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Sub-Zero
~Feel Death's Cold Embrace!~

Sub-Zero is a blue garbed ninja that masters the power of ice.
General Information
About Sub-Zero
Spoiler:
Bio
MK9 Story
Ending
Spoiler:
Name: Kuai Liang
Resides: Earthrealm
Race: Human/Cryomancer
Allingment: Good
Affiliation: Lin Kuei
"An assassin of the Lin Kuei clan, Kuai Liang commands the power of ice and cold. Unlike other members of his clan, he and his older brother, Bi-Han, were abducted as children by the Lin Kuei and trained in the techniques of assassination throughout their lives. Though his codename is Tundra, he has now assumed the mantle of Sub-Zero to honor his brother after Bi-Han's mysterious death. With the help of his fellow Lin Kuei Smoke, Sub-Zero tirelessly hunts the one who killed his brother."
Resides: Earthrealm
Race: Human/Cryomancer
Allingment: Good
Affiliation: Lin Kuei
"An assassin of the Lin Kuei clan, Kuai Liang commands the power of ice and cold. Unlike other members of his clan, he and his older brother, Bi-Han, were abducted as children by the Lin Kuei and trained in the techniques of assassination throughout their lives. Though his codename is Tundra, he has now assumed the mantle of Sub-Zero to honor his brother after Bi-Han's mysterious death. With the help of his fellow Lin Kuei Smoke, Sub-Zero tirelessly hunts the one who killed his brother."
MK9 Story
Spoiler:
During the first tournament, the Elder Sub-Zero, Bi-Han, is slain by Scorpion despite Raiden's efforts to change Scorpion's mind. Before the events of the second tournament, Sub-Zero is seen with Smoke as they attempt to gather information on Bi-Han's disappearance. Sub-Zero then heads off to investigate something when he is confronted Cyrax. Cyrax tells him he has come with him so he can become a cyborg, but Sub-Zero tells him he will never comply. They fight and Sub-Zero wins.
Cyrax teleports before Sub-Zero can capture him. He then is met by Sonya and Jax who were following Cyrax. Upon seeing him, they say that he died against Scorpion. Sub-Zero then says that he is Bi-Han's younger brother. They are confronted by Ermac, who then tears off Jax's arms. Sub-Zero faces Ermac and emerges victorious. He then asks Sonya where he can find Scorpion and is told to check the coliseum. In return he tells her how to get Jax back to Earthrealm.
Sub-Zero goes to the coliseum and demands that Shao Kahn let him fight Scorpion. Shao Kahn, however, makes him fight Reptile. Sub-Zero defeats him, and eventually, Quan Chi summons Scorpion. Sub-Zero defeats Scorpion, but before he is about to kill him, Lin Kuei cyborgs, led by Cyrax and Sektor, attack and take him to be automated.
Cyrax teleports before Sub-Zero can capture him. He then is met by Sonya and Jax who were following Cyrax. Upon seeing him, they say that he died against Scorpion. Sub-Zero then says that he is Bi-Han's younger brother. They are confronted by Ermac, who then tears off Jax's arms. Sub-Zero faces Ermac and emerges victorious. He then asks Sonya where he can find Scorpion and is told to check the coliseum. In return he tells her how to get Jax back to Earthrealm.
Sub-Zero goes to the coliseum and demands that Shao Kahn let him fight Scorpion. Shao Kahn, however, makes him fight Reptile. Sub-Zero defeats him, and eventually, Quan Chi summons Scorpion. Sub-Zero defeats Scorpion, but before he is about to kill him, Lin Kuei cyborgs, led by Cyrax and Sektor, attack and take him to be automated.
