What's new

Guide - Sub-Zero SUB-ZERO COMBO THREAD (Patch 8/31)

Samsara

Resident Cynic
I have come to the conclusion that this forum would benefit from a singular combo thread. This thread is for posting combos as of the latest (8/31) patch. Please leave all your findings annotated properly and with damage listed. If you choose to post videos include the inputs used in your post below the embedded link. Please do not include jump-ins in your calculations. I'll update this thread as often as I can.

Update 1: Finished posting the initial content. Cleaned up the presentation with spoiler tags.

Update 2: Combo optimization in the Grandmaster section. New combo paths for all three variations. General typo fixes. Removed the Cryomancer section on resets.

Update 3:
Added more information is some sections to provide more clarity, significantly less clutter do to some adjustments in formatting.
1: LP

2: HP

3: LK

4: HK

B,F,D,U: back, forward, down, and up respectively

xx: indicates a cancel window

RC: indicates that you must cancel into run to continue your conversion

EX: indicates that you must spend a bar of meter for the enhanced special move

IAC: ice aura cancel----- canceling an ice aura into another subsequent string

These combos are separated out by starter, starting with the slowest normals down to the fastest. Within each starter section the midscreen combos will be listed first with the corner combos listed afterwards, separated by the word "Corner". Other descriptors and hints are included to help clarify any special conditions, execution tips, etc.

Whenever an opponent is suspended in midair, whiffing slide or a clone is a great way to build some meter before continuing a conversion.

B2 STARTER (17 FRAMES)


B2 RC F42xxBF4 [22%]
B2 RC F421+3 [23%]
B2 RC B12xxBF4 [24%]
B2 RC 123xxBF4 [24%]


MIDSCREEN TO CORNER CONVERSIONS

B2 RC F42xxDF2EX NJP FJ1 123xxBF4 [30%]
B2 RC B12xxDF2EX NJP FJ1 123xxBF4 [33%]


CORNER


B2 B2 242 123xxBF4 [36%]
B2 B2 D1 B12xxDF2EX NJP FJK 123xxBF4 [40%]


B33 STARTER (14 FRAMES)

FEMALE: B33xxDF2 FJP 242 RC 1 RC 123xBF4 [24%]
MALE: B33xxDF2EX FJP 242 RC 1 RC 123xxBF4 [27%]


CORNER


B33xxDF2 FJP B2 B2 242 123xxBF4 [31%]

F4 STARTER (12 FRAMES)

F4xxDF2 FJP 242 RC 1 RC 123xxBF4 [24%]

CORNER


F4xxDF2 FJP B2 B2 242 123xxBF4 [32%]

B12 STARTER (11 FRAMES)

B12xxDF2 FJP 242 RC 1 RC 123xxBF4 [28%]

CORNER


B12xxDF2 FJP B2 B2 242 123xxBF4 [35%]
B12xxEXDB1 B2 B12xxEXDF2 NJP JIK B12xxBF4 [44%]


F33 STARTER (9 FRAMES)

F33xxDF2EX FJP 242 RC 1 RC 123xxBF4 [29%]

CORNER


F33xxDF2EX FJP B2 B2 242 123xBF4 [37%]

11/12 STARTER (7 FRAMES)


11xxDF2 FJP 242 RC 1 RC 123xxBF4 [22%]
12xxDF2EX FJP 242 RC 1 RC 123xxBF4 [26%]


CORNER

11/12xxDF2 FJP B2 B2 242 123xxBF4 [29% or 30%]

ANTI-AIR CONVERSIONS

MIDSCREEN DISTANCE (Within 50% of Corner)

B2 RC F421+3 [23%]

B2 RC 123/B12xxBF4 [24%]

BJP/FJP RC B12xxDF2 NJP FJP RC 123xxBF4 [25%]

1 B12xxDF2 NJP FJP 123xxBF4 [25%]

FULLSCREEN DISTANCE (Outside Corner Range)

BJP/FJP RC B12xxDF2 NJP FJP B12xxBF4 [25%]

NJP B2 RC 123xxBF4 [26%]

1 RC B12xxDF2 NJP FJP B12xxBF4 [25%]
There has been expressed difficulty linking F122 into B2 on some midscreen conversions. You can make the conversion easier by replacing the B2 with a second F122.

