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Guide - Cyber Sub-Zero Is Your Fridge Running? Cyber Sub-Zero Guide

RM Ree

Shiba Tamer
LK - 520 Cyber Sub-Zero Guide


A lot of players have been asking about this kharacter as far as neutral, game play, how to improve, etc. I'm posting this guide as a canvas for an ultimately comprehensive project. As new meta, patches, ideas from the community and so on emerge, the guide will be updated so that new and veteran players alike have a more direct reference and collective apart from the general discussion.

UPDATE: Boon and friends at NRS just cannot help but nerf Sub-Zero per patch without fail, and this time the cyber initiative took a hit for its human counter-part. As a kontender for bottom 5, you'll have to scrounge for every scrap of damage you get and attempt to kast a mere shadow of what was once a tournament viable killing machine. But hey, sometimes Boon giveth, and sometimes he taketh away... A lot... At once.


Foreword:

Cyber Sub-Zero returns to the MK universe with the release of Kombat Pack 2 DLC kharacter, Triborg. LK-520 is an additional 4th variation of Triborg, selected through the "no variation" method of first picking Triborg, then hitting up, up, 2 when selecting a variation. The frozen cyborg utilizes freezing bombs and ice blasts to immobilize his opponent before attacking with ice weapons, incredible mobility, and moderately damaging combos, all of which are enhanced by summoned drones. His game play often calls for players to switch from complex zoning to explosive conversions in the blink of an eye, with strong fundamentals woven in between. Note that while overall mediocre, he is also barred behind a rather heavy execution barrier. Neatherealm thought nerfing this character, along with all other KP2 characters, appropriate... Despite trying to compete with the hype of SFV's release. Ironically, they did find it in their hearts to buff Kitana.


Pros & Cons:

Pros


  • Decent zoning
  • Good mobility
  • Great anti-air options
  • Good screen push
  • Decent corner game
  • Fast armored special
  • Fast advancing pokes


Cons


  • Lacking neutral
  • Slow 50/50
  • Easily low profiled
  • High execution barrier
  • Meter hungry
  • Terrible damage scaling


Good Normals and Strings:

- Attack: Forward 131
- Hit Level: High, Low Mid
- Range: Sweep
- Frame Data: 8 frame startup, -8 on block, knocks down on hit
- Description: Fast, advancing high knife hand, followed by low kick, and shoulder check. Each hit is cancellable. Great punish string. Also works well as combo ender cancelled into slide. F1 alone is -1 on block and easily stagger-able. F13 combos into ice ball in the corner.


- Attack: Forward 12
- Hit Level: High, Mid
- Range: Sweep
- Frame Data: 8f Startup, +1 on block, knocks down/ launches on hit
- Description: Knife hand followed by ground pound, resulting in an explosion of icicles. Drone enhance causes midscreen launch, and is a go-to mid-screen punish. +1 on block string, good combo filler for specific combo routes. Launches without drone in corner.


- Attack: 1112
- Hit Level: High, Mid, Mid, Mid
- Range: Close
- Frame Data: 7 frame startup, +2 on block, knocks down on hit
- Description: Very fast three chop flurry followed by palm thrust. Cyber Sub-Zero's fastest punish string, ending in a violent knock down. The first three hits combo naturally into ice ball. This is the ONLY mid-screen string that combos into ice ball. Although full string is +2, there is a gap between the 3rd and 4th hit. Hefty push back on block, recommend following up with f4 for continued pressure.


- Attack: 114
- Hit Level: High, Mid, High
- Range: Close
- Frame Data: 7 frame startup, +2 on block, knocks down on hit
- Description: Very fast double chop, followed by spinning hop kick. Useful +2 string with minimal push back to keep the opponent close enough for easy pressure, such as 21. Mix with 1112 to keep opponents guessing when to armor the gap to avoid CSZ's block advantage. Otherwise used as combo filler or conversion tool when hitting cornered opponents.


- Attack: 213
- Hit Level: High, Mid, Overhead
- Range: Close
- Frame Data: 10f Startup, -6f on block, knocks down on hit
- Description: Fast one-two punch, followed by a flipping ax kick. The first two punches are +2 with minimal push back and very fast recovery. The whole string is safe and often unexpected. Overhead hit grounds opponent immediately (not an option for bomb set-ups).


