Thirteenthorder
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~Credit to Zephna for Character Thread Formatting~
~You are NOT so fearsome!~
Cyber Sub-Zero is a character that seems to be disliked by many, most notably almost all Tier Lists. It is my goal that with this thread that such myths of him being a "bad", "worthless", and "Crap Tier" character will be put to rest, as he is a VERY versatile and usable character. So usable that I decided he would be my second main after Smoke after 5 minutes with him in Training Mode. If you decide to main Cyber Sub-Zero, you won't regret it. However, should you find his cyborg form to be a little too jarring, may I direct you here?
Spoiler:
X-Ray Attack - Base Damage: 36%. Must be performed in the air, as it takes the form of a Dive Kick. Travels FULL screen compared to his Long Dive Kick and also travels considerably faster. It's also worth noting that a good tactic to use is, bait your opponent into spamming their projectile, then land your X-Ray in the delay between their projectiles.
Ice Ball - Cyber Subby launches an Ice Ball from his hands in almost exactly the same fashion as normal Sub Zero. Freezes the opponent on hit for about 2.5 seconds.
Ice Bomb(Close/Medium/Far) - Cyber Sub-Zero releases a small bomb on his chest that detonates after approximately 2 seconds. The opponent remains in a frozen state for approximately 3 seconds. Distance can be changed depending on the directional combination you press. Use to force opponents to make mistakes. They will have to avoid it since its unblockable, just read their moves. (credit to bmsirhc.)
Slide - Cyber Subby travels full screen distance on a floor of ice. Hits the opponent low and has a pretty speedy startup, but can be punished on block.
Teleport - Cyber Sub-Zero separates his limbs and reforms on the opposite end of his opponent, similar to Cyrax. Very fast on startup and not easy to punish if your opponent can't see it coming. Use sparingly but not predictably. Cancellable after any air attack. If a jump punch is blocked, you can teleport for safety. Random teleports are not safe so make sure the situation in the match is safe before doing it "randomly". (credit to bmsirhc.)
Ice Parry - Another move borrowed from his human self in the alternate timeline, Cyber Subby goes into an "iced-over" state where he encases his entire body in ice. If attacked in this stance, the opponent themselves will freeze and Cyber Sub-Zero will smash them with an ice greatsword. This move has extremely fast startup and is not easy to punish. Use it when your opponent is on wakeup to make them think twice about attacking.
Useful Ice Parry Situations:
-After a Kombo is blocked
-On Wakeup
-To Trap your opponent in the corner
-After a Teleport (ESPECIALLY notable)
(Credit to the list goes to bmsirhc)
Divekick(Close/Far) - Can only be done in the air. Cyber Subby flies toward the ground in a kick. The angle of the kick is dependent on the button you press (3 version will fly at a 30 degree angle, while the 4 version will hit at a 60 degree angle). Use when your opponent is spamming projectiles and a jump in would be too predictable.
Other Notes on Divekick:
-Cancellable from any Air Attack
-Can close space between you and your opponent
-Safe on block below the waist
-3 Bars of EX Dive Kick does 56% damage, more useful than X-Ray in some situations
(Credit to the list goes to bmsirhc)
Spoiler:
1 = Front Punch (Square or X)
2 = Back Punch (Triangle or Y)
3 = Front Kick (X or A)
4 = Back Kick (Circle or B)
DC = Dash Cancel
EX. = Enhanced Version
J. = Jump/While in the Air
NJ. = Neutral Jump - Jump up
-x? = Do Attack ? number of times
Ice Ball: D,F,1
Ice Bomb (Close): B,B,3
Ice Bomb (Medium): F,F,3
Ice Bomb (Far): B,B,F,3
Slide: B,F,4
Teleport: D,B,1
Ice Parry: D,B,2
Divekick (Close): D,3
Divekick (Far): D,4
Spoiler:
VS Keepaway, Projectile Spam, and Zoning: Just as in facing Human Sub-Zero, Cyber Subby absolutely SHUTS DOWN Keepaway/Zoners and Projectile Spammers. Anyone who attempts to trade projectiles with you (sans another (Cyber) Sub-Zero) will be in a frozen state. Sure, both of you may take 8% damage but since your opponent will be frozen, you can inflict another 30% with a kombo. Additionally, if you want to keep it simple, punish jump-ins with Slide. If Projectile Spammers are truly getting annoying, you can also shut them down with a well-placed Divekick. Just be sure to choose correctly between the Close and Far versions.