B2 STARTER (17 FRAMES)


B2 RC F421+3xxDB2 [32%]
B2 RC F421+3xDB2EX F421+3xxDB2 [43%]

CORNER


B2 B2 D3 F421+3xxDB2 [38%]
B2 B2 D3 F421+3xxDB2EX F421+3xxDB2 [48%]

F1 STARTER (15 FRAMES)


F122 B2 RC F421+3xxDB2 [35%]
F122 B2 RC F421+3xxDB2EX F421+3xDB2 [43%]

CORNER


Default to Midscreen

B33 STARTER (14 FRAMES)

FEMALE: B33xxDF2 (Switch Stance) FJP F122 B2 F421+3xxDB2 [30%]
UNIVERSAL: B33xxDB2EX B2 F421+3xxDB2 [36%]

CORNER

B33xxDF2 FJP B2 B2 F421+3xxDB2 [32%]
B33xxDF2 FJP B2 B2 F421+3xxDB2EX F421+3xxDB2 [38%]

F4 STARTER (12 FRAMES)

F4xxDF2 (Switch Stance) FJP F122 B2 RC F421+3xxDB2 [31%]
F421+3xxDB2EX B2 RC F421+3xxDB2 [41%]

CORNER

F4xxDF2 FJP B2 B2 F421+3xDB2 [33%]
F421+3xxDB2EX D1 B2 F421+3xxDB2 [42%]

B12 STARTER (11 FRAMES)

B12xxDF2 (Switch Stance) FJP F122 B2 RC F421+3xxDB2 [34%]
B12xxDB2EX B2 RC F421+3xxDB2 [40%]

CORNER

B12xxDF2 FJP B2 B2 F421+3xxDB2 [36%]
B12xxDF2 FJP B2 B2 F421+3xxDB2EX F421+3 [42%]

F33 STARTER (9 FRAMES)

F33xxDB2EX B2 RC F421+3xxDB2 [38%]

111 STARTER (7 FRAMES)

111xxDF2 (Switch Stance) FJP F122 B2 RC F421+3xDB2 [34%]
111xxDB2EX B2 RC F421+3xxDB2 [40%]

CORNER

111xxDF2 FJP B2 B2 F421+3xxDB2 [36%]
111xxDF2 FJP B2 B2 F421+3xxDB2EX F421+3xxDB2 [42%]

AERIAL CONVERSIONS (INCLUDING AIR TO AIR)

FJP RC F421+3xxDB2 [26% or 28%]
FJP RC F421+3xxDB2EX F421+3xxDB2 [37% or 39%]
NJP FJP RC F421+3xxDB2 [27% or29%]
NJP FJP RC F421+3xxDB2EX F421+3xxDB2 [35% or 37%]
NJP B2 RC F421+3xxDB2 [32%]
NJP B2 RC F421+3xxDB2EX F421+3xxDB2 [41%]

CORNER

For lower jik corner collisions where b2 would whiff, replace with 1 or d1

FJP B2 F421+3xxDB2 [32% or 34%]
FJP B2 F421+3xxDB2EX F421+3xxDB2 [41% or 43%]

These tend to happen when slide cross up ruins reversal inputs, opening a whiff punish opportunity. Also useful vs the Grandmaster corner trap strategy.

(cornered) NJP f-dash D2 F421+3xxDB2 [31%]
(cornered) NJP f-dash D2 F421+3xxDB2EX F421+3xxDB2 [38%]
Aura is quite strange since the latest patch, meterburning allows for more damaging conversions at midscreen but the damage gains are marginal. If you like you may simply perform the universal conversions OR exchange the corner carry ender (123xxBF4) with a more damaging aura burst finish (B12xxDB1). Damage is listed for corner carry ender.