- Attack: 212
- Hit Level: High, Mid, Mid
- Range: Close
- Frame Data: 10f Startup, -1 on block, knocks down on hit
- Description: Cyber Sub-Zero performs a fast one-two punch before firing a frozen explosion out of his chest, sending the opponent tumbling across the screen. Drone enhance makes the final hit special cancellable, launching in corner. Good push back and cancel advantage.


- Attack: Back 3, Down 4, Up 3
- Hit Level: Low, Low, Overhead, Mid
- Range: Sweep
- Frame Data: 15f Start up, -6f on block, knocks down on hit
- Description: Series of four spinning kicks, ending in a hook kick which swaps sides. Full string is safe on block and does decent damage on hit. The first three kicks create an ambiguous mix up when used in conjunction with bomb. Only the first hit is cancellable, but it combos naturally into ice ball at closest possible range (but unreliable as it doesn't combo of jump in). Has a deceptively long reach.


- Attack: Back 3, Up 4
- Hit Level: Low, High, High
- Range: Sweep
- Frame Data: 15f Startup, -14f on block, launches on hit
- Description: Low kick followed by two spinning kicks which launch the opponent. The fridges go-to combo filler. Can be used to start in certain combo routes. Cancellable into either dive kick to extend combos. Full combo punishable on block.


- Attack: Forward 3, 4
- Hit Level: Low, Mid, Mid
- Range: 2/3 Screen
- Frame Data: 14f Startup, -10 on block, knocks down on hit
- Description: Lunging slide, followed up by two quick kicks. Great low-profiling string, very far reaching, very meaty. Non-cancellable. Only two kicks come out on block. Punishable only by the fastest specials in the game.


- Attack: Forward 4, 3
- Hit Level: Mid, High
- Range: Poke
- Frame Data: 10f Startup, +2 on block, knocks down on hit.
- Description: Fast advancing knee, followed by flying kick. Cyber Sub-Zero's only mid-hitting normal. The first hit is punishable (-13f) when used by itself, but cancellable and combos naturally into ice ball. The second kick is easily neutral crouched/ whiff punished, but cancellable into either dive kick (mainly for combo extensions). From the right range, dive kick cancel will whiff due to the strings push back, giving CSZ an impressive +12 on block.


- Attack: Back 1, 2+4
- Hit Level: Overhead, Mid
- Range: Sweep
- Frame Data: 18f Startup, -11f on block, knocks down on hit
- Description: Subtle wind up chop to gut punch. On hit, LK-520 will grab and slam the opponent behind him. This move can be enhanced by drones to increase damage and meter burned on hit to freeze the opponent. NOTE: B1 combos naturally into ice ball ONLY if opponent is crouching.


- Attack: Back 2
- Hit Level: Overhead
- Range: Close
- Frame Data: 29f Startup, -10f/ +2 on block, launches on hit
- Description: Cyber Sub-Zero quickly slides backwards evading attacks, then lunges forward swinging a frozen fist. Costs a bar of stamina, but a great normal for whiff punishing and trip guarding. Normally cannot be followed up with neutral jump punch and vice versa. Once drone enhanced, becomes +2 on block and allows for NJP follow up on hit. Back dash portion is special cancellable, allowing for space control or even gimmick 50/50 mix ups.


- Attack: Forward 2
- Hit Level: High
- Range: 2/3 Screen
- Frame Data: 14f Startup, +2 on block, knocks down on hit
- Description: CSZ steps and lunges straight forward, stabbing with a massive ice lance. This attack keeps the opponents advance honest and boasts incredible reach. Knockdown has significant advantage, sending the opponent far away. Ending combos with this enables safe bomb deployment.


- Attack: Standing 4
- Hit Level: High
- Range: Close
- Frame Data: 11f Startup, +2 on block, +12 on hit
- Description: Cyber Sub-Zero launches a fast hook kick at a sharp upward angle. Another great anti-air, combos naturally into ice ball. Scales and juggles very well in combos. Only drawback is it's very short range.


- Attack: Standing 1
- Hit Level: High
- Range: Close
- Frame Data: 7f Startup, -3f on block, +12 on hit
-Description: Quick chop, for use as an anti-cross up option. Not a direct anti-air.