Ending
Spoiler:
Multimedia
Spoiler:
Pictures
Spoiler:
X-Ray - Deep Freeze
Spoiler:
Fatality 1 - Have an Ice Day
Spoiler:
Fatality 2 - Spinal Smash
Spoiler:
Fatality 3 - Spine Rip
Spoiler:
Babality
Spoiler:
Playing as Sub-Zero
Basic Gameplay Knowledge
(Specials, Enhanceds, Basic Combos and Finishers)
Spoiler:
Layout & Simbols
1 = Square/X
2 = Triangle/Y
3 = X/A
4 = Circle/B
JP: Jump Punch
NJP: Neutral Jump Punch (in place)
JK: Jump Kick
Special Moves
Ice Ball: D, F, 3
Ice Puddle: D, B, 3
Ice Clone: D, B, 1
Slide: B, F, 4
Force Claws: B, 2 (hold)
Enhanced Moves
Ice Beam: D, F, 3+Block
Ground Freeze: D, B, 3+Block
Ice Statue: D, B, 1+Block
Power Slide: B, F, 4+Block
Basic Combos
Frosty: 1,1
Winter blade: 2,2,2
Tundra slice: F+4, 1+2
Ice pick (w/o punch): B+1,2
Ice pick: B+1,2,1
Ice cold: B+1,2,4
Frost bitten: 2,1,2
Ices up: 2,1,4
Finishers
Have an Ice Day: B, F, D, F, 4 (sweep)
Spinal Smash: D, B, D, F, 2 (sweep)
Spine Rip: F, D, F, 2 (close)
Stage Fatality: F, D, B, 2 (touch)
Babality: D, B, D, 4 (jump)
1 = Square/X
2 = Triangle/Y
3 = X/A
4 = Circle/B
JP: Jump Punch
NJP: Neutral Jump Punch (in place)
JK: Jump Kick
Special Moves
Ice Ball: D, F, 3
Ice Puddle: D, B, 3
Ice Clone: D, B, 1
Slide: B, F, 4
Force Claws: B, 2 (hold)
Enhanced Moves
Ice Beam: D, F, 3+Block
Ground Freeze: D, B, 3+Block
Ice Statue: D, B, 1+Block
Power Slide: B, F, 4+Block
Basic Combos
Frosty: 1,1
Winter blade: 2,2,2
Tundra slice: F+4, 1+2
Ice pick (w/o punch): B+1,2
Ice pick: B+1,2,1
Ice cold: B+1,2,4
Frost bitten: 2,1,2
Ices up: 2,1,4
Finishers
Have an Ice Day: B, F, D, F, 4 (sweep)
Spinal Smash: D, B, D, F, 2 (sweep)
Spine Rip: F, D, F, 2 (close)
Stage Fatality: F, D, B, 2 (touch)
Babality: D, B, D, 4 (jump)
Advanced Combos
Spoiler:
Combo Starters
(The combo starters can be continued with an Ice Ball to continue a longer combo then, or can be continued by a Slide but the combo will end there)
2, 2... *Fastest and safest*
B+1, 2... *Most damaging but slower*
2,1... *Not recommended as an starter*
F+4... *Works as an overhead*
Normal Combos
23%------- 2,1,2 - Slide
25/23%--- B+1,2 / 2,2 - Ice Ball - 2,1,2 - Ice Ball
26%------- 2,1,4 - Slide
29%------- B+1,2 - Ice ball - NJP - Dash - B+1,2 - 2,1,2
31/28%--- B+1,2 / 2,2 - Ice ball - 2,1,4 - Slide
33/30%--- B+1,2 / 2,2 - Ice ball - NJP - Dash - B+1,2 - 2,1,2 - Slide
33/30%--- B+1,2 / 2,2 - Ice ball - Cross JP - 2,1,4 - Slide
35/32%--- B+1,2 / 2,2 - Ice ball - NJP - Dash - 1 - Dash - B+1,2 - 2,1,2 - Slide
Enhanced Combos
29%------- 2,1,4 - Power Slide
30/27%--- B+1,2 / 2,2 - Ice ball - 2,1,2 - Power Slide
33/30%--- B+1,2 / 2,2 - Ice ball - 2,1,4 - Power Slide
34/31%--- B+1,2 / 2,2 - Ice ball - NJP - Dash - B+1,2 - 2,1,2 - Power Slide
35/32%--- B+1,2 / 2,2 - Ice ball - Cross JP - 2,1,4 - Power Slide
X-Ray Combos
37%------- 2,1,2 - Ice Ball - X-Ray
42%------- Force Claws - Dash - 2,1,2 - X-Ray
43/39%--- B+1,2 / 2,2 - Ice ball - NJP - Dash - B+1,2 - 2,1,2 - X-Ray
46/43%--- B+1,2 / 2,2 - Ice ball - NJP - Dash - B+1,2 - 2,1,4 - X-Ray
47%------- Force Claws - Dash - 2,1,4 - X-Ray
48%------- 2,1,4 - X-ray
50/46%--- B+1,2 / 2,2 - Ice ball - Cross JP - 2,1,4 - X-ray
Reset Combos
Ground Freeze Reset
35/32%--- [B+1,2 / 2,2 - Ice Ball - NJP]-[Ground Freeze - 2,1,4 - Slide]
37/34%--- [B+1,2 / 2,2 - Ice Ball - NJP]-[Ground Freeze - 2,1,4 - Power Slide]
Force Clawes Reset
44/42%--- [B+1,2 / 2,2 - Ice Ball]-Double Dash-[Force Claws - Dash - B+1,2 - 2,1,2 - Slide]
59/56%--- [B+1,2 / 2,2 - Ice Ball]-Double Dash-[Force Claws - Dash - B+1,2 - 2,1,4 - X-ray]
Note
* Using Iceball will reduce combo damage like 1-5% so use it only when it's necessary.
* Everytime you do 2,1,4 and then X-ray, you have to hold the X-ray for like 0.25" before realese it.
