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Guide - Cryomancer [Pre October '16 Patch] Sub-Zero CRYOMANCER Guide reborn

nodq

wicked
Hi all, due to my eidetic memory. Hi. Due to my eidetic memory. I will write down the old Tom Brady Guides in a new Thread, because he deleted them. If something is wrong or missing, i apologize for it because my brain is old and not that fresh anymore.


SUB-ZERO

CRYOMANCER
Sub-Zero's Cryomancer variation is his most damaging variation. It gains the use of Ice Weapons which allow for more damaging combos along with the ability to re-stand the opponent.


BEST NORMAL ATTACKS:
Attack: Down + 3
Hit Level: Low
Range: Close
Frame Data: 8 frame startup, 0 on block, +14 on hit.
Variation: All
Description: Quick low poke mainly used for poking/counter poking. This leaves you at neutral when blocked and advantage when it hits.


Attack: Down + 4
Hit Level: Low
Range: Sweep
Frame Data: 8 frame startup, -5 on block, +17 on hit.
Variation: All
Description: Low poke mainly used for poking/counter poking. This attack is safe when blocked and advantage when it hits.


Attack: Down + 2
Hit Level: Mid
Range: Sweep
Frame Data: 12 frame startup, -17 on block, knocks down on hit.
Variation: Cryomancer
Description: Uppercut attack mainly used for anti-air situations. This attack is full combo punished when blocked.


Attack: Back + 2
Hit Level: Overhead
Range: Just outside of sweep
Frame Data: 16 frame startup, -12 on block, launches on hit.
Variation: All
Description: Overhead launching attack with very good range. This attack is unsafe on block but only punished by faster normal attacks with range or fast advancing specials.


Attack: 1,1
Hit Level: High, High
Range: Close
Frame Data: 6 frame startup, -4 on block, +7 on hit.
Variation: All
Description: Two hit jab string attack that is mainly used as a punisher. This attack is safe when blocked and advantage when it hits.


Attack: Forward + 3,3
Hit Level: Mid, Low, Mid
Range: Close
Frame Data: 8 frame startup, -3 on block, knocks down on hit.
Variation: All
Description: Three hit advancing kick string that is mainly used as a punisher. This attack knocks down when it hits and is safe when block.

Attack: Back + 1,2
Hit Level: Mid, Mid
Range: Close
Frame Data: 10 frame startup, -5 on block, +20 on hit.
Variation: All
Description: Two hit mid punch string. This attack is safe when blocked and advantage when it hits.


Attack: Back + 3,3
Hit Level: Low, Low
Range: Close
Frame Data: 12 frame startup, -8 on block, +12 on hit.
Variation: All
Description: Two hit low combo string. This attack is advantage when it hits and its only punished by the fastest special attacks in the game.


• Attack: Forward + 4,2
Hit Level: Mid, Mid
Range: Just outside of sweep
Frame Data: 11 frame startup, -6 on block, +4 on hit.
Variation: All
Description: Two hit mid string with very good range. This attack is safe when blocked and advantage when it hits.


Attack: Forward + 4,2,1+3
Hit Level: Mid, Mid, Mid
Range: Just outside of sweep
Frame Data: 11 frame startup, -10 on block, results in a re-stand leaving you at 0 on hit.
Variation: Cryomancer
Description: Three hit combo string that is mainly used as an ender in juggles. This attack is unsafe on block, punished by fast normal and fast special attacks.


• Attack: 2,4,2
Hit Level: Mid, Mid, Mid
Range: Close
Variation: All
Frame Data: 9 frame startup, -14 on block, launches on hit.
Description: Three hit string that launches. This attack is full combo punished when blocked.


Attack: Forward + 1,2,2
Hit Level: Mid, Mid, Mid
Range: Close
Frame Data: 14 frame startup, -8 on block, launches on hit.
Variation: Cryomancer
Description: Three hit string that launches. This attack is only punished by the fastest special attacks in the game.