- Attack: Neutral Jump Punch
- Hit Level: Mid/ Overhead
- Range: Close
- Frame Data: 12f Startup, -6 on block, launches on hit
- Description: Sharp downward thrust, stabbing again with a huge icicle. Very fast start up with good downward vertical reach. Poor air-to-air collision.




Special Moves

- Attack: Ice Bomb - Down, Back 2/ Down, Down 2/ Down, Forward 2
- Hit Level: Low
- Range: Close/ Mid/ Far
- Frame Data: 106f Startup, +18 on block, freezes (airborne) on hit (Frame data is likely an error)
- Description: Fridge deploys a bomb from his chest that explodes after two seconds. Ice bombs are strong zoning tools that enable CSZ to approach safely. These also allow hard to block set ups when combined with well timed overhead attacks. Bombs freeze scales very well. Can also be drone enhanced to deal damage over time.


- Attack: Ice Ball - Back, Forward 1
- Hit Level: High
- Range: Full Screen
- Frame Data: 26f Startup, -13f on block, freezes on hit
- Description: After a brief charge time, CSZ fires an ball of ice that freezes opponents on contact. This ice ball is a slightly faster, safer version than that of his human counterpart. Enables CSZ to extend certain combos, zone or make benificial trades with other projectiles. Can be drone enhanced to deal damage over time. Full combo punishable on block.


- Attack: Slide - Down, Back 4
- Hit Level: Low
- Range: 3/4 Screen
- Frame Data: 9f Startup, -22f on block, untechable knock down on hit
- Description: Tin Tundra slides forward on frozen ground, crouching very low to deliver a rocket assisted take down. Low profiles most projectiles, recovers very fast on whiff. Surprisingly good whiff punish and anti-air. Full combo punishable on block.


Attack: Dive Kick - Down 3/ Down 4 (in air)
Hit Level: Overhead
Range: Close/ Far
Frame Data: 10f Startup, -19f on block, +2/ +5 on hit
Description: Rocket assisted surprise aerial drop kick. This attack acts as on overhead regardless of jump height. Deals little damage on its own, but potent when combined with bombs. Recovers quickly on whiff making it a valuable spacing tool. Whiffed for proper spacing in combos, yet scales heavily. Full combo punishable on block.


- Attack: Drone Summon - Down, Down 3
- Hit Level: N/A
- Range: N/A
- Frame Data: 1f Startup, 41f recovery
- Description: CSZ dispatches a floating drone that can be used to augment his abilities. He can have up to three drones active at any point in time and drones carry over from round to round. Drones are typically summoned from full screen or after an intentional freeze, but heavily scale combos.



Enhanced Special Moves


- Attack: Cryo Bomb - Down, Back 2 + Blk/ Down, Down 2 + Blk/ Down, Forward 2 + Blk
- Hit Level: Low
- Range: Close/ Mid/ Far
- Frame Data: 106f Startup, +83f (lol NRS plz) on block, freezes (grounded) on hit
- Description: Cryo bomb creates area of effect ice puddle, freezing an opponents legs in place and allowing for a grounded combo follow up. Puddle lasts long enough to allow unique set ups and traps that would be impossible with normal ice bomb. Drone enhance to add damage over time effect.


- Attack: Ice Beam - Back, Forward 1 + Blk
- Hit Level: High
- Range: Full Screen
- Frame Data: 14f Startup, -9f on block, freezes on hit
- Description: CSZ fires a fast, sustained beam of ice. Anti-air's and go-to combo extender mid-screen. Slightly safer, metered alternative to ice ball, but still punishable. Drone enhance to add damage over time effect. Fun fact, this move does not trade. If CSZ is hit, ice beam vanishes, delivering a swift, merciless blow to Fridge's meter.


- Attack: Slide and Strike - Down, Back 4 + Blk
- Hit Level: Low
- Range: 3/4 Screen
- Frame Data: 9f Startup, -22f on block, untechable knock down on hit
- Description: Add's an additional hit to the standard slide, increasing damage to the end of most combos. Also used in armor breaking set-up.


- Attack: Power Kick - Down 3 + Blk/ Down 4 + Blk (in air)
- Hit Level: Overhead
- Range: Close/ Far
- Frame Data: 10f Startup, -19f on block, 0 on hit
- Description: CSZ plants his feet into the opponents chest and surfs them across the stage, dealing additional damage before back flipping to neutral. Triggers one the the dopest brutalities in the game. Drone enhance to increase damage even further.


