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Guide - Grandmaster [Pre October '16 patch] Sub-Zero GRANDMASTER 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.


Here you go:

SUB-ZERO

GRANDMASTER
Sub-Zero's Grandmaster variation gains the use of the Ice Clone. Not only can the Ice Clone be used for trapping, but it can also be used as a weapon as your throw it towards the opponent or shatter it on them.


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: High
Range: Close
Frame Data: 11 frame startup, -18 on block, knocks down on hit.
Variation: Unbreakable and Grandmaster
Description: Uppercut attack that is mainly used as an anti-air. 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 it’s 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, knocks down on hit.
Variation: Unbreakable and Grandmaster
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
Frame Data: 9 frame startup, -14 on block, launches on hit.
Variation: All
Description: Three hit string that launches. This attack is full combo punished when blocked.




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 when blocked.


Attack: Ice Clone (Down, Back +2)
Range: Any
Frame Data: 7 frame startup, active for 150 frames, +85 when successful.
Variation: Grandmaster
Description: Sub-Zero creates a clone of himself made of ice. If the opponent makes contact with the Ice Clone, they become frozen and are left open for a combo.


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: Clone Toss (Down, Forward +1)
Hit Level: High from close range, Mid from all other ranges.
Range: Full Screen
Frame Data: 27 frame startup, +2 on block, knocks down on hit.
Variation: Grandmaster
Description: Sub-Zero picks up his Ice Clone and tosses it at his opponent. This attack is advantage when blocked.





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 when it hits.
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 when it hits.
Variation: All
Description: Low sliding attack with great range and one hit of armor. This attack is full combo punished on block.


Attack: Enhanced Ice Statue (Down, Back +2 + Block)
Range: Any
Frame Data: 5 frame startup, active for 240 frames, +100 when successful.
Variation: Grandmaster
Description: Your Ice Clone now comes out 2 frames faster and you have 1 hit of armor. The Enhanced Ice Statue is also active longer and the opponent is also frozen for a longer period of time after being frozen by the clone.


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.




X-RAY:
Attack: Deep Freeze (L2 + R2)
Hit Level: Mid
Range: Sweep
Frame Data: 11 frame startup, 0 on block, knocks down when it hits.
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. When either Down + 3 or Down + 4 hits you are left at enough advantage to follow up with additional attacks.



USING DOWN + 2
This attack is used as a way to anti-air. Your uppercut works very well vs most of the cast as the majority have a somewhat floating jump. However, there are a few characters where using your uppercut to anti-air can be problematic.



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 1 or 2 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 Ice Blast. In open space you you need to use Back + 3,3 ~ Enhanced Ice Blast due to the small stagger that Back + 3,3 causes in open space. The Enhanced Ice Blast 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 which will give you 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 Ice Blast 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 when it hits, it also allows for a hit confirmed cancel into you Ice Ball special for a full combo without having to use any super meter.



USING 2,4,2
The 2,4,2 string is are used as a launcher 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
This is used as an ender in combos that you use when you want to reverse positions. It is best used when wanting to end a combo by throwing your opponent into or towards the corner.



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 out in a projectile trade, 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 untechable 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 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.




ICE CLONE STRATEGY
The Ice Clone is what powers this variation. You can use it as a weapon to be thrown or shattered, to keep opponents out, to create offense, to trap, etc.. All the ways in which the clone is used can become so complex that it warrants its own strategy section.



ICE CLONE AS A BARRIER
The Ice Clone will act as a shield against most incoming projectiles. When those projectiles make contact with the clone, the clone shatters but Sub-Zero takes no damage because the incoming projectile was not able to go through the clone. This allows you to throw an Ice Ball without taking damage in an attempt to freeze the opponent as they are using a projectile to shatter your clone. If the Ice Clone is set up next to the opponent, follow up with an attack. The opponents attempt to break the clone will not make contact with you, but your attack will hit them as they are in their recovery frames.



ATTACKS INTO ICE CLONE CANCEL
You are able to cancel out of any string with an Ice Clone. The best strings to do this off of are Forward + 4,2 , Back + 1,2 , Forward + 3,3 , and Back + 3,3. These strings allow you to hit confirm into an Ice Ball or Enhanced Ice Blast, while at the same time also allowing you to confirm that the string was blocked, and then cancelling into an Ice Clone. The down side to this is that the majority of the cast can punish your cancel into the Ice Clone with an Enhanced Special that has armor. In fact, Sub-Zero only has one attack that allows him to safely cancel into an Ice Clone which is Forward + 4. By using Forward + 4 ~ Ice Clone you are now able to safely cancel into the clone off of a normal attack.



