UsedForGlue
"Strength isn't everything"
Hi Guys.
I have been dying to show off this list for along time, it includes things I always thought CSZ should have had from the beginning, this is just observations and completely hypothetical, so take it with a pinch of salt, and don't freak out on me, I have been playing CSZ since around day one, and these are little changes to some his what ''tacked on'' play style.
THROW:
The animation takes too long for a rush down character. It should be as quick and close as KL or even Sektor. His current throw breaks up the game play the same as a grab from an opponent in boxing does, it doesn't work well with his rush down.
NORMALS:
- very simple, but a better D1.
- Again simble, but a D4 that grants a pressure string on hit, good recovery with decent range.
STRINGS:
Short dive kicks should be Special cancel-able from , and - He has these options in the beta version of the game
should be special cancel-able - He has this option in the beta version of the game
should grant slightly more advantage on hit, currently it is +4 on hit.
should also chain :en Ice Ball and Slide as a combo, but not regular ice balls. Currently it does not chain these as combos.
PARRY:
His parry should be reduced to 6% damage with no back to back ability as a result of having better pokes.
:en version stays the same.
ICE BALL:
Same recovery and start up as human Sub Zero.
Both sub zero's should have the opponent frozen for longer in the air after an :en ice beam.
DIVE KICKS:
Armour on :en far dive kick, with +9 advantage on hit. Meaning characters with 6 frame moves can still win a footsie game if he CSZ opts for pressure. Remember people, this is CSZ's punisher, it needs to be stronger than it is, having his :en far dive kick with the same safe/unsafe rules as before will not change the properties on a blocked dive kick at all, regardless of armour.
BOMBS:
The bombs should have the same start up and recovery as Cyrax's bombs, including the same ''Blast radius''
The bombs should retain the same rules as they always have [Bombs will only freeze the opponent can block]
Bombs should be allowed to be deployed after ice ball combos as they will never double freeze whilst the opponent is in his or her ''vulnerable'' frames.
Bombs that do not ''Freeze'' the opponent, should no longer take 8% damage and knock the opponent away, but instead, put the opponent in Human Sub Zero's Floor freeze animation, in which the opponents feet and legs are froze, but it only grants a block string and not full combos, the length of time the opponent is stuck in the floor freeze should be slightly shortened.
:en Bombs: should no longer be a set of three bombs. Instead, each range of bomb, for example, medium bomb +, the same start up and recovery, if not slightly less recovery time than Skarlets :en Dagger cancel, allowing you to quickly rush the opponent or set up traps quickly from anywhere. You would have three ranges of :en bomb, short, medium, far.
SLIDE:
The :en slide should be special cancel-able on hit, The animation of the second hit should carry over on block and allow another special to chain from his animation that follows the slide, but only on hit. You should have to option to poke or even uppercut CSZ between the slide and animation.
TELEPORT:
:en Teleport should stay as shit as it is.
The current teleport should be changed to his ''Tag out'' animation which is the animation for sub zero's teleport in MKvsDC. This allowed him the option to parry after the teleport, although he could be hit with a d4 on reaction, but sub zero had a counter to that which was a small version of a jump forward allowing for a JIP. It was ultimately a guessing game.
The opponent had to guess if sub zero would:
Parry, in which a D4 would beat it out
Small jump, which would beat a D4
Block, which would beat specials or normals on reaction to sub zero starting a string.
- X-Ray
In the beta version of the game CSZ's on block used to wiff like an :en dive kick sometimes does now, which means, it was safe on block and provided slight advantage.
I am stretching when I add this one, but I personally would love CSZ's to be combo-able afterwards, again, he is a rush down character, and his moves should represent that.
Now you all know I main this character and I might be a bit biased, but this is all in good fun.
Let me know what you think of my take on it.
I have been dying to show off this list for along time, it includes things I always thought CSZ should have had from the beginning, this is just observations and completely hypothetical, so take it with a pinch of salt, and don't freak out on me, I have been playing CSZ since around day one, and these are little changes to some his what ''tacked on'' play style.
THROW:
The animation takes too long for a rush down character. It should be as quick and close as KL or even Sektor. His current throw breaks up the game play the same as a grab from an opponent in boxing does, it doesn't work well with his rush down.
NORMALS:
- very simple, but a better D1.
- Again simble, but a D4 that grants a pressure string on hit, good recovery with decent range.
STRINGS:
Short dive kicks should be Special cancel-able from , and - He has these options in the beta version of the game
should be special cancel-able - He has this option in the beta version of the game
should grant slightly more advantage on hit, currently it is +4 on hit.
should also chain :en Ice Ball and Slide as a combo, but not regular ice balls. Currently it does not chain these as combos.
PARRY:
His parry should be reduced to 6% damage with no back to back ability as a result of having better pokes.
:en version stays the same.
ICE BALL:
Same recovery and start up as human Sub Zero.
Both sub zero's should have the opponent frozen for longer in the air after an :en ice beam.
DIVE KICKS:
Armour on :en far dive kick, with +9 advantage on hit. Meaning characters with 6 frame moves can still win a footsie game if he CSZ opts for pressure. Remember people, this is CSZ's punisher, it needs to be stronger than it is, having his :en far dive kick with the same safe/unsafe rules as before will not change the properties on a blocked dive kick at all, regardless of armour.
BOMBS:
The bombs should have the same start up and recovery as Cyrax's bombs, including the same ''Blast radius''
The bombs should retain the same rules as they always have [Bombs will only freeze the opponent can block]
Bombs should be allowed to be deployed after ice ball combos as they will never double freeze whilst the opponent is in his or her ''vulnerable'' frames.
Bombs that do not ''Freeze'' the opponent, should no longer take 8% damage and knock the opponent away, but instead, put the opponent in Human Sub Zero's Floor freeze animation, in which the opponents feet and legs are froze, but it only grants a block string and not full combos, the length of time the opponent is stuck in the floor freeze should be slightly shortened.
:en Bombs: should no longer be a set of three bombs. Instead, each range of bomb, for example, medium bomb +, the same start up and recovery, if not slightly less recovery time than Skarlets :en Dagger cancel, allowing you to quickly rush the opponent or set up traps quickly from anywhere. You would have three ranges of :en bomb, short, medium, far.
SLIDE:
The :en slide should be special cancel-able on hit, The animation of the second hit should carry over on block and allow another special to chain from his animation that follows the slide, but only on hit. You should have to option to poke or even uppercut CSZ between the slide and animation.
TELEPORT:
:en Teleport should stay as shit as it is.
The current teleport should be changed to his ''Tag out'' animation which is the animation for sub zero's teleport in MKvsDC. This allowed him the option to parry after the teleport, although he could be hit with a d4 on reaction, but sub zero had a counter to that which was a small version of a jump forward allowing for a JIP. It was ultimately a guessing game.
The opponent had to guess if sub zero would:
Parry, in which a D4 would beat it out
Small jump, which would beat a D4
Block, which would beat specials or normals on reaction to sub zero starting a string.
- X-Ray
In the beta version of the game CSZ's on block used to wiff like an :en dive kick sometimes does now, which means, it was safe on block and provided slight advantage.
I am stretching when I add this one, but I personally would love CSZ's to be combo-able afterwards, again, he is a rush down character, and his moves should represent that.
Now you all know I main this character and I might be a bit biased, but this is all in good fun.
Let me know what you think of my take on it.