BEST JUMPING NORMAL ATTACKS:
Attack: Jumping 1
Hit Level: Mid on the way up, Overhead on the way down
Range of Attack: Sweep
Frame Data: 7 frame startup, 0 on block, +12 on hit.
Variation: All
Description: Jumping punch attack that guarantees a combo when it hits or a fast attack/string when blocked.


Attack: Jumping 2
Hit Level: Mid on the way up, Overhead on the way down
Range of Attack: Close
Frame Data: 9 frame startup, 0 on block, +24 on hit.
Variation: All
Description: Jumping punch attack that guarantees a combo when it hits or a fast attack/string when blocked.


• Attack: Jumping 3
Hit Level: Mid on the way up, Overhead on the way down
Range of Attack: Sweep
Frame Data: 5 frame startup, -3 on block, knocks down on hit.
Variation: All
Description: Jumping kick attack that knocks down when it hits. This attack is safe when blocked.


Attack: Neutral Jump 3 or 4
Hit Level: Mid on the way up, Overhead on the way down
Range of Attack: Close
Frame Data: 6 frame startup, -3 on block, knocks down on hit.
Variation: All
Description: Jumping kick attack that knocks down when it hits. This attack is safe when blocked.



SPECIAL MOVES:
Attack: Ice Ball (Down, Forward + 2)
Hit Level: High
Range: Full screen
Frame Data: 30 frame startup, -17 on block, +114 on hit.
Variation: All
Description: Projectile attack that freezes opponents when it hits, allowing for a combo follow up. This special move is full combo punished on block.


• Attack: Slide (Back, Forward + 4)
Hit Level: Low
Range: 3/4 Screen
Frame Data: 8 frame startup, -21 on block, causes an untechable down on hit.
Variation: All
Description: Low sliding attack with great range. The attack is full combo punished on block.


• Attack: Ice Burst (Down, Back +1)
Hit Level: Mid
Range: Sweep
Frame Data: 22 frame startup, -9 on block, knocks down on hit.
Variation: Cryomancer and Grandmaster
Description: Mid punch that knocks the opponent down when it connects. This attack is punished by fast normal attacks and fast special moves when blocked.


• Attack: Frost Hammer (Down, Back +2)
Hit Level: Overhead
Range: Just outside of sweep
Frame Data: 35 frame startup, -9 on block, knocks down on hit.
Variation: Cryomancer
Description: Overhead hammer attack that causes and untechable knockdown when it hits. This attack is punished by fast normal attacks and fast special moves when blocked.


Attack: Air Frost Hammer (Down, Back +2 while in air)
Hit Level: Overhead
Range: Just outside of sweep
Frame Data: 23 frame startup, -7 on block, knocks down on hit.
Variation: Cryomancer
Description: Overhead air hammer attack that knocks down when it hits. This attack is only punished by the fastest special moves in the game.




ENHANCED MOVES:
Attack: Enhanced Ice Blast (Down, Forward + 2 + Block)
Hit Level: Mid
Range: Full screen
Frame Data: 20 frame startup, -7 on block, +105 on hit.
Variation: All
Description: Projectile attack with projectile immunity that freezes opponents when it hits, allowing for a combo follow up. This special move is only punished by the fastest special moves in the game.


Attack: Enhanced Icy Slide (Back, Forward + 4 + Block)
Hit Level: Low
Range: 3/4 Screen
Frame Data: 8 frame startup, -21 on block, causes an untechable down on hit.
Variation: All
Description: Low sliding attack with great range and one hit of armor. This attack is full combo punished on block.


• Attack: Enhanced Frost Bomb (Down, Back +1 + Block)
Hit Level: Mid
Range: Sweep
Frame Data: 14 frame startup, -9 on block, launches on hit.
Variation: Cryomancer and Grandmaster
Description: Mid punch launcher with one hit of armor. This attack is punished by fast normal attacks and fast special moves when blocked.