PUTTING OPPONENTS INTO THE ICE CLONE
You can use an attack that, upon hitting the opponent, forces them into the Ice Clone. You can do things like using the Enhanced Icy Slide to send the opponent backwards into the cone, or even throw the opponent into the clone. Upon throwing the opponent into the clone you will be knocked down. You will need to tech roll and then jump/run forward in order to landa combo on the frozen opponent.



SHATTERING AND THROWING THE ICE CLONE
Sub-Zero can now throw his Ice Clone or shatter it. Throwing the Ice Clone is done by using the Clone Toss special move while standing close to the Ice Clone. Shattering the clone is done by using either the Ice Burst or Enhanced Frost Bomb special moves while standing close to the clone. Both the Shatter and Clone Toss are safe when blocked and both also inflict chip damage. Clone Toss is a great move to use when the opponent is at least half screen or farther, it gives you a full screen option for damage and is a great close out tool. Shatter works best from close range to just outside of sweep. It punishes opponents who stand too close to the close as well as those looking to quickly run forward in an attempt to go under a close range Clone Toss.






ICE CLONE CORNER GAME STRATEGY
Sub-Zero's corner game revolves around the Ice Clone. In order for you to have a successful corner game you need - (A) All combos allow you to safely clone and, (B) All combos allow the trap to loop back into itself. There are times when you have to sacrifice a liitle bit of damge, sometimes up to 10%. But it is well worth it to continue the trap.


THE SET UP COMBOS
These combos are designed to allow a safe clone after the combo ends, no Enhanced attack in the game will be fast enough to punish you. These combos are also designed to allow you to place the clone very close to the opponent at the combos end.


Combos on Male Characters
· Back + 2 > Back + 2 > Down + 1 > Back + 1,2 ~ Ice Clone > Neutral Jump 1 or 2 > Neutral Jump 3 or 4 > Ice Clone at combo end. - For this combo to work you will need to time the Down +1, Back + 1,2 ~ Clone so that the opponent is low to the ground. If the opponent is too high, the clone will not form. You also want to make sure that you do the Neutral Jump 3 or 4 ender just on the way down and not on the way up. You also want to hit the Neutral Jump 3 or 4 on the way down.

· Back + 3,3 ~ Enhanced Frost Bomb > Back + 2> Down + 1 > Back + 1,2 ~ Ice Clone, Neutral Jump 1 or 2 > Neutral Jump 3 or 4 > Ice Clone at combo end. - For this combo to work you again need to time the Down +1 > Back + 1,2 ~ Clone so that the opponent is low to the ground.

· Any combo into Ice Ball or Enhanced Ice Blast > whiff Ice Clone to build meter > Jump in with 1 or 2 ~ 242 > Neutral Jump 1 or 2 > Neutral Jump 3 or 4 > Ice Clone at combos end. - After freezing the opponent, immediately Ice Clone. While the clone won’t form, this moves you back far enough for a jump in punch as well as build a bit of super meter.

· Opponent frozen in air > Neutral Jump 1 or 2 > Jump Kick with 3 > Neutral Jump 3 or 4 > Ice Clone at combo end. - For this combo to work you need to quickly end with Neutral Jump 3 or 4. You must also be very fast with the Ice Clone at the end of the combo.

· Opponent hit out of into the clone and is frozen while airborne > Neutral Jump 1 or 2 > Neutral Jump 3 or 4 > Ice Clone at combo end. - I Know.. it’s a damage sacrifice. However, it’s well worth it to keep them in the trap. Make sure to Neutral Jump 3 or 4 on the way down.

· Throw into Ice Cone > tech roll > Jump in with 1 ~ 242 > Neutral Jump 1 or 2 > Neutral Jump 3 or 4. - The throw into clone will knock you down. You need to quickly tech roll in order to connect with the jump in punch.



COMBOS ON FEMALE CHARACTERS
· Back + 2 > Back + 2 > Back + 1,2 ~ Enhanced Ice Blast > Neutral Jump 1 or 2 > Neutral Jump 3 or 4 > Ice Clone at combo end. – Female characters have smaller collision so many combos either are inconsistent or just flat out not possible on them. Using the Enhanced Ice Blast allows you to get the same combo on a consistent basis. Land the Neutral Jump 3 or 4 on the way down.

