kaballer
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Kaballer’s Guide to Sub Zero
This is more of an intermediate rather than introductory Sub-Zero guide. You will find no inputs for specials, etc.
Trading
The properties of Ice Ball make Sub-Zero a character that cannot be traded with. Whatever damage he takes from a projectile will be made up by the damage he inflicts when he combos on the frozen opponent. So when someone insists on trading, don't worry about blocking. Trade.
Ice Ball freezes the opponent for 3 seconds.
E Ice Beam freezes the opponent for 6 seconds.
E Ice Beam in the air freezes the opponent for 3 seconds.
Anti-Air
Sub-Zero is a character that can keep his opponent grounded.
If the opponent jumps forward:
1) 22: the hitbox for this string is the entire ice sword, which gives Sub-Zero an advantage against opponents that insist on jumping in on you. Can be confirmed into Ice Ball.
2) Ice Clone: use if opponent is jumping forward but too far for case 1.
3) E Ice Beam: use if opponent is jumping forward but too far for case 2.
If the opponent jumps back:
1) Ice Slide: this is a guaranteed hit (unless the opponent teleports).
Zoning
This is Sub-Zero’s plan A. Now that you know how to keep the opponent grounded, use the Ice Clone to keep your opponent from crossing a line on the stage. Continue to advance to the corner until the opponent is trapped. If the opponent is a teleporting character, continue to advance to the corner until you bait a teleport.
If the opponent neutralizes plan A, move on to plan B.
Mix-Up
This is Sub-Zero’s plan B. Although most see him as a zoning character, Sub-Zero’s mix-up game is dangerous.
22 Mix-Up
22 is the string that you want to use. Forget B12. 22 is faster, safer, has better range, and, most importantly, cannot be jumped over.
1) 222: (M,M,O)
2) 22 - Ice Slide: (M,M,L)
3) 224: (M,M,M)
4) 224 - Ice Slide: (M,M,M,L)
5) 224 - Ice Clone: (M,M,M)
6) 22 - 22: (M,M,M,M)
If at any point you connect with 22, stop your string and confirm into Ice Ball.
B4/F4 Mix-Up
B4/F4 is an underused tool that Sub-Zero possesses. Responding to constant 22 mix-ups, the opponent may get used to stand blocking. Hit him with a couple of B4's. As he low blocks expecting another B4, follow with F4.
1) B4 - F4: (L,O)
If at any point you connect with F4, immediately confirm into Ice Ball.
After you freeze the opponent with a zoning Ice Clone or a mix-up Ice Ball, it is time to follow up with a high-damaging combo.
No Meter Ground Combos
Opponent is Close
NJP - F dash - B12 - 212 - Ice Slide
(24% dmg if frozen by Ice Ball)
(30% dmg if frozen by F4 - Ice Ball)
(30% dmg if frozen by 22 - Ice Ball)
(33% dmg if frozen by JPS - 22 - Ice Ball)
JPS- 214 - Ice Slide
(25% dmg if frozen by Ice Ball)
(31% dmg if frozen by F4 - Ice Ball)
(30% dmg if frozen by 22 - Ice Ball)
(33% dmg if frozen by JPS - 22 - Ice Ball)
Opponent is Far Away
JPS - 214 - Ice Slide
(25% dmg if frozen by Ice Ball)
No Meter Air Combos
Opponent is Close
NJP - F dash - B12 - 212 - Ice Slide
(26% dmg if frozen by Ice Ball)
(31% dmg if frozen by E Ice Beam)
B12 - 212 - Ice Slide
(22% dmg if frozen by 22 - Ice Ball)
(24% dmg if frozen by 22 - E Ice Beam)
Opponent is Far Away
Ice Slide
(7% dmg if frozen by Ice Ball)
(9% dmg if frozen by E Ice Beam)
No Meter Corner Combos
B dash - B12 - 224 - Ice Slide
(38% dmg if frozen by 214 - Ice Ball)
(41% dmg if frozen by JPS - 214 - Ice Ball)
(42% dmg if frozen by 214 - E Ice Beam)
(45% dmg if frozen by JPS - 214 - E Ice Beam)
X-Ray Ground Combos
Opponent is Close
JPS - 214 - X-Ray
(43% dmg if frozen by Ice Ball)
(48% dmg if frozen by F4 - Ice Ball)
(46% dmg if frozen by 22 - Ice Ball)
(49% dmg if frozen by JPS - 22 - Ice Ball)
Opponent is Far Away
JPS - 214 - X-Ray
(43% dmg if frozen by Ice Ball)
X-Ray Air Combos
Opponent is Close
NJP - F dash - B12 - 212 - X-Ray
(38% dmg if frozen by Ice Ball)
B12 - 212 - X-Ray
(31% dmg if frozen by 22 - Ice Ball)
Opponent is Far Away
X-Ray
(28% dmg if frozen by Ice Ball)
X-Ray Corner Combos
B dash - B12 - 224 - X-Ray
(53% dmg if frozen by 214 - Ice Ball)
(55% dmg if frozen by JPS - 214 - Ice Ball)
Meter Management
Sub-Zero’s meter management is the best in the game. His plans do not rely on meter, and at the same time build meter rapidly. This means you should often have a comfort cushion in the form of a combo breaker.