• Attack: Enhanced Crushing Hammer (Down, Back +2 + Block)
Hit Level: Overhead
Range: Just outside of sweep
Frame Data: 27 frame startup, -8 on block, launches on hit.
Variation: Cryomancer
Description: Overhead hammer launcher with one hit of armor. This attack is punished by fast normal attacks and fast special moves when blocked.




X-RAY:
Attack: Deep Freeze (L2 + R2)
Hit Level: Mid
Range: Sweep
Frame Data: 11 frame startup, 0 on block, knocks down on hit.
Variation: All
Description: Sub-Zero freezes his opponents end trails, pulls it out of them, then uses the frozen end trail as a spike and stabs the opponent in the eye. This attack is safe when blocked.




STRATEGY:


USING DOWN + 3 AND DOWN+ 4
Down + 3 and Down + 4 are both great tools for poking and counter poking. Down + 3 is faster than Down + 4 and it recovers much faster when blocked. This makes Down + 3 a go to move when fighting right up close to the opponent. Down + 3 also leaves you at advantage with the opponent right next to you whereas Down + 4 only does this in the corner due to the stagger state that it causes when it hits the opponent. Down + 4 works best when poking/counter poking from outside of point blank range. Down + 4 is faster and out ranges a lot of other attacks making it a great tool to approach with or keeping the opponent off of you as they try to approach.



USING D + 2
The main purpose of this attack is to anti-air your opponent and this is one of the best uppercuts in the game. What makes this attack work so well is the added collision that you gain from the ice sword as well as how far the weapon rises into the air. Jumping opponents cannot hit Sub-Zero out of this attack without making contact with his head or body - just hitting the ice sword isn't enough. When this attack is timed right against a jumping opponent, there is no way to make contact with Sub-Zero without first going through his ice sword.



USING BACK + 2
This attack has multiple great uses. It is an overhead launcher which makes it a great tool for a 50/50 mix up situation when used with you Back + 3,3 low combo string. Back + 2 is also great to use in situation where you are severely out poking your opponent by harassing them with a series of Down +3 and Down + 4 attacks. Getting harassed by a series of low pokes will often frustrate the opponent and cause them to eventually block low which now frees up your Back + 2 overhead launcher. The range of Back + 2 also comes in handy in situations where you quickly execute a short run forward and the opponent jumps back, jumps forward, or neutral jumps in reaction to your run. In this situation Back + 2 can smack the opponent right out of their jump. Back + 2's range also pays off as a punisher for whiffed neutral jump punch and kick attacks as well as for punishing whiffed attacks with slower recovery that are out of range of your other attacks.



USING BACK + 3,3
Back 3,3 is a two hit, double low combo string that is mainly used for a 50/50 when used with the Back + 2 overhead launcher. Even though there is a three frame difference between the 13 frame B + 3,3 string and the 16 frame Back + 2 overhead, the fact that both hits of Back + 3,3 hit low make this 50/50 impossible to fuzzy guard. This means that this is a true 50/50 and all the opponent can do is guess. Because Back + 3,3 is a two hit string, it is possible to hit confirm the string, and then combo into your Ice Ball or Enhanced Crushing Hammer. In open space you you need to use Back + 3,3 ~ Enhanced Crushing Hammer due to the small stagger that Back + 3,3 causes in open space. The Enhanced Crushing Hammer has a faster start up than the Ice Ball which allows it to connect when Back +3,3 hits in open space. When the opponent is in the corner, Back + 3,3 ~ Ice Ball connects because the corner prevents the opponent from staggering backwards.



USING 1,1
The 1,1 string is your fastest string making it the go to move for a fast punisher. After blocking attack that are at least -8 on block, you will be able to use 1,1 ~ Ice Ball or 1,1 ~ Enhanced Crushing Hammer for a guaranteed punish and combo opportunity.



USING FORWARD + 3,3
This string is used as a punisher in situations where, after blocking a move that is at least -10, the 1,1 string either does not work consistently or at all. Although this is a three hit string, you can cancel out of the second hit with any special move. Unlike the meter less punish of 11 ~ Ice Ball, using Forward + 3,3 ~ Enhanced Crushing Hammer requires one bar of super meter. However, in some situations it is the best punishing option available.



