bp:fp~Ice Ball, jump-in :fp/ :bp~:bp:fp:fp+:bp, dash, :bp:fp, :l+:bp:bp~Slide [37%]

9. :bp:fp~Ice Ball, jump-in :fp/ :bp~:bp:fp:fp+:bp~dash~:u+:bk~Slide [40%] - MIDSCREEN BNB

10. :fk:fk~:enIce Beam, jump-in :fp/ :bp~:bp:fp:fp+:bp~dash~:u+:bk~Slide [40%] - BnB on a stand-blocking opponent (37%)

11. :bp:fp:fp+:bp~dash~:u+:bk~Slide [32%] - BnB for an opponent in a ground frozen state from Ice Ball, Ice Beam, or :enParry

12. :bp(whiff):fp(whiff):fp+:bp~dash~:u+:bk~Slide [35%] - situational (spacing-dependent) BnB for an opponent in an Ice Bomb frozen state (35%) or Ice Ball/Ice Beam airborne frozen state (27%)



Standard Combos (corner):

1. :fk:bk, :fk:bk, :fk:bk, :fk:fk~Slide [36%]

2. :bp:fp~Ice Ball, dash back, jump-in :fp/ :bp~:fk:bk, :bp:fp:fp+:bp, :fk:bk,:fk:fk~Slide [45%] - CORNER BNB FOR DAMAGE

3. :bp:fp~Ice Ball, dash back, jump-in :fp/ :bp~:bp:fp:fp+:bp, neutral-jump :fp/ :bp, :bp:fp:fp+:bp, :fk:bk, (splat), dash back~close Bomb [40%] - CORNER BNB FOR MAINTAINING PRESSURE




:x Combos (midscreen):

1. :bp:fp~Ice Ball, jump-in :fp/ :bp~:l+:fk:bp, :x [45%]

2. :bp:fp~Ice Ball, jump-in :fp/ :bp~:bp:fp:fp+:bp, jump forward, :x [49%] - MIDSCREEN X-RAY BNB



:x Combos (corner):

1. :bp:fp~Ice Ball, step back, jump-in :fp/ :bp~:bp:fp:fp+:bp, neutral jump :fp/ :bp, jump back :fk/ :bk~:x [53%]
2. :bp:fp~Ice Ball, step back, jump-in :fp/ :bp~:bp:fp:fp+:bp, neutral jump :fp/ :bp, :bp:fp:fp+:bp, jump back :fk/ :bk~:x [54%] - CORNER X-RAY BNB



Bomb Traps (meterless):

1. :u+:bk~mid Bomb, dash, :bp:fp(bomb explodes):fp+:bp~dash~:u+:bk~Slide [51%] - BNB trap in completely open space

2. :u+:bk~mid Bomb, dash, :bp:fp(bomb explodes):fp+:bp, dash (if necessary), :bp:fp:fp+:bp, jump back :fk/ :bk~Dive Kick [50%] - trap starting in open space and ending in the corner

3. :u+:bk~close Bomb, dash, :bp:fp(bomb explodes):fp+:bp, dash back, :bp:fp:fp+:bp, :fk:bk [50%] - trap starting in the corner



Bomb Traps (:x):

1. :u+:bk~mid Bomb, dash, :bp:fp(bomb explodes):fp+:bp, jump forward, :x [62%] - BnB X-Ray trap in open space

2. :u+:bk~mid Bomb, dash, :bp:fp(bomb explodes):fp+:bp, dash (if necessary), :bp:fp:fp+:bp, jump back :fk/ :bk~:x [66%] - X-Ray trap starting in open space and ending in the corner

3. :u+:bk~close Bomb, dash, :bp:fp(bomb explodes):fp+:bp, dash back, :bp:fp:fp+:bp, jump back :fk/ :bk~:x [66%] - X-Ray trap starting in the corner




There are countless members who have contributed to this in one way or another. If you feel you specifically require credit for any portion I'd be happy to add that in.
 

RoBoBOBR

evil beaver
If done correctly, the Dive Kick will whiff and Cyber Sub will be left at a huge advantage, allowing you to continue pressure with another string.
It's not whiffing, it's just connecting one of 3 hits without going into "jump back" animation, thus the frame advantage.
 

UsedForGlue

"Strength isn't everything"
A few things in this guide need more depth of explanation, and about five huge huge aspects left out. His normals and risk assessment is his strength, and there needs to be more depth and coverage on that.

I was going to make a full guide today because we now have three, All with different information.
 

Piggy

City Slicker
Your part in the ice parry has one thing that's incorrect. Kung lao's hat spin can be parried. Even on wakeup.

Sent from my phizzone
 
Ok thanks for the input guys. I was working on this at around 4 AM so undoubtedly there are a few mistakes. I'll be fixing everything and adding new content soon.