Do not spend your meter on anything other than:
1) Combo Breaker
2) E Ice Beam
3) X-Ray (only for an X-Ray combo that would close out the round)
This is more of an intermediate rather than introductory Sub-Zero guide. You will find no inputs for specials, etc.
Spoiler:
1: front punch
2: back punch
3: front kick
4: back kick
U: up
D: down
B: back
F: forward
NJP: neutral jump punch (U then 1 or 2)
JPS: jump in starter (UF then 1 or 2)
L: low hit
M: medium hit
O: overhead hit
E: enhanced
2: back punch
3: front kick
4: back kick
U: up
D: down
B: back
F: forward
NJP: neutral jump punch (U then 1 or 2)
JPS: jump in starter (UF then 1 or 2)
L: low hit
M: medium hit
O: overhead hit
E: enhanced
Trading
The properties of Ice Ball make Sub-Zero a character that cannot be traded with. Whatever damage he takes from a projectile will be made up by the damage he inflicts when he combos on the frozen opponent. So when someone insists on trading, don't worry about blocking. Trade.
Ice Ball freezes the opponent for 3 seconds.
E Ice Beam freezes the opponent for 6 seconds.
E Ice Beam in the air freezes the opponent for 3 seconds.
Anti-Air
Sub-Zero is a character that can keep his opponent grounded.
If the opponent jumps forward:
1) 22: the hitbox for this string is the entire ice sword, which gives Sub-Zero an advantage against opponents that insist on jumping in on you. Can be confirmed into Ice Ball.
2) Ice Clone: use if opponent is jumping forward but too far for case 1.
3) E Ice Beam: use if opponent is jumping forward but too far for case 2.
Spoiler:
Keep reminding yourself to drop the uppercut habit. Learn to punish a jumping opponent in more damaging ways.
If the opponent jumps back:
1) Ice Slide: this is a guaranteed hit (unless the opponent teleports).
Spoiler:
A tell that you’re facing an experienced opponent is that he refuses to jump back against you.
Zoning
This is Sub-Zero’s plan A. Now that you know how to keep the opponent grounded, use the Ice Clone to keep your opponent from crossing a line on the stage. Continue to advance to the corner until the opponent is trapped. If the opponent is a teleporting character, continue to advance to the corner until you bait a teleport.
If the opponent neutralizes plan A, move on to plan B.
Mix-Up
This is Sub-Zero’s plan B. Although most see him as a zoning character, Sub-Zero’s mix-up game is dangerous.
22 Mix-Up
22 is the string that you want to use. Forget B12. 22 is faster, safer, has better range, and, most importantly, cannot be jumped over.
1) 222: (M,M,O)
2) 22 - Ice Slide: (M,M,L)
3) 224: (M,M,M)
4) 224 - Ice Slide: (M,M,M,L)
5) 224 - Ice Clone: (M,M,M)
Spoiler:
If the opponent neutralizes plan B, string #5 is useful for falling back to plan A.
6) 22 - 22: (M,M,M,M)
Spoiler:
The recovery on the first 22 is just fast enough to make your opponent unable to punish on reaction. The key is not to use this string repeatedly.
If at any point you connect with 22, stop your string and confirm into Ice Ball.
B4/F4 Mix-Up
B4/F4 is an underused tool that Sub-Zero possesses. Responding to constant 22 mix-ups, the opponent may get used to stand blocking. Hit him with a couple of B4's. As he low blocks expecting another B4, follow with F4.
1) B4 - F4: (L,O)
Spoiler:
F4 by itself is unsafe. If you realize that the opponent is stand blocking, make F4 safe by immediately confirming into Ice Clone.
If at any point you connect with F4, immediately confirm into Ice Ball.
After you freeze the opponent with a zoning Ice Clone or a mix-up Ice Ball, it is time to follow up with a high-damaging combo.
No Meter Ground Combos
Opponent is Close
Spoiler:
These combos are difficult. If this is your first time using Sub-Zero, you will drop these combos. Overcome these difficulties in practice mode until you can pull off each combo off 19 out of 20 times. Fortunately, because your opponent is frozen, you can take a breath and concentrate on your inputs.
NJP - F dash - B12 - 212 - Ice Slide
(24% dmg if frozen by Ice Ball)
(30% dmg if frozen by F4 - Ice Ball)
(30% dmg if frozen by 22 - Ice Ball)
(33% dmg if frozen by JPS - 22 - Ice Ball)
Spoiler:
You don’t have to wait until you hit the ground to dash, you can execute the dash command while you’re still falling from NJP.