USING FORWARD + 4,2
This string has more range and covers more ground than any other of Sub-Zero's strings. Forward + 4,2 is a great string to use from range because its faster than most ranged attacks as well as having more range than most ranged attacks. You are also able to hit confirm this string and cancel into the Enhanced Crushing Hammer launcher.



USING BACK + 1,2
Back + 1,2 starts up in 10 frames making it one frame faster than the F + 4,2 string. However - Back + 1,2 does not have the range as of Forward + 4,2 string which is why it is only used in close. The benefit of Back+ 1,2 is that it not only gives major advantage on hit, it also allows for a hit confirmed cancel into your Ice Ball special for a full combo without having to use any super meter. Back + 1,2 can also be used as a punisher after blocking an attack -12 or more.



USING 2,4,2 AND FORWARD + 1,2,2
Both the 2,4,2 and Forward + 1,2,2 strings are used as launchers on an already frozen opponent. This allows you to launch the opponent without having to spend any super meter after an Ice Ball connects. It also allows you to launch the opponent after an Enhanced Ice Blast connects without having to spend an additional bar of super meter.



USING FORWARD + 4,2,1+3
Forward + 4,2,1+3 is the way to end almost all of your combos. It does the most damage and keeps the opponent standing, eliminating the post knockdown guessing game.


USING JUMP 1
When jumping towards the opponent from range in attempt to land a jump in combo, Jumping 1 is ideal. Its range and extended angle make it not just great for ranged jump in combo starter attempts, but also as an air-to-air attack as well.



USING JUMP 2
When jumping in from a close distance or jumping over the opponent in an attempt to land a jump in combo starter, Jumping 2 becomes the move of choice. Its downward, deep collision makes it very hard for the opponent to anti-air. This gives your Jumping 2 the ability to even stuff your opponents best in close anti-air attacks unless timed perfectly, and even then their attack may still be stuffed unless it has armor.



USING JUMP 3
Your Jumping 3 is very fast and has great collision, making it one of the harder moves in the game to anti-air consistently. Use this attack to jump in on or over your opponent with an attck that knocks down and has the least chance if being anti-air punished unless the opponent uses an attack with armor. This attack is also great for beating out your opponent in air-to-air situations.



USING NEUTRAL JUMP 3 OR 4
Your Neutral Jump 3 and 4 both execute the exact same attack. This attack is fast and has a good, deep collision. You can use this attack to jump straight up in an attempt to avoid and/or beat out the opponents attacks. Be careful how you use this attack - if you execute this attack as you are on the way up, it no longer has any collision on the way down, leaving you open for an easy punish.



USING ICE BALL
Ice Ball still serves one of its usual purposes, to win all projectile trades as the opponent gets frozen which gives you a guaranteed combo. Another purpose for the Ice Ball is as a cancel off of the 1,1, Back + 1,2 and Back + 3,3(corner only) strings on a hit confirm. This gives you a combo opportunity without having to spend any super meter.



USING ENHANCED ICE BLAST
The Enhanced Ice Blast has projectile immunity meaning it goes through and destroys the opponent’s projectile as it continues towards them. You can use the Enhanced Ice Blast as a way to freeze the opponent for a combo without also taking damage from their projectile. The Enhanced Ice Blast is also faster on startup than the Ice Ball. This allows it to hit as a cancel off of attacks where you don't have enough hit advantage for the slower Ice Ball to connect. The Enhanced Ice Blast is also much safer than the Ice Ball when blocked.



USING SLIDE
Sub-Zero's slide is one of the fastest special moves in the game which makes it a great tool as a reversal punish on attacks with a small window to punish. Sub-Zero can also slide under and punish all high and almost all mid projectiles. You can also use the slide from outside its range because, it recovers so fast after it whiffs, that it can actually be used as a way to quickly advance. The Slide also causes an unteachable knockdown when it hits, allowing for follow up pressure.



