Versatile Teaches Sub-Zero(final version)
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posted11/22/2005 08:40 PM (UTC)by
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Versatile
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About Me

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02/09/2003 06:41 AM (UTC)

Sorry for the long wait yall...
**Intro**
Well, playing to win goes for every character in every fighting game. This part of the guide does not necessarily apply to just Sub-Zero, which is why I feel this part will be a favorite among readers and very helpful for those who feel their overall psyche going into a fight is flawed. Here we go....
1. Pitcher’s Memory = You know the saying "A Pitcher never forgets?". Well, if you don't, basically it means that a pitcher never forgets how he got somebody out. Whether it was with a curveball, a fastball, a change up or a slider, he always remembers what it took to strike out the big boys like Manny Ramirez, and even the scrubs like Mark Bellhorn.. He also never forgets when he gives up a home run or a RBI single/double/triple. I feel this goes for any fighting game as well.
Reading your opponent goes without saying, but with the players in this game being 80% shitty, you wouldn't think this is the case. To be successful with any fighter/sport, you need to know your opponent close to as well as you know yourself. Remembering your opponent's style and how they react to the situations you put them in is key to success. For example, Dan always stands up blocks when in a 50/50 lock when there's less than 10 seconds left in the match and the fight is close, so most the time I throw him. Quik quick recovers more than anyone I've ever faced, so I time my attack with him quick recovering and I normally connect(unless he quick recovers and blocks, at which point I adapt to it and throw him). Delerium always stays blocked in a certain position for about 2 seconds then transitions to a crouching block or a standing block, so I respond by walking up faking a throw, waiting for him to duck, and then do a mid attack. If he ducks I do the exact opposite. When me and Alexei do Sub vs Scorp he normally uses moi fai: d+1 to eliminate my dragon poking game, so to counter that I fake walking up to attack in dragon and quickly switch to kori and do 1 or b+2(they both beat low attacks).
I'm not saying you need a notebook and a pencil to write down everyone's habits and their reactions to certain situations, but knowing what to do and when to do it is the key to being good with Sub and any other fighter in any other game. After all, Roger Clemens didn't become the greatest pitcher of all time(arguably, mind you) by just throwing fast balls down the middle....
2. Wah Wah Wah = Don’t worry about what people think about you. People are for the most part whiners and babies. If you beat them a certain way that they feel is not fair they will complain. To some people winning has no boundaries. They will do what they need to do to win. My opinion on the matter is irrelevant, but the saying goes “don’t get mad..get even” so handle your shit. If they’re going to infinite you, infinite them back. If they’re going to glitch you, glitch them back. But if glitching and infiniting is your cup of tea I would strongly suggest staying away from Sub because he has none that work online.
Playing a low tier character like Sub-Zero means suffering a lot of losses to people who aren’t as “skilled” as you. Live with it. It comes with the territory and if you can’t handle a loss or two you shouldn’t be using such a bad character anyway. Learn, Remember, Adapt, Win, Take your losses with your wins. If not, stick to Kobra, Bo, Darrius or any of the other better, easier chars to win with.
Also, realize that the whole point of playing is the ultimately win more than you lose. Playing a low tier character like Sub-Zero means it requires more smarts and a lot more working with what you’ve got and not what you wish you had. For example, if there’s 10 seconds left on the clock, it’s round 3, you’re up by a lot, but you have no breakers left, why continue to fight? Why bother trying to kill them off when there’s 10 seconds left on the clock and they’re down by a lot? Why put yourself in a position to lose when you can put yourself in a situation to win? Turtle. Back dash, clone, whatever it takes to get away. Who cares what they think? I’ll tell you right now that if they’re playing someone like Kobra that you should give a rats ass what their opinion is on the matter because they should’ve won the fight regardless. Feel shitty winning with the time out? Bet you’d feel shittier losing a fight you could of won by eating Raiden’s 35% into unavoidable free throw with no breakers left trying to fight to the death instead of turtling up.
Point here is not just to turtle, because sometimes it’s not in your favor to do so(when you’re down, when you have an opportunity to attack and you don’t). The point here is to do what it takes to give you the best opportunity to win. The best people who use low tier chars don’t give a fuck. I know I don’t. Tell someone who plays Kuma in T4 not to use his f,f+2 into JFSH and they’ll laugh in your face. Tell someone who uses Yunsung in SC2 not to whore out his BB and they’ll do the same. Do what it takes and WHAT YOU FEEL IS RIGHT. Fuck the critics.
