Goat-City
Banned
Cryomancer just needs a few changes to become viable in my opinion. First I'll outline his problems and then offer my solutions.
His Problems
1. He's very meter dependent but has no good way of building meter.
2. He has no game plan other than trying to land a 50/50, which is bad because his normal overhead is both reactable and unsafe. Plus it's just boring and is too reliant on luck to succeed.
3. His EX hammer can be jumped over, back dashed, blocked and/or armored through easily on reaction after any of his strings on block.
4. (Edit*) He has no fast long range pokes for his play style.
Solutions
1. Make the regular ice ball connect after b33 on all characters midscreen.
1/2. Give him a mid hitting projectile in the form of a throwable ice knife like the one he uses in his Cold Blooded string. It should have less recovery and faster start up than ice ball. This way he'll get a meter building tool and have another offensive ability than just rushdown 50/50s.
3. EX hammer should have 18 start up frames instead of 28. This will make it more useful as a mix up tool, a better counter poking tool, and it shouldn't be possible to be jumped over after any block string.
4. Extend the range of his d1 with an ice knife similar to Kitana's d1 change. Make it 7 frames instead of 9. (I edited out the hit advantage change, I didn't know pokes don't combo lol my bad.)
Univeral Sub Zero Nerfs
Sub Zero only needs 2 nerfs in all his variations including Cryomancer.
1. Slightly nerf his J1 and J2 so they can be anti aired without the use of armor.
2. B2 should do 7% damage instead of 9% damage. He just does a bit too much damage off it in my opinion. Also, this way it will no longer be optimal to use in combos after a freeze instead of his regular launching strings.
Let me know if you guys agree or disagree.
His Problems
1. He's very meter dependent but has no good way of building meter.
2. He has no game plan other than trying to land a 50/50, which is bad because his normal overhead is both reactable and unsafe. Plus it's just boring and is too reliant on luck to succeed.
3. His EX hammer can be jumped over, back dashed, blocked and/or armored through easily on reaction after any of his strings on block.
4. (Edit*) He has no fast long range pokes for his play style.
Solutions
1. Make the regular ice ball connect after b33 on all characters midscreen.
1/2. Give him a mid hitting projectile in the form of a throwable ice knife like the one he uses in his Cold Blooded string. It should have less recovery and faster start up than ice ball. This way he'll get a meter building tool and have another offensive ability than just rushdown 50/50s.
3. EX hammer should have 18 start up frames instead of 28. This will make it more useful as a mix up tool, a better counter poking tool, and it shouldn't be possible to be jumped over after any block string.
4. Extend the range of his d1 with an ice knife similar to Kitana's d1 change. Make it 7 frames instead of 9. (I edited out the hit advantage change, I didn't know pokes don't combo lol my bad.)
Univeral Sub Zero Nerfs
Sub Zero only needs 2 nerfs in all his variations including Cryomancer.
1. Slightly nerf his J1 and J2 so they can be anti aired without the use of armor.
2. B2 should do 7% damage instead of 9% damage. He just does a bit too much damage off it in my opinion. Also, this way it will no longer be optimal to use in combos after a freeze instead of his regular launching strings.
Let me know if you guys agree or disagree.
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