· Back + 2 > Back + 1,2 ~ Ice Ball > Neutral Jump 1 or 2 > Neutral Jump 3 or 4 > Clone at combo end. – This combo does about 10% less than the above combo but it does not require any super meter. Neutral Jump 3 or 4 must again be done on the way down.

· Any combo into Ice Ball or Enhanced Ice Blast > whiff Ice Clone to build meter > Jump in with 1 or 2 ~ 242 > very fast Jumping 2 > Neutral Jump 3 or 4 > very fast half step back then Ice Clone at combos end. - After freezing the opponent, immediately Ice Clone. While the clone won’t form, this moves you back far enough for a jump in punch as well as build a bit of super meter. You will want to use Jumping 2 over Neutral Jump 1 or 2 because Neutral Jump 1 or 2 can be inconsistent due to the smaller collision.

· Throw into Ice Cone > tech roll > Jump in with 1 ~ 242 > very fast Jumping 2 > Neutral Jump 3 or 4 > very fast half step back then Ice Clone at combos end. – Again, the throw into clone will knock you down. You need to quickly tech roll in order to connect with the jump in punch.


CORNER TRAP
Once you have strategically set up the Ice Clone, you are now ready for your corner traps. Like all traps, you have no idea what someone who you are unfamiliar with will do. This is why you go off of most common response in situations and go through a progression.


PROGRESSION 1: JUMPING
· The opponent WILL try to jump out, PERIOD! However, they will not be able to jump over you because of the Ice Clone. Instead they will neutral Jump 1 or 2 as they hunt a launch. If you have just ended a set up combo into the clone, Back + 2 right as the opponent gets up and this will prevent them from getting off of the ground.

· If you have set up the clone with a normal attack into clone cancel, the opponent will be able to get off the ground before the Back +2 can hit them. For this instance you would allow the neutral jump to whiff, then punish with Back + 2. Some Neutral Jump 1 or 2 attacks cannot be whiff punished due to their extended collision and/or active frames. In this instance you would shatter the clone immediately, hitting the opponent in the air and allowing you to run in with 1 > Forward + 4,2 ~ Ice Clone > Neutral Jump Punch > Neutral Jump 3 or 4.


PROGRESSION 2: ARMOR
· Plain and simple… your opponent does not want to block. Blocking will be their last resort and with jumping to being punished, the opponent will now move on to armor. After ending a set up combo into clone they opponent may try to use an armored move as a wake up attack. You always have the option to just block it and punish them. There are instances where you can just attack with a move fast enough and use the attack + the clone as a way to break the armor of the enhanced wake up attack. Back + 2, Forward + 4, etc all work against slower armored moves and you can use Down +4 for faster armored moves. What happens is either your attack hits first (occupying the opponents armor) causing their attack to collide with the clone minus the armor, or their attack collides with the clone first (occupying the armor) and your attacks hits them after the fact.

· If you have set up the clone with a normal attack into a clone cancel, the opponent will still try to armor through your follow up attack. Again you can either block and punish the attack or use the correct attack which corresponds with the armor attack that you believe is coming, once again occupying the opponents armor as in the above situation.


PREGRESSION 3: BLOCK
· The opponent will have finally had enough and eventually try blocking. This is when you throw them into the clone for a full combo, or 50/50 mix up with Back + 2 and Back + 3,3.



KNOW YOUR CLONE TIME
The Ice Clone is active for four seconds with a cool down of two seconds. The cool down will start as soon as you clone which allows you to re-clone as soon as the clone disappears. This allows you to set up a clone trap, immediately check the opponent with an attack, and then take a step back and again use a normal attack into a clone cancel. You can also set up a clone trap, look for a reaction, and after 2 seconds of not seeing what you like go into a normal attack into clone cancel and loop the trap again. Always remember that, if either you or the opponent shatter the clone right way, you will still be in the cool down and cannot clone until the cool down has expired.