You will whiff if you input 212 directly after B12. Wait until you hear the sound of Sub-Zero’s dagger stabbing the opponent, then input 212.
You will whiff if you input 212 directly after B12. Wait until you hear the sound of Sub-Zero’s dagger stabbing the opponent, then input 212.
JPS- 214 - Ice Slide
(25% dmg if frozen by Ice Ball)
(31% dmg if frozen by F4 - Ice Ball)
(30% dmg if frozen by 22 - Ice Ball)
(33% dmg if frozen by JPS - 22 - Ice Ball)
Spoiler:
This combo does the same damage as the previous, but it will push the opponent one body length less towards the corner. Do not use this unless you are closer to the corner. In that case, make JPS a cross-up in order to switch positions with the opponent.
Opponent is Far Away
JPS - 214 - Ice Slide
(25% dmg if frozen by Ice Ball)
Spoiler:
You have to use the JPS because you won’t have enough time to start with NJP.
No Meter Air Combos
Opponent is Close
NJP - F dash - B12 - 212 - Ice Slide
(26% dmg if frozen by Ice Ball)
(31% dmg if frozen by E Ice Beam)
Spoiler:
Yes, the same air combo does more damage if you use E Ice Beam instead of Ice Ball. Another reason why E Ice Beam is great anti-air.
B12 - 212 - Ice Slide
(22% dmg if frozen by 22 - Ice Ball)
(24% dmg if frozen by 22 - E Ice Beam)
Spoiler:
You must whiff B1. This combo is used when the opponent is frozen parallel to the ground. This position occurs when punishing a teleport, roll, or jump with a 22 - Ice Ball. In this position, NJP in the previous combo will knock the opponent to the ground and end the combo. This combo is the most damaging alternative.
Opponent is Far Away
Ice Slide
(7% dmg if frozen by Ice Ball)
(9% dmg if frozen by E Ice Beam)
Spoiler:
Not much else you can do. Due to do damage scaling, JPs - Ice Slide would do the same amount of damage.
No Meter Corner Combos
B dash - B12 - 224 - Ice Slide
(38% dmg if frozen by 214 - Ice Ball)
(41% dmg if frozen by JPS - 214 - Ice Ball)
(42% dmg if frozen by 214 - E Ice Beam)
(45% dmg if frozen by JPS - 214 - E Ice Beam)
Spoiler:
You must whiff B1. The timing on this combo is strict. You must input the B dash at the proper time, or you will not connect with B12.
Spoiler:
But isn't 22 the string you always start with? Not in the corner. If the opponent blocks 224, you should not confirm into Ice Ball because that leads to a punish. You should confirm into Ice Clone. This does not work in the corner with 224. Only with 214.
X-Ray Ground Combos
Opponent is Close
JPS - 214 - X-Ray
(43% dmg if frozen by Ice Ball)
(48% dmg if frozen by F4 - Ice Ball)
(46% dmg if frozen by 22 - Ice Ball)
(49% dmg if frozen by JPS - 22 - Ice Ball)
Spoiler:
You will whiff if you input X-Ray directly after 214. Take note that Sub-Zero is able to hold his X-Ray. Hold the X-Ray input and release it when the opponent is on the downward trajectory from 214.
Opponent is Far Away
JPS - 214 - X-Ray
(43% dmg if frozen by Ice Ball)
Spoiler:
Fortunately, since the previous combo starts with a JPS, the previous combo still works.
X-Ray Air Combos
Opponent is Close
NJP - F dash - B12 - 212 - X-Ray
(38% dmg if frozen by Ice Ball)
B12 - 212 - X-Ray
(31% dmg if frozen by 22 - Ice Ball)
Spoiler:
You must whiff B1. This combo is used when the opponent is frozen parallel to the ground. This position occurs when punishing a teleport, roll, or jump with a 22 - Ice Ball. In this position, NJP in the previous combo will knock the opponent to the ground and end the combo. This combo is the most damaging alternative.
Opponent is Far Away
X-Ray
(28% dmg if frozen by Ice Ball)
Spoiler:
Not much else you can do. Due to damage scaling, JPS - X-Ray would do 8% less damage.
X-Ray Corner Combos
B dash - B12 - 224 - X-Ray
(53% dmg if frozen by 214 - Ice Ball)
(55% dmg if frozen by JPS - 214 - Ice Ball)
Spoiler:
You must whiff B1. The timing on this combo is strict. You must input the B dash at the proper time, or you will not connect with B12.
Meter Management
Sub-Zero’s meter management is the best in the game. His plans do not rely on meter, and at the same time build meter rapidly. This means you should often have a comfort cushion in the form of a combo breaker.
Do not spend your meter on anything other than:
1) Combo Breaker
2) E Ice Beam
3) X-Ray (only for an X-Ray combo that would close out the round)
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