B2 STARTER (17 FRAMES)

B2 RC B12xxEXIAC 123xxBF4 [29%]

CORNER

B2 B2 D1 B12xxEXIAC 123xxBF4 [36%]

B33 STARTER (14 FRAMES)

B33 EXIAC FJP B12xxDF2 FJP 242 RC 1 RC 123xxBF4 [29%]
(aura active) B33 EXDB1 RC F42xxBF4 [28%]

CORNER


B33 EXIAC B2 B2 242 123xxBF4 [34%]
(aura active) B33xxEXDB1 B2 242 123xxBF4 [39%]

F4 STARTER (12 FRAMES)


F4 EXIAC FJP B12xxDF2 FJP 242 RC 1 RC 123xxBF4 [29%]
(aura active) F4/F42 EXDB1 RC F42xxBF4 [28% or 29%]

CORNER

F4 EXIAC B2 B2 242 123xxBF4 [34%]
(aura active) F4/F42xxEXDB1 B2 242 123xxBF4 [39% or 40%]

B12 STARTER (11 FRAMES)

B12 IAC B12xxDF2 FJP 242 RC 1 RC 123xxBF4 [31%]
(aura active) B12 EXDB1 RC F42xxBF4 [31%]
B12 EXIAC FJP B12xxDF2 FJP 242 RC 1 RC 123xxBF4 [33%]
B12 IAC B12xxEXDB1 RC F42xxEXDF2 NJP FJP RC B12xxBF4 [40%]

CORNER


B12 IAC B12xxDF2 FJP B2 B2 242 123xxBF4 [37%]
(aura active) B12xxEXDB1 B2 242 123xxBF4 [42%]

F33 STARTER (9 FRAMES)

F33 EXIAC B12xxDF2 FJP 242 RC 1 RC 123xxBF4 [29%]
(aura active) F33 EXDB1 RC F42xxBF4[ 30%]

CORNER

F33 EXIAC B12xxDF2 FJP B2 B2 242 123xxBF4 [35%]
(aura active) F33xxEXDB1 B2 242 123xxBF4 [41%]

11/12 STARTER (7 FRAMES)

12 EXIAC FJP B12xDF2 242 RC 1 RC 123xxBF4 [28%]
(aura active) 11/12 EXDB1 RC F42xxBF4 [26% or 27%]

CORNER


11 EXIAC B2 B2 242 123xxBF4 [32%]
12 EXIAC B12xxDF2 FJP B2 B2 242 123xxBF4 [32%]
(aura active) 11/12xxEXDB1 B2 242 123xxBF4 [37% or 38%]

Use B12xDF2EX instead of B12xDB2 to convert male combos into female friendly. You can end combos with NJK, B33D4, 112, F12, etc. for a long/hard knockdown. Damages vary. You can also end combos with the standard 123xxBF4 ender for pure damage at the cost of setup.

B2 STARTER (17 FRAMES)

FEMALE FRIENDLY

B2 242 B3xxDB2 NJP FJP F12 [31%]
B2 B2 1 1 B12xxDB2 NJP FJP F12 [37%]

MALE ONLY

B2 B2 D1 B12xxDB2 NJP FJP F12 [36%]
B2 B2 242 11xDB2 NJP FJP F12 [37%]


FOR ALL CANCELABLE STARTERS INTO ICE BALL

(STARTER)xxDF2 FJP B2 242 B33D4 [24%-30%]

CLONE SHATTER COMBOS


ANTI-AIR SHATTER (performed by anti airing with frost burst/bomb)

B2 1 B12xxDB2 NJP FJP F12 [41%] (opponent is high enough for a b2 to connect)
Run 1 1 1 B12xxDB2 NJP FJP F12 [36%] (opponent has fallen fast/quick conversion)


GROUNDED SHATTER COMBOS

B33xxDB1 D1 B12xxDB2 NJP FJP F12 [44%]
12xxDB1 D1 B12xxDB2 NJP FJP F12 [43%]
B2 24xxDB1 1 11xxDB2 NJP FJP NJK [45%]


UNTECHABLE THROW INTO CLONE FOLLOW UP

(Throw Into Clone) ...Tech Roll ...Run FJP B2 242 B33D4 -----------26%

MIDSCREEN

For Meterless Damage, use the universal conversions. If you have set up a clone, it is possible to use EXBF4 to send the opponent careening into it. Opponents can also be sent into the clone by the F421+3 string as well as a throw. The following are combos that only work when Sub-Zero and his opponent are in opposite stances.