USING ENHANCED ICY SLIDE
The Enhanced Icy Slide is used in all the ways that the normal Slide is used with a few added features. It does more damage, reverses positions, and has armor. Having armor allows the attack to beat out your opponents attacks as a way to escape pressure/caught in a frame trap as well as a wake up attack to get off the ground. Being able to reverse positions also allows you to use this attack to escape from being cornered while now cornering your opponent.



USING ENHANCED FROST BOMB
The Enhanced Ice Burst is a launcher with armor. You can use this attack as a way to armor through your opponents attacks as a way to escape pressure/caught in a frame trap as well as a wake up attack to get off the ground. Because this attack is a launcher, it gives you a full combo when it hits which forces the opponent to respect this option at all times. You can also use this attack as an anti-air, using the armor to beat out all jump in attacks.



USING ENHANCED CRUSHING HAMMER
This attack is mainly uses as a cancel off of normal attacks, resulting in a launcher and leading to the most damaging that Sub-Zero has in any variation. You can also use the fact that this attack has armor as a way to beat out your opponents attacks. However, the attack is slower so that it is possible for the opponent to get out a quick combo string out. The multiple hits from a quick combo string will then break through the armor of your Enhanced Crushing Hammer and open you up to a combo opportunity for the opponent.



USING SUB-ZERO'S X-RAY
This move can be a parry or an attack. Pressing and then holding L2+R2 will cause the X-Ray to parry any of the opponent’s physical attacks. You can release L2+R2 at any point during the parry animation, causing the X-Ray to leave its parry state and become a mid punch attack. Holding the X-Ray in a parry state and then releasing it to a mid punch attack will cause the attack to lose its armor. Tapping L2+R2 will cause the X-Ray to just do the mid punch attack. By not holding L2+R2 you no longer enter a parry state, but you now have two hits of armor on the attack. Sub-Zero's X-Ray can be cancelled with a forward or back dash by holding L2+R2 and then quickly inputting Forward, Forward or Back, Back. Cancelling out of the attack will still take all three bars of your super meter.





COMBOS:


METERLESS OPEN SPACE:
· Back + 3,3 ~ Slide - 13%
· Forward + 3,3 ~ Slide - 15%
· Forward + 4,2,1+3 - 24%
· 1,1 ~ Ice Ball > Jump in 1 or 2 ~ Forward + 1,2,2 > Neutral Jump 1 or 2 > Jump Forward + 2 > (run up) Forward + 4,2,1+3 - 25%
· 11 ~ Ice Ball > Jump in 1 or 2 ~ Back + 2 > (run up) Forward + 4,2,1+3 - 26%
· Back + 2 > (run up) Forward + 4,2,1+3 - 31%
· Back + 1,2 ~ Ice Ball > Jump in 1 or 2 ~ 2,4,2 > (run up) 1 > Forward + 4,2,1+3 - 31%
· Neutral Jump 1 or 2 > Back + 2 > (run up) Forward + 4,2,1+3 - 32%
· Back + 1,2 ~ Ice Ball > Jump in 1 or 2 ~ Back + 2 > (run up) Forward + 4,2,1+3 - 32%


ENHANCED OPEN SPACE:
· Enhanced Frost Bomb > (run up) Forward + 4,2,1+3 - 27%
· 1,1 ~ Enhanced Crushing Hammer > Back + 2 > (run up) Forward + 4,2,1+3 - 33%
· Back + 3,3 ~ Enhanced Crushing Hammer > Back + 2 > (run up) Forward + 4,2,1+3 - 35%
· Forward + 4,2 ~ Enhanced Crushing Hammer > Back + 2 > (run up) Forward + 4,2,1+3 - 36%
· Forward + 3,3 ~ Enhanced Crushing Hammer > Back + 2 > (run up) Forward + 4,2,1+3 - 37%
· Back + 1,2 ~ Enhanced Crushing Hammer > Back + 2 > (run up) Forward + 4,2,1+3 - 39%


