...You DO know that the parry can be punished with an ice ball for a full combo if it's read, right? With the refreeze, that's 35% every time he successfully reads a parry. Cyber Sub's parry is a great way to get out of pressure, but it's not the godsend it's made out to be. So many characters can punish it with full combos, and even if they can't, you can poke them out of it 100% of the time. Hell, a lot of contact specials go through the parry, such as Nightwolf's hatchet and Sektor's telepunch. No, I'm not even talking about the EX versions. The bottom line is that no matter what the matchup may be, overusing the parry will cost you the match. It may shut down scrubs, but to a good player, parrying too often is just a quick way to get bodied.
Cyber Subs vs. Subs is a 6-4 for the simple fact that Sub Zero can dictate the pace of the matchup. Subs is strong both offensively and defensively, where Cyber Subs is limited to offensive tactics. Bomb setups are real cute and all, but naked bombs should be used sparingly (and only to get your opponent off his spot). The underlying issue here is that Subs has an answer to Cyber Sub's pressure and can easily apply some of his own, yet he can still turtle it out to force Cyber Subs from advancing. Again, Sub Zero can set the pace of the matchup very easily, and while Cyber Subs can beat him, he has to play by Sub's rules to do it. The only way Subs is at a disadvantage is if his clone setups are too predictable, in which case Cyber Subs is just going to EX divekick for 18% whenever he has the meter to spare. QED, a good Sub Zero is always going to be a 6-4 with a good Cyber Subs.