- Attack: Multi Drone - Down, Down 3 + Blk
- Hit Level: N/A
- Range: N/A
- Frame Data: 1f Startup, 45f recovery
- Description: CSZ dispatches 3 drones simultaneously.


X-Ray

- Attack: Cyber Initiative - Block + Stance Switch
- Hit Level: Mid
- Range: Close
- Frame Data: 18 Startup, -31 on block, knocks down on hit
- Description: Cyber Sub-Zero encases himself in ice and parries the next incoming attack, responding with a devastating flurry of attacks. This parry activates seemingly instantly. If no attack lands, CSZ can press 2 to launch the attack manually, or dash cancel the X-ray.



GENERAL GAME PLAN
This section is undergoing fine-tuning. The information included is accurate for the most part, but not optimal.
  • Cyber Sub-Zero can play keep away as well as apply decent pressure. To zone, he can use b2 cancels, decent walk back speed, and back dash. He sets up mine fields of bombs and throws smart ice balls trying to find a favorable trade, while summoning necessary drones to enhance punish opportunities that arise once he changes gears. Once loaded with any number of desired drones, CSZ can either continue to zone or launch a bomb and slide/ dive kick in after it to begin his offense. With decent stagger pressure, + strings and 50/50's (that typically require meter), once LK-520 lands a hit, his best bet is to take the opponent to the corner. With use of F2's hard-ish knock downs, he can begin using ambiguous set-ups and an arsenal of gimmicks to turn out good damage. Outplay the opponent and Cyber Sub-Zero is the cutting edge of killer ninja technology. Fail to make the right reads and he'll look like he's running Windows 10.

NEUTRAL

  • CSZ first attempts to control the pace of a match from afar. He has screen control options that may frustrate opponents, hopefully to the point of making a mistake. It should look something like ice bomb, drone, ice bomb, ice ball, ice bomb (opponent jumps in), b2. Gg.
  • Metal Ice Man has trouble trading pokes when right next to an opponent due to his array of high hitting attacks and mediocre short ranged pokes. Frankly, all of his opponents will out poke him unless he's on-point with his frame traps. Play neutral from just outside your opponents poke range and look for opportunities to either jump in and jail to a strike/ throw 50/50, or whiff punish with a far reaching normal, like f4 or DE f12. You can even use slide, f3 or other unconventional means to this effect.
  • The Fridge also has a wide variety of + frame pokes and strings, such as 1112, 114, 21, f43, f12, f2 and DE b2. You can follow these up and catch an opponent hitting buttons out of turn. Use f4, b2 and/ or NJP if you suspect your opponent will attempt to low profile your advantage. DE b2 is especially useful as it cover both poke and block retaliations. Be aware, however, all + strings besides 21 have gaps just before the final hit. If the opponent armored through the first time, don't finish the string the second time, and so on. Add another layer of stress to their defensive game.
  • In the event he finds himself up close without an advantage, play defensively. Know when you can safely take a turn and catch the opponent by surprise. There are very few neutral-on-block pokes in the game, so upon blocking one, try to launch your offensive. F131 often catches opponents trying to pressure after a blocked low poke. If you absolutely must counter poke, use d3 and press the +17 advantage should it hit. If your opponent is persistent with their low pokes, try block > f43 or reversal throw in response, or block and use the opponents disadvantage to then retreat to a more comfortable distance.
  • Don't hesitate to use armor to break pressure and gain respect. MB slide is fast and deals decent damage. Opponents often forget CSZ has an armor option.
  • Don't be afraid to dive kick either. Overly aggressive opponents are especially susceptible to this. Dive kicks are also good movement options on whiff, similar to slide. Use in conjunction with interactables for added ambiguous effect.
COMBOS



Below are example combos I'd recommend, and typically the ones I use myself. There is a whole thread dedicated to the best combos Cyber SZ has here:

http://testyourmight.com/threads/mkxl-cyber-sub-zero-combo-thread-patch-1-13.59679/

CSZ has very few meterless options due to his Internet Explorer speed ice ball. The only viable normals/ strings that combo naturally are 111 and f4 (b1 works vs crouching as well). Using drone summons and dive kicks mid-combo will also heavily scale the Fridge's damage and unfortunately, this is unavoidable. None of his meaningful 50/50 options are strictly speaking "safe" either, even when using meter.