COMBOS:


METERLESS OPEN SPACE:
· Back + 3,3 ~ Slide - 13%
· Forward + 4,2 ~ Slide - 14%
· Forward + 3,3 ~ Slide - 15%
· Forward + 4,2,1+3 - 15%
· (opponent frozen in mid air)Neutral Jump 1 or 2 > Jump Forward + 2 > (run up) 1 > Forward + 4,2,1+3 - 16%
· (opponent frozen in mid air)Neutral Jump 1 or 2 > Jump Forward + 2 > (run up) 1 > Back + 1,2 ~ Slide - 17%
· Back + 2 > (run up) Forward + 4,2 ~ Slide - 22%
· Back + 2 > (run up) Forward + 4,2,1+3 - 23%
· 1,1 ~ Ice Ball > (whiff ice clone) Jump in 1 or 2 ~ 2,4,2 > (run up) 1 > Forward + 4,2 ~ Slide - 21%
· 1,1 ~ Ice Ball > (whiff ice clone) Jump in 1 or 2 ~ 2,4,2 > (run up) 1 > Forward + 4,2,1+3 - 22%
· Neutral Jump 1 or 2 > Back + 2 > (run up) Forward + 4,2 ~ Slide - 24%
· Neutral Jump 1 or 2 > Back + 2 > (run up) Forward + 4,2,1+3 - 25%
· Back + 1,2 ~ Ice Ball >(whiff ice clone) Jump in 1 or 2 ~ 2,4,2 > (run up) 1 > Forward + 4,2 ~ Slide - 27%
· Back + 1,2 ~ Ice Ball > (whiff ice clone) Jump in 1 or 2 ~ 2,4,2 > (run up) 1 > Forward + 4,2,1+3 - 28%


ENHANCED OPEN SPACE:
· Enhanced Frost Bomb > (run up) Forward + 4,2 ~ Slide - 19%
· Enhanced Frost Bomb > (run up) Forward + 4,2,1+3 - 20%
· Enhanced Icy Slide into Ice Clone > Neutral Jump 1 or 2 > (run up) Forward + 4,2 ~ Slide - 23%
· Enhanced Icy Slide into Ice Clone > Neutral Jump 1 or 2 > (run up) Forward + 4,2,1+3 - 23%
· Back + 3,3 ~ Enhanced Ice Blast > (whiff ice clone) Jump in 1 or 2 ~ 2,4,2 > (run up) 1 > Forward + 4,2 ~ Slide - 26%
· Back + 3,3 ~ Enhanced Ice Blast >(whiff ice clone) Jump in 1 or 2 ~ 2,4,2 > (run up) 1 > Forward + 4,2,1+3 - 26%
· Forward + 4,2 ~ Enhanced Ice Blast > Jump in 1 or 2 ~ 2,4,2 > (run up) 1 > Forward + 4,2 ~ Slide - 27%
· Forward + 4,2 ~ Enhanced Ice Blast > Jump in 1 or 2 ~ 2,4,2 > (run up) 1 > Forward + 4,2,1+3 - 27%
· Forward + 3,3 ~ Enhanced Ice Blast > (whiff ice clone) Jump in 1 or 2 ~ 2,4,2 > (run up) 1 > Forward + 4,2 ~ Slide - 28%
· Forward + 3,3 ~ Enhanced Ice Blast > (whiff ice clone) Jump in 1 or 2 ~ 2,4,2 > (run up) 1 > Forward + 4,2, 1+3 - 28%
· Back + 2 > (run up) Forward + 4,2 ~ Enhanced Ice Blast > Neutral Jump 1 or 2 > Jump Forward + 2 ~ (run up) Back + 1,2 ~ Slide - 30%


METERLESS CORNER:
· 1,1 ~ Ice Ball > (whiff ice clone) Jump in 1 or 2 ~ Back + 2, Back + 2 > Down + 1 > Back + 1,2 ~ Slide - 27%
· Back + 3,3 ~ Ice Ball > (whiff ice clone) Jump in 1 or 2 ~ Back + 2, Back + 2 > Down + 1 > Back + 1,2 ~ Slide - 29%
· Neutral Jump 1 or 2 > Back + 2 > Down + 1 > Back + 1,2 ~ Ice Clone 1 > Back + 1,2 ~ Slide - 31%
· Back + 2, Back + 2 > Down + 1 > Back + 1,2 ~ Slide - 32%
· Throw into Ice Clone > (tech roll and run in) Back + 2, Back + 2 > Down +1 > Back + 1,2 ~ Slide – 34%
· Shatter Clone as opponent jumps > (run in) 1 > Forward + 4,2 ~ Ice Clone > Neutral Jump 1 or 2 > Jump Forward + 2 > Back + 1,2 ~ Slide – 34%
· Back + 2 > Back + 2 > Down + 1 > Back + 1,2 ~ Ice Clone > Neutral Jump 1 or 2 > Jump Forward + 2, Back + 1,2 ~ Slide – 38%




