io knew with aura, b12, ice burst did 39%, but not withoutI actually want to thank you for bringing this to my attention, it has highlighted a fact that Sub-Zero's damage scaling is far too severe in this game. You do realize that if I do the B12 EX Burst raw without the b12 aura (assuming its already active) that the same combo does 39%?
I suppose, but based on my calculations, a raw ice aura activation performed after an opponent is frozen results in the final damage being roughly 10% less than it would be if you hadn't deployed aura at all (28% magically turns into 25%). I'm the only one who finds it odd that performing a B12xxEXIAC before a standard B2 B2 242 123xxslide only results in an increase of 2% damage over the meterless alternative? 40% one bar corner damage is fine enough, but come on man, what's it worth to play Unbreakable midscreen without rolling your eyes? For christ sakes GM has 35-37% combos at midscreen for the meter and its totally worth it. And it has better defensive tools to boot. What's more, is that your aura disappears after your 31% combo is finished anyway, and if I change my conversions to emphasize duration I lose about 2% damage and have to deal with a more arduous conversion off of B2 rc.With another strong variation, we'd be asking for nerfs. We might want to pull back the throttle a little bit lol
It does 35%. Which is less than the 36% meterless universal and less than the 37% meterless unbreakable setup off the same starter. Unbreakable gets little incentive to use his meter for damage, and since his defensive toold are already outclassed by GM it leaves little in the way of making a sound argument to play this version over the other two. I can't complain though, his corner damage will always be decent.io knew with aura, b12, ice burst did 39%, but not without
I think jip, b2, 242, f12 is the route. I'm not sure though, test it out.I don't play GM Sub Zero, but in the lab after you do the unblockable throw set up, can't you get more damage with 212, NJP, Jump Back Kick, F12?
In all seriousness, it is screwed up that UB has to pay meter for a glorified hit confirm. He's getting better, but he's not there yet.I suppose, but based on my calculations, a raw ice aura activation performed after an opponent is frozen results in the final damage being roughly 10% less than it would be if you hadn't deployed aura at all (28% magically turns into 25%). I'm the only one who finds it odd that performing a B12xxEXIAC before a standard B2 B2 242 123xxslide only results in an increase of 2% damage over the meterless alternative? 40% one bar corner damage is fine enough, but come on man, what's it worth to play Unbreakable midscreen without rolling your eyes? For christ sakes GM has 35-37% combos at midscreen for the meter and its totally worth it. And it has better defensive tools to boot. What's more, is that your aura disappears after your 31% combo is finished anyway, and if I change my conversions to emphasize duration I lose about 2% damage and have to deal with a more arduous conversion off of B2 rc.
WHERE IS THE VALUE?
We're spending meter for 2% damage increases.
Ah okay, I was just looking at the combos listed and thought that a Jump Back Kick would do more damage than a JIP in the combo 242, NJP, JIP, F12I think jip, b2, 242, f12 is the route. I'm not sure though, test it out.
In all seriousness, it is screwed up that UB has to pay meter for a glorified hit confirm. He's getting better, but he's not there yet.
I'm busy with school now, but I update this thread every weekend. I'll take a second look at everything and update the OP accordingly.Ah okay, I was just looking at the combos listed and thought that a Jump Back Kick would do more damage than a JIP in the combo 242, NJP, JIP, F12
I mean, you're not wrong. I think the rule of thumb for that set up is "the higher the opponent when hit with f12, the better." If you still net the throw break > freeze, and it does more damage? Good find.Ah okay, I was just looking at the combos listed and thought that a Jump Back Kick would do more damage than a JIP in the combo 242, NJP, JIP, F12
Yeah I guess ji2 combos properly into b2, where ji1 doesn't. Odd interaction. Ji2 timing is more forgiving off the throw break trap.You can get a Ji2 after Throw into Clone? Never crossed my mind. I just run up and b2.
Speaking of... Why do I see so many doing 2,4,2 after Throw into Clone?
And in general, why end in NJK instead of f1,2? I see enough people do it to make me think there's a reason beyond ease.
This is correct, the higher your opponent is when f12 connects that more plus frames you have to set up ice clone and do a b3 or b2 afterwards. Also the reason Tom does njk instead is because it grants more plus frame on hit, thus allowing better and more consistent ice clone setupsI mean, you're not wrong. I think the rule of thumb for that set up is "the higher the opponent when hit with f12, the better." If you still net the throw break > freeze, and it does more damage? Good find.
For anyone interested, as soon as f12 hits, the splat animation begins irregardless of position(airborne/ grounded) moving the opponents reeling feet backward. More air time lets SZ recover from f12 and successfully clone immediately, whereas less air time forces him to wait a moment, causing failed clone attempts. Just a theory for future safe clone combos.
b2 d1 b12 xray does 40%. The jip after the tech roll doesn't affect damage for the combo I listed earlier though so it's useless in that situation. Tech roll, b2, b12 xray is max damage I believe.Wait, you mean d2 + armor shred leaves them standing as d4 armor shred? You ve been mention d2 + armor shed setup quite a bit, so I kinda curious to how it works.
Also raw b2,d1,b12 does ~43% IRRC.
I don't know about Shatter combos being a factor. Didn't mess with it too much, but the options don't seem to be there like with b3,3,d4. Seems more to do with the loop...Ending some combos in njk causes SZ to land at a good (better?) distance to start clone shatter combos. No one knows why Tom Brady still does it...
I set the AI to jump and made Sub neutral jump after Clone setup for both NJK and f1,2. F1,2 with a slight delay into Clone seemed to have a lot more advantage than NJK. But a b2 follow-up will land the opponent in the Clone and fuck up the combo. You still have the low/throw option with a lot more advantage.Also the reason Tom does njk instead is because it grants more plus frame on hit, thus allowing better and more consistent ice clone setups