111 = (Starter)



Midscreen:

  • (Starter) xx ice ball, DS, jip, b3u4 xx FDK, NJP, jik xx CDK, f131 xx slide - 26%
  • B3u4 xx FDK, s4 xx ice ball, NJP, ji3 xx CDK, f131 xx slide - 29%
  • B2, jik xx CDK, s4 xx ice ball, DS, jip, run f131 xx slide - 26%
  • (bomb hit) DS, b2, jik xx CDK, f1, f131 xx slide - 25%
Corner:

  • (Starter) xx ice ball, DS, b3u4 xx CDK, f43 xx CDK, NJP, 21, 114 xx slide - 27%
  • B3u4, f43 xx CDK, s4 xx ice ball, b2, 114 xx slide - 32%
  • B2, f43 xx CDK, f43 xx CDK, 114 xx slide - 33%
  • F12, f12, 114 xx ice ball, b2, 114 xx slide - 37%
  • (bomb hit) DS, f43 xx CDK, NJP, f43 xx CDK, 114 xx slide - 29%



SET-UPS



These combos end in a hard-ish knock down (technically, it's a splat, not a true HKD), enabling CSZ to drop a bomb and perform a quick follow up at the cost of damage. Although flawed, these are the heart of the CSZ meta.



Midscreen:

  • (Starter) xx ice ball, DS, jip, b3u4 xx FDK, NJP, run f2 ~ bomb - 23%
  • B3u4 xx FDK, NJP, s4 xx ice ball, run f2 ~ bomb - 24%
  • B2, ji3 xx CDK, s4 xx ice ball, run f2 ~ bomb - 23% - recommended
  • (bomb hit) DS, NJP (short delay) run f2 ~ bomb - 17%
Corner:

  • (Starter) xx ice ball, DS, b3u4 xx FDK, f43 xx CDK, NJP, f2 ~ bomb - 24%
  • B3u4, f43 xx CDK, s4 xx ice ball, NJP, f2 ~ bomb - 28%
  • B2, f43 xx CDK, s4 xx ice ball, ji2, f2 ~ bomb- 28%
  • (bomb hit) f43 xx CDK, NJP, f43 xx CDK, f2 ~ bomb - 28%

BOMB TRAPS (used after SET-UPS)



Bomb traps are the hard-to-blockables that make LK-520 the tournament viable killing machine he is. The limit to good bomb set ups lies in the imagination of the player. The knowledge of the kharacter, the opponents defensive options and a players ability to mind game an opponent are key to making these traps most effective. Most armored wake ups beat these traps clean, while other armor options are pushed straight into a bomb resulting in a trade with CSZ coming out on top. However, armor can be baited as well, and delayed wake-up takes the armor option away from the opponent completely, more often than not resulting in a throw > bomb or meaty dive kick. It is impossible for an opponent to jump out if set ups are executed perfectly. Below are some examples intended for corner use, but a few work mid-screen as well, if you adjust bomb distance. So far, every set-up has been found very beatable, but the mix-up is not in how the opponent blocks, but instead how they choose to wake-up.


Meterless:
  • ... bomb, b3d4 - Beats Delayed WU
  • ... bomb, f43 xx CDK - Beats Tech
  • ... bomb, f-throw - Beats Tech (and Throw Tech)/ Delayed WU
  • ... bomb, backwards jump > iaCDK - Beats Tech (instant air)
  • ... bomb, forward jump, CDK (back to original side) ~ mix-up - Gimmick, ambiguous
  • ... bomb, forward jump FDK (into corner, hit delayed) - Gimmick, ambiguous
  • ... bomb, f13 xx dud bomb (bomb explodes) ~ 11 series - Gimmick, frame trap
Cryo Bomb:
  • ... Cryo Bomb, jump over 1, b3d4u4 - Beats Tech

Alternate Corner Options

Armor and jump-outs typically make Cyber Sub's corner game difficult. However, Fridge has a variety of options to counter the opponents attempts and punish accordingly and heavily. Make the right read and give the opponent something to think about.

Armor Breaking:

CSZ can use 21 to armor break when used against some slower armored wake-ups. "...Bomb > 21 xx slide" is safe on block, on hit/ successful break, leads into 40+%.

