Hi, I'm new to this community but a long time reader.
First, late thanks for all the helpful info here that I used during MK9 days, it was awesome as a Sub-Zero main to see some of the best and deepest guides were of this character.
My game just installed on Steam and I'm going to jump into practice mode a lot, but I would like to ask for some advice after reading the guides already posted here, as for what I've read this Sub-Zero is quite different from the MK9 one:
- What's the closest thing to the MK9 2,2 chain here? From the first moment I was looking forward to Cryomancer Sub-Zero as I was never really good at setting up the clone (just the ocasional 224+clone for safety or jump back + clone which you can't do anymore) but I became skilled at making good reads starting with that chain and then quickly reacting to the opponent response or trying to surprise him, but it looks like Cryomancer doesn't really have something like that. There is a similar sword chain but I'm not seeing too many comments about its use. Just that only fast specials punish it, but I'm not seeing too many options for cancel ramifications.
- Is there a tool to use against awkward freeze positions like MK9 "whiff first hit" chain?
- I'm reading that the hammer air drop is hard to punish. It's advisable to throw some drops every now and then to try catch your opponent off-guard Mario style?
I'm still deciding which will be my goto variation, it's looking like Cryomancer is lacking a real identity but I'm also not good enough with the clone, and I use to have a hard time reacting to wake ups, so the ability to finish combos with a standing opponent could be a good thing for me (plus, even if it's not a factor for gameplay, I really like the ice arms and kori weapons). Will try all of them and see which one fits better with my playstyle, but I got the impression I will play in a different way than in MK9.
Looking forward to see the potential of Sub-Zero in this game