ENHANCED CORNER:
· Forward + 4,2 ~ Enhanced Ice Blast >(whiff ice clone) Jump in 1 or 2 ~ Back + 2, Back + 2 > Down + 1 > Back + 1,2 ~ Slide - 33%
· Forward + 3,3 ~ Enhanced Ice Blast > (whiff ice clone) Jump in 1 or 2 ~ Back + 2, Back + 2 > Down + 1 > Back + 1,2 ~ Slide - 34%
· Back + 3,3 ~ Enhanced Frost Bomb > Back + 2 > Down + 1 > Back + 1,2 ~ Ice Clone > Neutral Jump 1 or 2 > Jump Forward 2 > Back + 1,2 ~ Slide – 37%
· Back + 2, Back + 2 > Back + 1,2 ~ Enhanced Ice Blast > Neutral Jump 1 or 2 > Jump Forward + 3 > Back + 1,2 ~ Slide - 40%



CORNER SETUP:
· 11 ~ Ice Ball > (whiff ice clone) Jump in 1 or 2 ~ 242 > Neutral Jump 1or 2 > Neutral Jump 3 or 4 – 20%
· Back + 3,3 ~ Ice Ball > (whiff ice clone) Jump in 1 or 2 ~ 242 > Neutral Jump 1or 2 > Neutral Jump 3 or 4 – 22%
· Throw into Ice Clone > (tech roll) Jump in 1 ~ 242 > Neutral Jump Punch > Neutral Jump Kick – 26%
· Forward + 4,2 ~ Enhanced Ice Blast > (whiff ice clone) Jump in 1 or 2 ~ 242 > Neutral Jump 1 or 2 > Neutral Jump 3 or 4 – 26%
· Back + 1,2 ~ Ice Ball > (whiff ice clone) Jump in 1 or 2 ~ 242 > Neutral Jump 1or 2 > Neutral Jump 3 or 4 – 26%
· Forward + 3,3 ~ Enhanced Ice Blast > (whiff ice clone) Jump in 1 or 2 ~ 242 > Neutral Jump 1 or 2 > Neutral Jump 3 or 4 – 27%
· Back + 1,2 ~ Ice Ball > (whiff ice clone) Jump in 1 or 2 ~ 242 > Neutral Jump 1or 2 > Neutral Jump 3 or 4 – 26%
· Shatter Clone as opponent jumps > (run in) 1 > Forward + 4,2 ~ Ice Clone > Neutral Jump 1 or 2 > Neutral Jump Kick – 28%
· Enhanced Frost Bomb > Back + 2 > Down + 1 > Back + 1,2 ~ Ice Clone > Neutral Jump 1 or 2 > Neutral Jump 3 or 4 – 32%
· Back + 2 > Back + 2 > Down + 1 > Back + 1,2 ~ Ice Clone > Neutral Jump 1 or 2 > Neutral Jump 3 or 4 – 33%



CORNER SETUP ON FEMALE CHARACTERS:
· 11 ~ Ice Ball > (whiff ice clone) Jump in 1 or 2 ~ 242 > Jump Forward + 2 > Neutral Jump 3 or 4 – 20%
· Back + 3,3 ~ Ice Ball > (whiff ice clone) Jump in 1 or 2 ~ 242 > Jump Forward + 2 > Neutral Jump 3 or 4 – 22%
· Back + 2 > Back + 1,2 ~ Ice Ball > Neutral Jump 1 or 2 >Neutral Jump 3 or 4 – 25%
· Throw into Ice Clone > (tech roll) Jump in 1 ~ 242 > Jump Forward + 2 > Neutral Jump Kick – 26%
· Forward + 4,2 ~ Enhanced Ice Blast > (whiff ice clone) Jump in 1 or 2 ~ 242 > Jump Forward + 2 > Neutral Jump 3 or 4 – 26%
· Back + 1,2 ~ Ice Ball > (whiff ice clone) Jump in 1 or 2 ~ 242 > Jump Forward + 2 > Neutral Jump 3 or 4 – 26%
· Back + 2 > Back + 2 > Back + 1,2 ~ Enhanced Ice Blast > Neutral Jump 1 or 2 > Neutral Jump 3 or 4 – 33%



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/
 
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Lord Beef

Death Metal and Trance
All hail lord brady....again.

Seriously though, good work here man. Sucks someone had to do this because grown ass men are emo lol.
 

