111 and F112? Looking at Tom Brady's combos on the guide, these are almost never mentioned, to include in the combo section. So I almost never use them.@Durango, look at the thread and post volume for the other character sub-forums and quit whining. People aren't here to personally answer to all of your grievances and complaints, and you have to be willing to either do some digging through post history, or use the tools in training mode to find your answers.
The principle advantages for Cryomancer from neutral are his superior d2, and his f122 & 111 chains. In terms of combo-ability, he does slightly more damage mid-screen, but only when he's willing to end the combo w/o a knockdown.
Grandmaster provides you with a lot more control over the pacing of the match. Even with the nerfs, clones allow you to stake space on the screen, setting up a wall to protect you and prevent advancement by your opponents. Through strategic clone use, you can slowly back your opponent toward the corner, taking relatively few risks. Once you have them there, and put them in jail, GM's corner game is an absolutely nightmare to which no character in the game has a good response.
In that sense, GM is more strategically cohesive in his gameplan. He has tools to put you in the corner, and tools to keep you there. Cryo doesn't have any of these tools - the strings he gets in exchange do not, in my opinion, provide adequate compensation.
On dealing with frame traps: block or armour through them? I don't understand the problem here.
If they do I'll be very upset, but not surprised at all, also I love how no one even addressed that.A little birdie sang a song and in that song it said that they are going to remove gm Sub-Zero's throw into clone freeze and free combo. I only wish, if it is true, that they give us a hard knockdown instead so that we can apply okizeme.
Yes. You are the first to respond to my post too. I was watching Aris's stream and Paulo said it in the stream chat. If he was serious or trolling is up for grabs but I don't think he was kidding. Hopefully they will let it rock.If they do I'll be very upset, but not surprised at all, also I love how no one even addressed that.
Reminds me of old school 2D MK. There were basic combos that worked on everyone, but more advanced stuff gets more and more limited due to collision.Just me or is Sub zero the most technical character in terms of conditional combos? I can't imagine the rest of the cast has to struggle with stance and gender near as much as GM sub. Just to check though...are we finding the combos only differ by gender? Like if I combo a huge Goro, it will be the same as Kung Lao's scrawny ass or will I have to make adjustments. (I plan to test...but there's only so many hours in a day)
I hope He will let it rock, But he is at combo breaker and I think he is going to be doing a lot of changes in the near future. How Sub turns out is probably going to be up in the air but something tells me that he is going to really kill sub in the long run, or rather what I should say is he is going to kill GM.Yes. You are the first to respond to my post too. I was watching Aris's stream and Paulo said it in the stream chat. If he was serious or trolling is up for grabs but I don't think he was kidding. Hopefully they will let it rock.
@Odoyle combo is easier using 4 instead of 24 -> shatter clone and results in 52% damage.Not sure if this is known but i found a really good shatter combo option off of a B2 in the corner.
For the clone set up you can use B33D4 into clone and B2 from that position to pull this off while you are still behind the clone.
(with clone in front of you)
B2 - 24DB1 - 1 - 123slide 45%
B2 - 24DB1 - B12clone - NJP- JIP - B12slide 51%
B2 - 24DB1 - B12clone - NJP - Xray 59%
When you land the B2 the 24 has to be done when the opponent is the highest off the ground. So the 24 needs to be done immediately after the B2.
If that is too hard for some people you have the EXDB1 option for less damage. you dont have to worry about the 24 timing with this.
B2 - 24EXDB1 - 1 - 123slide 39%
Yes but that combo relies on clone placement. It only works if the clone is at the right distance. The good thing about the combos above is they can be performed with the clone right in front of your opponent and you behind the clone. As long as the clone is out of freezing range it can be as close as you want.@Odoyle combo is easier using 4 instead of 24 -> shatter clone and results in 52% damage.
