Hearing that it's shopped. I can only pray they're wrong because I've been waiting for Shredder Sub to return since MK9.
thats disheartening to hear- it's amazing imoHearing that it's shopped. I can only pray they're wrong because I've been waiting for Shredder Sub to return since MK9.
Yeah, it's shopped. At least he has a mask that's similar, but no shredder headthats disheartening to hear- it's amazing imo
I honestly think they're really thought out man..... (don't kill me)his variations are so fucking shit.
I mean holy shit. They simply slapped this shit together. There is no way they put any thought into this. They had no time left and were under pressure.
This ignores the fact that they game doesn't boil down to just Zoning/vs not zoning. This simple binary metric is what makes it feel so thin in the first place.I honestly think they're really thought out man..... (don't kill me)
I'm thinking about having Sub as a secondary now because I think he looks really strong with these two variations.
Dead of Winter:
The first one is for anti-zoning because Deep Freeze goes through projectiles and leads to a full combo. The problem with this move before was that Slide does such little damage that from 3/4screen to full screen all you would get from the Deep Freeze was a slap on the wrist. Cold Shoulder makes it so you could get a beefy 20% if you Deep Freeze from anywhere to punish zoning.
In general, Slide will be used to slide under projectiles with slow startup on reaction. That is why it only does about 6% damage. It's an extremely powerful tool and it works almost like Sub's "teleport" when he sees a projectile. With Deep Freeze going through projectiles, he doesn't neccesarily need the Slide anymore so it fits.
Of course too, Deep Freeze could be used to extend combos too.
Thin Ice:
This one is his space control variation.
He gets a mid projectile, a way to make his strings safe and retreat, and a downward air projectile (and we saw how good those were in the beta).
I honestly think this variation is EXTREMELY EXTREMELY good. While it doesn't have good damage because of the lack of a combo extender, it makes up for it with the ability to play a great neutral game that the opponent will have to really try to break open.
Any matchup where Sub isn't getting zoned out heavily, he could use this variation because it leaves him safer and more effective from more ranges.
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It might not be what you wanted, but really try to look at the reasoning behind the decisions.
I honestly think you might be surprised how good Sub Zero will be on launch day with these compared to what everyone else got.
It generally seems like everyone got one variation to deal with strong zoning and another variation to execute a strong strategy but might suffer against strong zoning.
The viability of Thin Ice depends greatly on the frame data. In all of the builds we've seen, his retreating cicle barrage has been -20 something and full combo punishable. You're looking at something like a Baraka f4xxGutted every time you throw that out.I honestly think they're really thought out man..... (don't kill me)
I'm thinking about having Sub as a secondary now because I think he looks really strong with these two variations.
Dead of Winter:
The first one is for anti-zoning because Deep Freeze goes through projectiles and leads to a full combo. The problem with this move before was that Slide does such little damage that from 3/4screen to full screen all you would get from the Deep Freeze was a slap on the wrist. Cold Shoulder makes it so you could get a beefy 20% if you Deep Freeze from anywhere to punish zoning.
In general, Slide will be used to slide under projectiles with slow startup on reaction. That is why it only does about 6% damage. It's an extremely powerful tool and it works almost like Sub's "teleport" when he sees a projectile. With Deep Freeze going through projectiles, he doesn't neccesarily need the Slide anymore so it fits.
Of course too, Deep Freeze could be used to extend combos too.
Thin Ice:
This one is his space control variation.
He gets a mid projectile, a way to make his strings safe and retreat, and a downward air projectile (and we saw how good those were in the beta).
I honestly think this variation is EXTREMELY EXTREMELY good. While it doesn't have good damage because of the lack of a combo extender, it makes up for it with the ability to play a great neutral game that the opponent will have to really try to break open.
Any matchup where Sub isn't getting zoned out heavily, he could use this variation because it leaves him safer and more effective from more ranges.
==========================================
It might not be what you wanted, but really try to look at the reasoning behind the decisions.
I honestly think you might be surprised how good Sub Zero will be on launch day with these compared to what everyone else got.
It generally seems like everyone got one variation to deal with strong zoning and another variation to execute a strong strategy but might suffer against strong zoning.
The mask looks weird, but the rest looks absolutely awesome!
I was bummed that rising ice wasn't in a variation.Creeping Ice, puddle, neo ice-clone were the moves I wanted to explore the most. Was wondering how the new ice clone would be viable competitively. Guess we'll have to wait 6+ months to find out when more variations get added.
The fact that meterburn ice ball is 2 slots is stupid. It functions the exact same as it has in MKX. What it is about meterburn ice ball that justifies it not being a universal feature to begin with?Rising Ice is not in a variation....holy shit they actually don’t want people to play him. And on top of everything you still have a variation when Deep freeze take up two fucking slots NRS PLS!!!! Fucking why?!!!!
Same here man.Creeping Ice, puddle, neo ice-clone were the moves I wanted to explore the most. Was wondering how the new ice clone would be viable competitively. Guess we'll have to wait 6+ months to find out when more variations get added.