Seapeople
This one's for you
Here's a really effective wall set up with Sub Zero that people may not be aware of. It's best used after a throw or any combo that you choose to end in a slide.
After any wall knockdown, Sub Zero can get a throw attempt. It can't be escaped by jumping, crouching, tech rolling, etc. The only ways to escape are with a wakeup attack, staying grounded or teching the throw. If the opponent stays grounded, Sub still gets a throw attempt or pressure once they stand up.
Midscreen this set up can be easily escaped with a tech roll or delayed tech roll.
Enjoy
After any wall knockdown, Sub Zero can get a throw attempt. It can't be escaped by jumping, crouching, tech rolling, etc. The only ways to escape are with a wakeup attack, staying grounded or teching the throw. If the opponent stays grounded, Sub still gets a throw attempt or pressure once they stand up.
Midscreen this set up can be easily escaped with a tech roll or delayed tech roll.
Enjoy