B12xxDB2EX RC F4xxDF2 FJP 24xBF4 1 123xxBF4 [32%]
B12xxDB2EX RC B12xxDF2 FJP 242 RC 1 RC 123xxBF4 [35%]
B12xxDB2EX RC B12xxDF2 FJP B2 RC F421+3 [35%]
B12xxDB2EX RC B12xxDF2 FJP B2 RC 123xxBF4 [35%]
Special Thanks to
@zoofs for the GM setups and combos.
@Tom Brady for being a character loyalist and his contributions to this forum as a whole.
@UsedForGlue for his sobering perspective regarding this character's merits.
 
Last edited:

Samsara

Resident Cynic
It's about time we had a singular thread, I'll post whatever I find here but I'm gonna need some help to flesh this guide out fully... I'm working on unbreakable right now
 

Lokheit

Noob
2 bars corner 52%:

B2,B2,F42GrabEXHammer,F42GrabEXIceball, JIP, F42GrabHammer

Note that even if you can land a jab before the first F42, it will scale down the damage instead of increasing it.

Tomorrow I will be squeezing the max damage from each starter (most combos will follow the same process except for the ones started by B2 and F122).
 
Last edited:

ZeZe

The smart stuff!
Just messing around with UB Sub in da corner.

meterless with frozen aura on B2 B2 B21~Ice burst - 34%

maybe someone has already optimised it. I feel sort of attached to it.
 
I find that if you replace the B2 overhead in mid string with NJP into JIP, you sacrifice a little damage but it's way more consistent and you don't have to wait for the timing at all.

E.g.

F421+3xxDB2EX B2 RC F421+3xxDB2 = 41% becomes F421+3xxDB2EX NJP JIP F421+3xxDB2 = 39% and so on and so on.
 

boba_buster

Noob saibot
I'm really starting to not see the good in all this , befor he had a solid easy 40% one bar bnb
Jip b12xxiceball jip b12xxexhammer b2 rc f321+3
 

Matix218

Get over here!
I find that if you replace the B2 overhead in mid string with NJP into JIP, you sacrifice a little damage but it's way more consistent and you don't have to wait for the timing at all.

E.g.

F421+3xxDB2EX B2 RC F421+3xxDB2 = 41% becomes F421+3xxDB2EX NJP JIP F421+3xxDB2 = 39% and so on and so on.
I noticed that if you replace njp, jip with njp, standing 1 it is even more consistent and same damage output as the njp, jip. Sometimes on the njp, jip I noticed that the grab at the end of the string whiffs, but I was also run canceling after the jip. Do you rc after the njp, jip or just do raw njp, jip into f42 1+3?
 

Lokheit

Noob
Something I want to comment about using (aerial) JIP and NJP in the same combo:

Never combine them.

I've been studying damage scale for a video and I've discovered that for some reason if you do JIP against an airborne target, the damage scales a huge lot, combined they deal 11 damage but reduce following damage to 64.6% of its total damage (for reference the regular iceball reduce it to 75%) while the B2 is 9 damage but only reduce following damage to 90%

This only happens if you use both, separately they are 80% and 90% but against airborne targets JIP gets worse for each aerial hit you land. When I release the video I will explain the whole formula but for now I just wanted to point out that they shouldn't be combined in combos. JIP against standing opponents are not affected by this.
 
Last edited:

SM StarGazer

The voice of reason in a Sea of Salt
What are the best Cryomancer combos after
1) ex db1 midscreen/corner
2) NJP
3) Air to air
Try and loop everything into the above combos. He's a vortex character now.

ExDBxxxf421+3, ExIceBall if you have the meter and continue the combo into the vortex with f12.
 

Lokheit

Noob
I don't think Cryomancer is truly a vortex character for some reasons.