VS Teleporters: Block and punish with a kombo that leads into an Ice Ball, which can then lead into another kombo. You'll need fast reflexes to punish some Teleports (such as Cyrax's), but others (such as Smoke's) can easily be punished with a number of Cyber Sub-Zero's more damaging kombos. Stay sharp against Teleport spam and you'll emerge the victor.
Anti-Air: Divekick will almost always win against an opponent attempting to jump in at you. Additionally if you're in a tight squeeze, Slide can also act as an Anti-Air for anyone hoping to score a free overhead attack on you. Ice Ball can also catch the opposition if you're quick enough about your wits, though not as reliable or practical as the aforementioned two in the heat of online combat.
Mix-Up Game: Cyber Subby doesn't have much in the form of mixing it up. There's not much advice to be given here except for the usual "Attempt to Jump in with 1 or 2 Overhead". However he does have a notable mix-up combo that can chain into a number of things. Use inbetween your barrage of special attacks, but don't over-indulge (which can be tempting because it's VERY useful): B3,2,1. This combo results in Cyber Sub-Zero performing a quick ankle kick followed by a rising uppercut. Very, very useful and an awesome mix-up starter to keep your opponent guessing.
Spoiler:
This section of the Cyber Sub-Zero thread will be divided into X-Ray, Meter, and No Meter Kombos. Have at it!
X-Ray Combos
52% 11 Hits: j.1, 2, 1, Ice Ball, j.1, 2, 1, 1+2, Jump xx X-Ray (Credit to bmsirhc!)
48% 10 Hits: j.1, 2, 1, Ice Ball, j.1, b.3, 2 xx X-Ray (Credit to bmsirhc!)
47% 9 Hits: j.2, 2,1 xx Ice Ball, 2,1,2+1, Jump Forward, X-Ray (Jump immediately after 2+1 !)
46% 8 Hits: B+1, Ice Ball, 2,1,2+1, Jump Forward, X-Ray (Jump immediately after 2+1 !)
38% 6 Hits: 2,1 xx Ice Ball, Jump, X-Ray
Meter Combos
31% 9 Hits: j.2, 2,1 xx Ice Ball, 2,1,2+1, EX Slide
29% 9 Hits: j.2, 2,1 xx Ice Ball, 2,2,1 xx EX Slide
23% 4 Hits: EX Ice Bomb, B+3,2,1
Meterless Combos
[Corner Only] 44% 12 Hits: j.1, 2, 1, Ice Ball, j.1, [3,4]x3 xx Slide (Credit to bmsirhc!)
38% 11 Hits: j.1, 2,1 xx Ice Ball, j.1, 2,1,1+2, dash, f.1,4 (Credit to Sektorpionax-Zero!)
36% 11 Hits: j.1, 2, 1, Ice Ball, j.1, 2, 1, 1+2, Dash, 2, 1, Slide (Credit to bmsirhc!)
32% 10 Hits: j.1, 2, 1, Ice Ball, j.1, b.3, 2, dash, 2, 1, Slide (Credit to bmsirhc!)
32% 9 Hits: j.1, 2, 1, Ice Ball, j.1, 2, 1, 1+2, Dash, f.4 (Ice bomb, dash, Ice counter) (Credit to bmsirhc!)
32% 9 Hits: j.1, 2, 1, Ice Ball, j.1, 2, 1, 1+2, Dash, f.4 (Ice Bomb, Ice Freeze) (Credit to bmsirhc!)
32% 9 Hits: j.2, 2,1 xx Ice Ball, 2,1,2+1, j.4 xx Divekick
26% 8 Hits: j.2, 2,1 xx Ice Ball, 2,1,2+1, B+1,2 (Second hit of B+1,2 should whiff)
27% 7 Hits: j.2, B+1 xx Ice Ball, 2,1,2+1, j.4 xx Divekick
27% 7 Hits: j.2, 2,1 xx Ice Ball, B+3,2,1
23% 5 Hits: B+1 xx Ice Ball, F+1, 4. (credit to Demetrius!)
21% 5 Hits: B+1 xx Ice Ball, B+3,2,1
27% 7 Hits: j.1, 1,1 xx Ice Ball, f+1,4 (Credit to Kopykat007!)
29% 7 Hits: j.2, 2,1 xx Ice Ball, f+1,4 (Credit to Kopykat007!)
Spoiler:
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