I see, I will test these tomorrow to see if the numbers are the same with the MB finisher, I was going for the meterless versions.@Lokheit okay so our numbers are different because I was using slide MB. I was trying to keep the damage between variations competitive and didn’t annotate that I was using meter with the enders.
The 124 KB combo used s4 xx ice ball as a starter. Meant to be more of a read based combo punishing wake ups.
Ex Iceball allows you to freeze from F2 (overhead) or B32 (low). It requires meter though. Rising Ice also lets you start combos from F2 for a bar (but it whiffs from F2 max distance).I like Sub-Zero a lot in this game. I'm still not familiar with the game's play style so I'm unsure if I'll keep him as my main. I like him more than my previous temporary mains (Shao Kahn / Kabal); so, I'll keep him as my main for now.
[Shinnok]Tell me[/Shinnok], what are his BNB in the variation with the air axe projectile?
Also, what are the strengths/cons of both of his tournament variations?
I like the Thin Ice variant because it has that step back projectile which is good chip damage and of course, the slide!!
I know it's "trolololol" GameFAQs; but, what does he mean the enhanced Ice-Ball gives a 50/50? Is it an overhead or something?
On standing opponents, I think people are doing s2, b143 xx shoulder/ slideI've seen people doing juggle 2, 1, Shoulder but you can get more meterless damage from juggle B2, D2. I don't know if this is new or if there's a reason it's useless, but here's vids of both examples in my tweet here just in case;
The problem with Sub Combos in mk11 is that they are tight as fuck and incredibly finicky.I can make some tutorials for SZ BnBs if there’s a need/ want for it. I did this for Robin in I2 and it helped some people out.