I disagree. F42 is -6 on the block, and I don't think it really qualifies for "throwing out a random move" as if it's just coming straight out of a nuetral game, because the body of the animation covers the distance from the Clone to your opponent, depending on his positioning. It still connects if they are moving (also depending), and often can connect with the decision to react to the Clone by jumping it. It's an aggressive mix-up and is (I think) the best rushdown option after a clone cancel. If they move or do something else, you can do something else as well.that will not work in a real match, you cant just throw out random -7/-11 moves with a character designed to make you do mistakes.
not to mention this assumes your opponent is not moving, reacting or anything.
Indeed. And while this has a defensive implication to it, catching them with an aggressive mix-up because they have been expecting your defensive play all game counts as "a mistake", don't limit yourself to linear thinking like "this is how we have to play - its just what we DO".character designed to make you do mistakes.
I'm not "limiting" myself. I just know this often doesn't work because I play offline a lot with very good players.I disagree. F42 is -6 on the block, and I don't think it really qualifies for "throwing out a random move" as if it's just coming straight out of a nuetral game, because the body of the animation covers the distance from the Clone to your opponent, depending on his positioning. It still connects if they are moving (also depending), and often can connect with the decision to react to the Clone by jumping it. It's an aggressive mix-up and is (I think) the best rushdown option after a clone cancel. If they move or do something else, you can do something else as well.
I may be wrong, but it's worked for me, so there it is.
Indeed. And while this has a defensive implication to it, catching them with an aggressive mix-up because they have been expecting your defensive play all game counts as "a mistake", don't limit yourself to linear thinking like "this is how we have to play - its just what we DO".
Not sure if this is known but i found a really good shatter combo option off of a B2 in the corner.
For the clone set up you can use B33D4 into clone and B2 from that position to pull this off while you are still behind the clone.
(with clone in front of you)
B2 - 24DB1 - 1 - 123slide 45%
B2 - 24DB1 - B12clone - NJP- JIP - B12slide 51%
B2 - 24DB1 - B12clone - NJP - Xray 59%
When you land the B2 the 24 has to be done when the opponent is the highest off the ground. So the 24 needs to be done immediately after the B2.
If that is too hard for some people you have the EXDB1 option for less damage. you dont have to worry about the 24 timing with this.
B2 - 24EXDB1 - 1 - 123slide 39%
I've been testing 12 as a poke with and without clone since the 2nd part of the string hits low and it has long reach. Ideally by doing this, will open your opponent for the overhead into slide, pushing em to the corner. I haven't tested this string extensively nor do I know the how safe it is.It doesn't have to be a consistent, you don't need to spam it after every Ice Clone - our BnBs have been pretty cemented at this point, this obviously isn't one of them, it's an aggressive mix up to follow up from a Clone Cancel depending on the read. There's no point in rehashing BnB's at this point we all know them, so I'm going into more situational plays that we have as options, and there is a plenty of situations where this WILL work. No harm in expanding the repertoire.
EDIT: also you mentioned playing offline local, I'm gonna be honest I always gotta show off flashy moves in real life matches, this is basically the main time I use GM since hes got the plays, and this is flashy as hell lool. It's really not that impractical even if it isn't a BnB, I just pull it out every now and again - admittedly my priorities may be off a little haha
Thank you seeing what this is, and not thinking that I'm saying something it's not. There is a opportunities to land it, and common enough responses to Clone, such as jumping in over it, or throwing an projectile and immediately blocking, depending on the character can get a connect where Iceball wouldn't because this arrives faster, as will them attempting to cut the run in with a close range normal, thanks to the reach. And when you can land it there is simply no better option. As far as I know Nobody is saying its a BnB, just a niche option to have in the toolkit, that is the best option you can use for a lot of reads.@Qwark28 @I GOT HANDS
Yeah, I pretty well just see this for what it is. It's not an incredible option, and it's not going to come up often, but it's a cool tool to have in the kit. I don't see why you gotta hate on it, Qwark - and if you're playing a game w/ sub-zero that's entirely void of blocked f42s, I'd be interested in checking out some of your matches (Actually, I'd be interested in that anyway. Do you have any vids up?)
NJP, JIP, Run, 123->SlideAlso a couple questions, what's the go-to mid-screen combo off an air freeze from an iceball? I've been doing really basic ones and just kinda freestyling but I want to get into a habit of doing the more optimal ones now.