METERLESS CORNER:
· 1,1 ~ Ice Ball > (back dash or jump back) Jump in 1 or 2 ~ Back + 2, Back + 2 > Forward + 4,2,1+3 - 30%
· Back + 3,3 ~ Ice Ball > (back dash or jump back) Jump in 1 or 2 ~ Back + 2, Back + 2 > Forward + 4,2,1+3 - 32%
· Back + 1,2 ~ Ice Ball > (back dash or jump back) Jump in 1 or 2 ~ Back + 2, Back + 2 > Forward + 4,2,1+3 - 35%
· Back + 2, Back + 2 > Forward + 4,2,1+3 - 37%


ENHANCED CORNER:
· 1,1 ~ Enhanced Crushing Hammer > Back + 2 > 1 > Forward + 4,2,1+3 - 34%
· Back + 3,3 ~ Enhanced Crushing Hammer > Back + 2 > 1 > Forward + 4,2,1+3 - 36%
· Forward + 4,2 ~ Enhanced Crushing Hammer > Back + 2 > 1 > Forward + 4,2,1+3 - 37%
· Forward + 3,3 ~ Enhanced Crushing Hammer > Back + 2 > 1 > Forward + 4,2,1+3 - 38%
· Back + 1,2 ~ Enhanced Crushing Hammer > Back + 2 > 1 > Forward + 4,2,1+3 - 40%
· Back + 2 > Back + 2 > Down + 1 > Back + 1,2 ~ Enhanced Ice Blast > Neutral Jump 1 or 2 > Jump Forward + 2 > Forward + 4,2,1+3 - 42%


OPEN SPACE X-RAY COMBOS:
· 1,1 ~ Ice Ball > Jump in 1 or 2 ~ Back + 1,2 ~ X-Ray - 34%
· Back + 3,3 ~ X-Ray - 36%
· Forward + 4,2 ~ X-Ray - 37%
· Forward + 3,3 ~ X-Ray - 38%
· Back + 1,2 ~ X- Ray - 40%



CORNER X-RAY COMBOS:
· Back + 2 > 1 > Back + 1,2 ~ X-Ray - 48%


Edit:

Source: https://web.archive.org/web/20150914020128/http://testyourmight.com/forums/sub-zero.403/
 
Last edited:

RM Ree

Shiba Tamer
Looking at these, while they are public knowledge, it feels dirty using information without permission. Would you mind taking these down once the new guides are out?
 

nodq

wicked
Looking at these, while they are public knowledge, it feels dirty using information without permission. Would you mind taking these down once the new guides are out?
Of course, if anyone posts new guides, Moderators can delete them if they want to. And in my opinion those guides written by Tom Brady should stay, and I am the asshole now, that just posted them, because I think Tom overreacted a little bit (again) and did all that in a moment of anger, disappointment etc. I have the feeling that his work and contribution to the community should stay where it belongs. No matter what. He has a rough time, sometimes, with all those trolls annoying and bashing him. Maybe that shows him, that we need his stuff and work and him as a kind of face of the MK/SubZero community. He is a great guy, if he WANTS to be. No matter what he does or says sometimes.
 
My mixups

(HIGH DAMAGE)
12 ex hammer (My personal fav)
b33 ex hammer
f33 ex hammer
b2 (Obviously)


Some cool tech I use

every time i knock someone down I slide past there body and poke and continue my pressure/combos kinda like reptiles dash

I use the air hammer to break armour in corner and if they don't ex wake up you can still ex hammer to catch them.


NO MERTER GOOD DAMAGE

i personally love to use the regular hammer because it leads to a safe back dash and it also leads to good damage if they get hit by it. So what I will do is when I knock them down and slide to the other side for more meter and style points ill just go for a basic sting like

b33 Hammer
12 Hammer
or b2 into coldblooded into the hammer which gives like 30% for no meter.