Lokheit

Noob
As the "unofficial GM talk thread" and with the GM vs DVorah thread recently closed, just wanted to point out that Subbie can 2in1 cancel into the close klone, I tested after 16bit pointed it and he is right, it's just that it won't hit D'Vorah if she's crouching without blocking at that distance (which still sucks a lot for that match up but at least it's not a bug). You can see the difference because if D'Vorah is blocking, close throw will still hit but far throw will go over her (and at least it still hits from some strings like F4).
 

Tanno

The Fantasy is the Reality of the Mind
My main is Grandmaster Sub Zero, so I'll help out with this.

KORNER KOMBOS
Ice Klone> FJ2> B1,2> FROST BOMB> D1,1> B1,2> ICE KLONE> J2> FJ2> F1,2 = 47%. Before patch to MKXL it used to be 50%.
Ice Klone> FJ2> B1,2> FROST BOMB> D1,1> B1,2> ICE KLONE> J2> X-RAY = 55%. Before patch to MKXL it used to be 60%+.

METERLESS MIDDLE KOMBO
FJ2> B1,2> ICEBALL> FAKE ICE KLONE> FJ2> 2,4,2> RUN> 1> 1,2,3> SLIDE = 30%

BTW, what happened with Tom Brady and deleted all these guides?
 

Tanno

The Fantasy is the Reality of the Mind
Found some more corner combos. They're quite hard. Once trained, they'll be easy.

FJK> D+4> B+2 (Ice Klone)> NJP> FJP> FJP> F12. 32%
FJP> B2> 242> 1> B12> Ice Klone> NJP> FJP> F12. (Introduced by Tom Brady) 36%
FJP> B2> 242> 1> B12> Ice Klone> NJP> FJP> F33. (Found by me) 37%
 
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Tanno

The Fantasy is the Reality of the Mind

Found this video. This dude found some nice combos. Will train on them, when I get back from the beaches.
 

Tanno

The Fantasy is the Reality of the Mind

@Jeffrey Wolf

Found this very rare stuff. I unconsciously accidentally made this 123> Ice Klone in the matches against my friend, who mains Kotal Khan. I tested it in practice and found a certain distance between the AI and the corner. Now this is my 4th time.

;)
 
Can you still do the b12 after the b2>b2>down1 in the corner? Seems like after the down+1 the opponent is already too low to the ground to hit them with the b12 ice clone.
 

crosshair271

Sub-Xerox
Visually, you want them just between your belt and knees before the B12 Ice Clone. It's a little tricky but once your muscle memory is down pat, I find spacing the D1 after the 2 B2s then do the B12 Clone to be consistent.

Just a very slight pause rather than going straight into the D1. It seems to allow the opponent to drop a little but not too much where you then go straight into the B12 Ice Clone.

Another alternative is to pause just before the B12 Clone Slightly to allow the opponent to drop. You can even do a very slight pause after the 1st B1.

They all work quite consistently rhythm wise but I prefer the slight pause just before the D1.

Feel free to check out a practice video bellow where you can see the slight pause before the D1. Kotal Kahn isn't the best example but the timing/rythym is the same regardless of size (for males that is).

Just do 2xD1 it's much easier and you tack on an extra percent. You can also vary/mix and match between 2x (S1, D1, D3). B2xxShatter you can only get 1x (S1, D1, D3).
 

Tanno

The Fantasy is the Reality of the Mind
Can you still do the b12 after the b2>b2>down1 in the corner? Seems like after the down+1 the opponent is already too low to the ground to hit them with the b12 ice clone.
The double B2 is the reason the juggle gets more heavier to catch your opponent. You need to practice the D+1 right after the 2nd B2. This will help you much for catching your opponent in mid-air. You want to be frame by frame faster to catch your opponent with D+1> B12> Ice Klone. Every GM main can do it. You just need to practice it to time them down.

The most tricky part is this 47% combo:

FJP> B12> Frost Bomb> D+1> D1 or 1> B12> Ice Klone> NJP> FJP> F12 or 112.

Or the 49% combo, which is more hard as the starter is more tricky.

B2> 4> Frost Bomb> B12> Ice Klone> NJP> FJP> F12 or 112.

You can end these combos to increase the damage by 2% with the ending combo: 123> Slide.
Or you can end these combos to increase the damage by 8% with the X-Ray with this ending combo: NJP> X-Ray.
 
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tafka Djinn

One for three off the roof
Are you saying 2x d1,s1,d3 then do the b12>clone?
Two in any combination I think, and off of B2xxShatter you only get one of these options. So B2 B2 D1/S1/D3 then D1/S1/D3 B12xxKlone, but you want them between his belt and knee when you do the klone from what I remember him muttering to himself.