Optimal Punishes:

Certain opponents' armored wake-ups are susceptible to the "s4 xx slide (bomb freeze) b2, jik, 21, 114 xx slide" punish for 40+% (Raiden MB Bobalay, Kung Lao MB Spin, full list coming soon).

Anti-air:

NJP will stop an opponents jump out attempt, while bomb makes it a safe option on block. Investigating this further, but seems like a solid answer to jump outs, leading into a combo or honest pressure.


More to come. This guide is meant to be a starting point for players new to Cyber Sub-Zero, and a fundamental review for veterans. I chose to write this for my own benefit as well, to track my own evolution with the character as I'm inspired by others. Please, feel free to leave any questions or comments you may have below. Help the guide grow and improve by sharing your thoughts below.
 
Last edited:

Nortnauq

QUAN CHI FOR DLC
very neat and organized, thanks for making an easy read!

Edits:
I think you mean 114 for 113.
There's a gap in the f12 string.
 
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I GOT HANDS

Official Infrared Scorp wid gapless Wi-Fi pressure
Yeah, that's no problem. To what end? Combos/ set up? Normals, strings specials? Hit and block? All the above?
On combo's, it's a quick way to check if they hit harder than what people are currently using you know, and on anything its never bad to know what you getting
 

I GOT HANDS

Official Infrared Scorp wid gapless Wi-Fi pressure
great guide btw man, just wondering - are you getting drone summon AND JiP after an Iceball? how?!
 

RM Ree

Shiba Tamer
great guide btw man, just wondering - are you getting drone summon AND JiP after an Iceball? how?!
Thanks man. Don't worry about asking questions or criticizing or any of that, be down right mean if you'd like. Someone's bound to have an issue, we're just speeding the process of solving said issues along.

And yeah, you can get drone off any intentional freeze in just about any combo. Typically, I buffer the "down, down" portion during ice ball recovery frames and hit 3 the moment I know I've regained neutral. There's an issue with "111 xx ice ball, DS, jip" since the string leaves CSZ so close to the opponent, but even still it's possible to take a quick step back and hit with a rising jip into the rest of the combo.
 

I GOT HANDS

Official Infrared Scorp wid gapless Wi-Fi pressure
Thanks man. Don't worry about asking questions or criticizing or any of that, be down right mean if you'd like. Someone's bound to have an issue, we're just speeding the process of solving said issues along.

And yeah, you can get drone off any intentional freeze in just about any combo. Typically, I buffer the "down, down" portion during ice ball recovery frames and hit 3 the moment I know I've regained neutral. There's an issue with "111 xx ice ball, DS, jip" since the string leaves CSZ so close to the opponent, but even still it's possible to take a quick step back and hit with a rising jip into the rest of the combo.

ahh, i was only testing it off 111, off other freezes that space a JiP properly I'm having no trouble doing both, thanks for the knowledge i just assumed it didn't work for anything


ps this combo here

  • B3u4 xx CDK, ji3 xx CDK, s4 xx ice ball, DS, NJP, ji3 xx CDK, f131 xx slide - 33%/ 35%
That only seems to work if it travels them to the corner....but if you drop the last Ji3 for RC instead, it connects midscreen as well and gives just 1% less
 
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Da Tac0

GT: C88 Taco
Solid guide btw bro. I realized I had turn on option select to be able to hit f43 into cdk but I'm having trouble getting it to come out consistently. Any suggestions? Like when do you hit down as soon as 3 lands?
 

marietta1200

Best Coast
Solid guide btw bro. I realized I had turn on option select to be able to hit f43 into cdk but I'm having trouble getting it to come out consistently. Any suggestions? Like when do you hit down as soon as 3 lands?
Honestly try doing it as if it's part of the combo. Like immediately after you input the 3.
 

MrProfDrPepper

NRS, Guilty Gear, and KI, the holy trinity
I don't see how he lacks neutral when he has f2, look at that range, look how much space that controls, look how fast it is, I don't care if it is a high, that is a DAMN good normal not to mention you can catch people neutral ducking with f3. Good day sir.
 

x TeeJay o

Canary Cry Gapless Pressure
I don't see how he lacks neutral when he has f2, look at that range, look how much space that controls, look how fast it is, I don't care if it is a high, that is a DAMN good normal not to mention you can catch people neutral ducking with f3. Good day sir.
THIS. yes i have been using thing much more in the neutral and i gotta say its awesome.