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[Tech] Sub Zero Corner trap

hkriderz

Lin Kuei Scum, yellow robot enthusiast
Hey guys, I'm back, and I've got some corner strategies with sub that could really elevate his corner game to the next level. This was inspired by Kandarr's (somebody tag him lol) video on sub with the 113, so props to him.

Alright, so this tech revolves around the 113 into instant air clone. This allows the clone to be closer than usual and grant certain follow-ups to catch the clone. Here's a demonstration:

Now for some females, its a slightly different story,

I say some, because cheetah and I think Ivy don't need the meterburn each time on the overhead.

Now this opens up some great mindgames, and little escape routes. I'll demonstrate on catwoman.

Obviously, this differs with each character, and I'm just one guy with a life so I can't test every scenario :D

Now, its not as easy to set this up. Finding an ender for an iceball combo into this setup was grueling, and 113 is super flaky. I've deemed it as unusable to end with in juggles if you're trying to get this setup. However,

That's one option. Although, if you do manage to catch a stray hit,

*MUST DO JUMP IN 113, and not NJP 113. Jump in pushes them into the corner more and allows for the setup to work.

* Sometimes tho, I recommend after freezing with ex iceball, to just do jump in 113. Ok damage, and perfect setup.

113 into 113 (mainly males)


Since Paulo hates sub zero, he's gone out of his way to make him as inconsistent as possible (*sigh), so here are some issues:

- the 223 ender can put the clone slightly farther back (sometimes), so you'll need the ex version of the hammer to get it to connect.

- FEMALES. Oh my god. Here we go. General less consistency on 113 IA clone, stray hit conversions into 113 IA clone is annoyingly hard to get, need bar to freeze with overhead (except for a couple of cases).

- Unsafe clone cancel (There are some instances where I was able to block firestorm's reversal after a properly done 223 ender, but won't happen always).

- If the opponent rolls, the clone timing slightly differs.

I feel like this is a great foundation, and we can really build on this. Hope you enjoyed.

@Tanno @Dankster Morgan @Lokheit @Rolling_Toaster @flappysamyhamy @Tom Brady @any other subs
 
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PetrolHeadB95

The Drunken Master
Great stuff dude. I only knew about the 113 option before. I didn't know that (air) db2 hits them into the clone. I was thinking that since the air hammer acts as an instant overhead 50/50, perhaps you could mix this up with b11, slide for a low 50/50 (which you'll hitconfirm into slide obviously and it'll launch them into the clone).

Only concern I have is how legit is the 113 and 223, clone set-ups? Neither of them are hard-knockdowns so surely your opponent can just tech roll and anti-air you the moment you jump in.
 

hkriderz

Lin Kuei Scum, yellow robot enthusiast
Great stuff dude. I only knew about the 113 option before. I didn't know that (air) db2 hits them into the clone. I was thinking that since the air hammer acts as an instant overhead 50/50, perhaps you could mix this up with b11, slide for a low 50/50 (which you'll hitconfirm into slide obviously and it'll launch them into the clone).

Only concern I have is how legit is the 113 and 223, clone set-ups? Neither of them are hard-knockdowns so surely your opponent can just tech roll and anti-air you the moment you jump in.
Yeah b11 into slide or instant air clone, it's a good mixup.

And I did say this was an unsafe clone cancel and wake ups that can reach you will beat it. There are some instances where the 223 ender can be safe (tested against firestorm), otherwise consider it unsafe, but it's an option

On the topic of AA, some can, and some get frozen trying. It's on the sub zero player to mix up his options
 
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Tanno

The Fantasy is the Reality of the Mind
I already found this tech a while ago in the other thread. @Poser Paul said that it was already known since day one, but I meant that THIS close (total point zero distance) wasn't found yet.

With this distance, nobody can even attack, not even wakeup attack. The only chars that can avoid it are the flying ones (Firestorm, Supes, Supergirl).
 

1man3letters

Alpha Tarkatan - Moderator
Moderator
Premium Supporter
To be honest havent watched vids yet , with tech roll after 113 clone doesn't come out(without timing being altered and since u can't react to both things its not the best option IMO), it has been mentioned before when people bring up the 113 ender, if u have found a way in vids to make it consistent then great but if not then all the text blocks and vids ain't worth much (not to sound like a dick)
 

Poser Paul

#1 Unbreakable
I already found this tech a while ago in the other thread. @Poser Paul said that it was already known since day one, but I meant that THIS close (total point zero distance) wasn't found yet.

With this distance, nobody can even attack, not even wakeup attack. The only chars that can avoid it are the flying ones (Firestorm, Supes, Supergirl).
You know ending in or hitting them with air hammer leaves zero space between the person and clone right?
 

dribirut

BLAK FELOW
Royal Contributor
But literally 90% of the cast has a wakeup to completely blow up each and every setup shown here :(
 

dribirut

BLAK FELOW
Royal Contributor
yeah didnt tom say that subs game revolves more around mb ice bomb anyway? which unfortunately isnt consistant to begin with?
tom also said aquamans game plan did not revolve around mb trident rush in injusticd one... I still say his main weapon is clone