Characters like Warlock Quan Chi that also spend meter to go into vortex have OH and Low options to deal 30+ (close to 40 in the corner) METERLESS damage with faster moves harder to react. Meaning that he can loop it 4 times with a full bar no matter what he picks.

Now in Sub-Zero's case, you don't need extra meter if you pick the OH option, but the low option needs an extra bar even against the corner because you can't freeze 2 times during a combo and you need to freeze for the reset (and freezing after a b33 and then reset is a waste of meter and you would do better by just finishing the previous combo with the meterless hammer).

So considering that one of the 2 options have an extra cost, it's not really a vortex as you can't loop it. It's just a reset (that will only work from combos that don't start with a freeze, so low combos will need 2 bars to reset).
 

UsedForGlue

"Strength isn't everything"
People appear to be getting the archetypes of his variations wrong.

Cryomancer isn't a vortex character, simply because it costs meter for him to launch you, and meter to reset you, so its not a true vortex.

He is a punisher, bide your time, save your meter and hurt the opponent when they make a mistake.
Grand Master is a space control, corner trap character.
Unbreakable is supposed to be a pure defensive, turtling character...supposed to be. Although his defence is laughable compared to Kotal.
 

UsedForGlue

"Strength isn't everything"
People appear to be getting the archetypes of his variations wrong.

Cryomancer isn't a vortex character, simply because it costs meter for him to launch you, and meter to reset you, so its not a true vortex.

He is a punisher, bide your time, save your meter and hurt the opponent when they make a mistake.
Grand Master is a space control, corner trap character.
Unbreakable is supposed to be a pure defensive, turtling character...supposed to be. Although his defence is laughable compared to Kotal.
 

Lokheit

Noob
50% 2 bars midscreen, is a bit tight but doable:

B2, ColdBlooded, Ex Hammer, Cold Blooded, Ex Hammer (very fast now), Cold Blooded, Hammer.

Also 53% 3 bars midscreen (not worth it, but for the sake of documentation), the same one with an EX Iceball isntead of regular hammer, then JIP, Cold Blooded, Regular Hammer.
 
Last edited:

RM Ree

Shiba Tamer
Make the female specific combos in the OP pink!

That is all (I'll post some GM combos in the format provided if you need help filling those out).
 

Samsara

Resident Cynic
Make the female specific combos in the OP pink!

That is all (I'll post some GM combos in the format provided if you need help filling those out).
Yes please I'm extremely busy right now and that would help immensely. I'm doing my best to lab some new gm tech with ex clone, I know some pre-patch combos I've just hesistated---- by all means please do.
 

STK

Beso de Muerte + Fantasía Oscura
I don't think Cryomancer is truly a vortex character for some reasons.

Characters like Warlock Quan Chi that also spend meter to go into vortex have OH and Low options to deal 30+ (close to 40 in the corner) METERLESS damage with faster moves harder to react. Meaning that he can loop it 4 times with a full bar no matter what he picks.

Now in Sub-Zero's case, you don't need extra meter if you pick the OH option, but the low option needs an extra bar even against the corner because you can't freeze 2 times during a combo and you need to freeze for the reset (and freezing after a b33 and then reset is a waste of meter and you would do better by just finishing the previous combo with the meterless hammer).

So considering that one of the 2 options have an extra cost, it's not really a vortex as you can't loop it. It's just a reset (that will only work from combos that don't start with a freeze, so low combos will need 2 bars to reset).
I think SZ Cryo becomes a vortex character off B2 corner combos. you only have to spend one bar for the plus re-stand and the corner is where having to guess a 50/50 becomes truly scary.
 