This is my main strategy I hope it helps :)

- MYZTERY_-PAX
 
Oh I forgot another thing I do is after I knock them down and end the combo in the hammer ill just do a raw hammer because you can, if they dont block it leads to an extra 12% and they really cant do anything about it but wake up and the hammer could still stuff it
 

Lokheit

Noob
Wow.... before the first series of buffs I even proposed to make Cold Blooded its own move, didn't think it would be a thing on his current state :confused: a command grappler now? It could be interesting if he gets a command grab that is special cancellable for a combo...

(EDIT: Figuring now all those combos with B12Command instead of F421+3 for extra damage.... juicy)
 

CrazyFingers

The Power of Lame Compels You
Wow.... before the first series of buffs I even proposed to make Cold Blooded its own move, didn't think it would be a thing on his current state :confused: a command grappler now? It could be interesting if he gets a command grab that is special cancellable for a combo...
Sign me up for playing Cryo, I am a sucker for command grabs.
 

Lokheit

Noob
Just when I thought the material for my future guide was almost set with a couple of "quality of life" changes to his neutral in the patch... a command grab character... I will have lots of fun in the lab lol. Never mained a command grab character but I've spent too many hundreds of hours with Cryo so I guess that's my new playstyle now lol
 

CrazyFingers

The Power of Lame Compels You
Just when I thought the material for my future guide was almost set with a couple of "quality of life" changes to his neutral... a command grab character... I will have lots of fun in the lab lol. Never mained a command grab character but I've spent too many hundreds of hours with Cryo so I guess that's my new playstyle now lol
We can work together to find the dirt with this new move. My love for command grabs is kinda nuts...every character I play has one.
 

Lokheit

Noob
We can work together to find the dirt with this new move. My love for command grabs is kinda nuts...every character I play has one.
Right now I'm salivating thinking on possible F33 and 123 tick throws, I'm pretty sure both moves will have the gaps on block to allow the ticks to connect... probably B1 tick throw could be a thing, even an option select if the tick throw is executed with "2" (the only thing I wouldn't like is the 3 direction commands that throws always have but I will get used to it).
 

CrazyFingers

The Power of Lame Compels You
Right now I'm salivating thinking on possible F33 and 123 tick throws, I'm pretty sure both moves will have the gaps on block to allow the ticks to connect... probably B1 tick throw could be a thing, even an option select if the tick throw is executed with "2" (the only thing I wouldn't like is the 3 direction commands that throws always have but I will get used to it).
Imagine getting a fast D1 along with this command grab *salivation intensifies*
 

Lokheit

Noob
Ok now that I'm thinking... I used to say that UB was beyond repair unless they completly changed the character.... if Cryo gets this changing his whole mindset (and hopefully either a sword starting string and/or a use for his air hammer as fixing his neutral is really important with or without command grabs)... maybe there IS hope for Unbreakable
 

CrazyFingers

The Power of Lame Compels You
Ok now that I'm thinking... I used to say that UB was beyond repair unless they completly changed the character.... if Cryo gets this changing his whole mindset (and hopefully either a sword starting string and/or a use for his air hammer as fixing his neutral is really important with or without command grabs)... maybe there IS hope for Unbreakable
It's amazing what one change can do for a character. Example, armor break on Jason's damage buff made that variation seem nuts. ON TOP of his heal giving him free meter made some people say he's busted. The mixups are real, time to freeze some souls with my second favorite ninja (first is Noob which is sub zero so I guess technically my favorite ninja xD)
 

Tanno

The Fantasy is the Reality of the Mind
I wanna see both changed but honestly cryo is my thing and it def needs to be tweaked
I hope to see his Air Ice Hammer having the EX. Only then I may grab him in the tourneys, depending of the character anyone picks. I like Sub Zero, due of his 3 variations' philosophies. I want UB, because too often I see A LOT of aggressive players being kamikaze on me.
 

Tanno

The Fantasy is the Reality of the Mind
Since the command grab is in Cryo, I think that it would lengthen the kombo's ender like this.

JIP, B2, B2, F42TxxEX Hammer, F42TxxEX Iceball, JIP, F42TxxEX Hammer, D4xxT, 123xxSlide. It would result into 53%+.

I only hope they don't nerf his DMG percentage anymore.