Videos
(The combo starters can be continued with an Ice Ball to continue a longer combo then, or can be continued by a Slide but the combo will end there)
2, 2... *Fastest and safest*
B+1, 2... *Most damaging but slower*
2,1... *Not recommended as an starter*
F+4... *Works as an overhead*
Normal Combos
23%------- 2,1,2 - Slide
25/23%--- B+1,2 / 2,2 - Ice Ball - 2,1,2 - Ice Ball
26%------- 2,1,4 - Slide
29%------- B+1,2 - Ice ball - NJP - Dash - B+1,2 - 2,1,2
31/28%--- B+1,2 / 2,2 - Ice ball - 2,1,4 - Slide
33/30%--- B+1,2 / 2,2 - Ice ball - NJP - Dash - B+1,2 - 2,1,2 - Slide
33/30%--- B+1,2 / 2,2 - Ice ball - Cross JP - 2,1,4 - Slide
35/32%--- B+1,2 / 2,2 - Ice ball - NJP - Dash - 1 - Dash - B+1,2 - 2,1,2 - Slide
Enhanced Combos
29%------- 2,1,4 - Power Slide
30/27%--- B+1,2 / 2,2 - Ice ball - 2,1,2 - Power Slide
33/30%--- B+1,2 / 2,2 - Ice ball - 2,1,4 - Power Slide
34/31%--- B+1,2 / 2,2 - Ice ball - NJP - Dash - B+1,2 - 2,1,2 - Power Slide
35/32%--- B+1,2 / 2,2 - Ice ball - Cross JP - 2,1,4 - Power Slide
X-Ray Combos
37%------- 2,1,2 - Ice Ball - X-Ray
42%------- Force Claws - Dash - 2,1,2 - X-Ray
43/39%--- B+1,2 / 2,2 - Ice ball - NJP - Dash - B+1,2 - 2,1,2 - X-Ray
46/43%--- B+1,2 / 2,2 - Ice ball - NJP - Dash - B+1,2 - 2,1,4 - X-Ray
47%------- Force Claws - Dash - 2,1,4 - X-Ray
48%------- 2,1,4 - X-ray
50/46%--- B+1,2 / 2,2 - Ice ball - Cross JP - 2,1,4 - X-ray
Reset Combos
Ground Freeze Reset
35/32%--- [B+1,2 / 2,2 - Ice Ball - NJP]-[Ground Freeze - 2,1,4 - Slide]
37/34%--- [B+1,2 / 2,2 - Ice Ball - NJP]-[Ground Freeze - 2,1,4 - Power Slide]
Force Clawes Reset
44/42%--- [B+1,2 / 2,2 - Ice Ball]-Double Dash-[Force Claws - Dash - B+1,2 - 2,1,2 - Slide]
59/56%--- [B+1,2 / 2,2 - Ice Ball]-Double Dash-[Force Claws - Dash - B+1,2 - 2,1,4 - X-ray]
Note
* Using Iceball will reduce combo damage like 1-5% so use it only when it's necessary.
* Everytime you do 2,1,4 and then X-ray, you have to hold the X-ray for like 0.25" before realese it.
Videos
Spoiler:
43% X-Ray Combo Video
Tactics
Spoiler:
Ice Clone Trap
You can make an ice clone at a mid range (better if its in the air at like 30 cms from the floor) and then quickly perform a Power Slide, so when you slide the rival and after that you punch him, the rival will freeze in the air and you can do a combo, (2,1,4 is the one that makes more damage)
Frozen Feet
When you jump kick or jump punch the rival, depending on the distance you can quickly perform an Ice Puddle or a Ground Freeze (this last one is more effective) to inmovilize him while he is waking up, this is useful because the most common reaction of the rival will be wake up blocking to avoid Ice Balls and he cant escape from the Ice Puddle or the Ground Freeze that way.
Clone Out
You can use Ice Clone to quickly go away from your rival when you are too close to them.
If you started to do a 2,2 to do a combo, and the rival is blocking add a 4 and a clone at the end making it a "2,2,4 - Ice Clone" you will scape quickly from the opponent's range and you will have a clone as a wall between you and and your opponent.
Anti-Blockers
Hick-blockers: A sweep can make them fall but if you are far the Slide is the best move in this situations.
Low-blockers: You can use 2,2,2 the last hit is an overhead or you can also use his Derribo (F+4) that is an overhead too or even better you can use his Tundra Slice (F+4,1+2).
You can make an ice clone at a mid range (better if its in the air at like 30 cms from the floor) and then quickly perform a Power Slide, so when you slide the rival and after that you punch him, the rival will freeze in the air and you can do a combo, (2,1,4 is the one that makes more damage)
Frozen Feet
When you jump kick or jump punch the rival, depending on the distance you can quickly perform an Ice Puddle or a Ground Freeze (this last one is more effective) to inmovilize him while he is waking up, this is useful because the most common reaction of the rival will be wake up blocking to avoid Ice Balls and he cant escape from the Ice Puddle or the Ground Freeze that way.
Clone Out
You can use Ice Clone to quickly go away from your rival when you are too close to them.
If you started to do a 2,2 to do a combo, and the rival is blocking add a 4 and a clone at the end making it a "2,2,4 - Ice Clone" you will scape quickly from the opponent's range and you will have a clone as a wall between you and and your opponent.
Anti-Blockers
Hick-blockers: A sweep can make them fall but if you are far the Slide is the best move in this situations.
Low-blockers: You can use 2,2,2 the last hit is an overhead or you can also use his Derribo (F+4) that is an overhead too or even better you can use his Tundra Slice (F+4,1+2).
You can check Kaballer's Guide too.
Visit Ermac Thread and Reptile Thread too.
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