SM StarGazer

The voice of reason in a Sea of Salt
I must say. I do think Cryo is a vortex character now. Been playing him alot just to get MU knowledge and im seeing that its easy to store two bars then run the game. With b33 into ice ball being a things and the +29 off f12 its hard not to see him as such. It lso great knowing cassie cant flip kck b2 abd trying to leads to a punish. Love it.
 

boba_buster

Noob saibot
Grandmaster Easy with lag corner game set up
B2 242 1 11xxdb2 njp njk db2
29%
(Replace 1 11xxdb2 with b12xxexdf2 for females)
B33xxdf2 B2 242 112 step back db2( 112 ender gives plenty of time to step back and throw clone)


(If they touch clone and get frozen)
B2 242 112 step back db2( 112 ender gives plenty of time to step back and throw clone) 21%
 

xQUANTUMx

Twitter: @xxQUANTUM
People appear to be getting the archetypes of his variations wrong.

Cryomancer isn't a vortex character, simply because it costs meter for him to launch you, and meter to reset you, so its not a true vortex.

He is a punisher, bide your time, save your meter and hurt the opponent when they make a mistake.
Grand Master is a space control, corner trap character.
Unbreakable is supposed to be a pure defensive, turtling character...supposed to be. Although his defence is laughable compared to Kotal.
I don't think anyone is labeling cryomancer categorically as a vortex char. Rather, he has that option to mix up after being +29 (for example) if one so chooses. I usually opt for a whiff punishing style with him since his normals reach a bit further. To each their own I guess
 

UsedForGlue

"Strength isn't everything"
The "50/50" is a byproduct his of the fact that you can MB ice ball from Cold Blooded to extend your combo damage, nothing more. It is something the community are trying to make a thing, but it isn't what Cryomancer centres around.

You could spend a bar of meter after a generic B12 Ice Ball punish to give yourself 20+ hit advantage, but it will never outweigh the 41% and hard knockdown jump in, because the simple fact is, it isn't a true 50/50 and both are completely unsafe, so I don't know why anyone would want land a combo on the opponent, give up momentum and damage to put yourself at risk and allow the opponent to punish you, when you could continue yours offence.

Cryo is an ON/OFF punishing character that takes back momentum once he hits you.
 
The "50/50" is a byproduct his of the fact that you can MB ice ball from Cold Blooded to extend your combo damage, nothing more. It is something the community are trying to make a thing, but it isn't what Cryomancer centres around.

You could spend a bar of meter after a generic B12 Ice Ball punish to give yourself 20+ hit advantage, but it will never outweigh the 41% and hard knockdown jump in, because the simple fact is, it isn't a true 50/50 and both are completely unsafe, so I don't know why anyone would want land a combo on the opponent, give up momentum and damage to put yourself at risk and allow the opponent to punish you, when you could continue yours offence.

Cryo is an ON/OFF punishing character that takes back momentum once he hits you.
This. 100% a momentum character. Cryo Sub always had that burst damage (albeit more respectable) but it's so much easier to open then up and convert into from almost everything post-patch that he's just a lot more threatening. Being able to confirm 30-40% damage off of 8f 1,1,1, having the HKD finish to his combos with d,b2, and having a legit block string/jail in f4xx Hammer are huuuge pluses. Cryo was always a momentum/punish character but you have so many easier ways to do it now. I jumped into a king of the hill post-patch with some absolute killers and held my own largely off of the shock and awe of getting hit with 40%+ every time I touched them (room full of GMs by the way). Tons of players who openly laughed at me picking Cryo (one specific player who was trash talking incessantly all night got handed a flawless after telling me Cryo was useless vs GM) aren't laughing anymore lol
 

RM Ree

Shiba Tamer
Cryo vs GM was one of my favorite MU's even before the recent buffs. They way GM clones and throws ice ball, thinking Cryo ji1 won't beat clone clean. Can't imaging what that's like now lol.

I played a good Johnny Cage with the new Cryo, and much of the time I was overwhelmed by how deep my own bag of tricks went. From the 40% combos, with more in the tank if I needed a round ended, to the reset potential of ice blast or just not even canceling cold blooded. The ambiguous cross up game with whiff slide post knockdown was pretty silly. In the corner, slide>neutral jump puts you back on the outside, ruining reversal inputs, and midscreen gives perfect distance for strike/ throw mixup. The air hammer armor shred/ double OH shenanigans were helpful lots of times, for both chip and raw damage. This character is very strong now, obviously.