3. Don’t Be A Dumbass = Like I said earlier, there are very few games where a low tier character can realistically beat a top tier char consistently at the highest level of play. So when there’s something on the line or the fight is considered to be serious, no matter how good you are with that low tier character, the wise thing to do would be to switch up to your top tier alternative. If you don’t have one, learn one. I’d recommend NS since they’re in the same vein as Sub-Zero in that they are both defensive forces, but Shujinko, Kobra and of course BRC are all great choices. There’s nothing wrong with feeling a little ballsy and playing Sub vs an elite Bo or Dairou just for kicks, but when it’s a serious fight, stay away.
4. Relax = This is something I’m personally working on myself. Being tense and nervous is part of being competitive, but try to calm yourself down. You will find your execution to be crisper, your decisions to be wiser and your reaction time to be sharper if you just chill the fuck out. Afterall, it’s just a game baby! K...enough of the waiting..time for the guide....
**Specials**
I feel this section needed to be made first since Shotokan, Dragon and Kori Blade all involve plenty of cloning and freezing for them to be used to their highest potential. Here are all 3 of Sub-Zero’s specials and my description of how they should be used overall.
1. Freeze = Overall this move is pretty good, and it has it’s uses vs the majority of the roster, making it a must use in certain situations.
One thing I can say confidently is that Sub has the best projectile exchange game in the entire roster. Anytime there’s an exchange between two fighters(as long as it’s not sub on sub) and both connect, Sub-Zero has the upper hand due to his projectile freezing them. Personally, when I freeze I aim to take damage and have them frozen. If they have a breaker, they lose one, and if they have none, they lose half their bar.
Never try to throw your projectile out after you see a projectile animation. The freeze is one of the slower projectiles in the game and most of the time you’ll end up taking damage and they will not be frozen. Anticipation is key. Toss a freeze out here and there at long distances to test the waters.
Another great thing about the freeze is that..it freezes. Normally the best you can do to punish another Sub if they clone or a Smoke if he clouds is to take about 10% of their bar by using your projectile. However, if Sub-Zero freezes them if they do that, he has the potential to deal out 50 or ATLEAST get rid of a breaker. Take advantage of this. Feel the Sub/NS player out and try to read their cloning/clouding patterns. When you anticipate them doing so, punish with the freeze. Just remember that Smoke can punish you with his telepunch if you’re too predictable. To counter that, anticipate when YOU think THEY are anticipating YOU anticipating THEM clouding, block it, and punish. More on anti Sub and NS later on in the guide.
Lastly, backdash, freeze works fairly well. For example, if you anticipate them punishing your Dragon 1,1,backdash(which you really can’t too well unless you’re bo) then you can try to freeze right after the back dash. However, more than likely if the freeze would hit them, the clone would of connected as well, which is the better move and the safer option, so go for it instead.
Overall, the move has it’s uses vs every character except Bo Rai Cho, but then again, what does Sub have that works vs Bo anyway? Use it, but don’t abuse it, for it can be stepped and if blocked up close it can be punished. Be smart about it.
2. Cold Shoulder = Well, I hear a lot of Sub-Zero players are fond of this move, but I am not one of them. I can’t help but say “yuck” when looking at this move. The only time to use it is when their bar is no longer visible. At that point if you’re outside of attacking range use the cold shoulder to kill them. However, you better make sure it tracks(tap up before doing it), cuz if they step it(and the best of the best will try to), YOU ARE FUCKED. If you’re feeling mentally dominant enough you can set this move up, but I think of it this way. The Cold Shoulder is a mid hitting attack that is unsafe on block and only does 9 damage. Pretty much anytime this move would hit at mid range, Kori Blade: b+2 would hit as well. One gives you 9 damage while the other gives you 50 damage? Why bother with the cold shoulder?
3. Throw = I know it’s not a special, but where else do I put it? Anyway, throwing is essential with Sub-Zero like it’s essential with everyone else. His throw is nothing special, and very run of the mill, but it puts the opponent in a bad enough position for Sub to make something happen. Here are a few things I do after a successful throw with Sub-Zero.
A. Turtle Up = Depending on who I’m facing and how the tide of the match is. This is the safest way to go if you have a healthy lead and don’t want to take many risks, but if you’re down it’s not really the wisest choice.
B. Walk Up, Clone = For over aggressive opponents this works wonders. Simply throw, walk up about sweep range as if you were going to attack and then clone right away. If you catch them, punish.
C. Throw Them Again = If you’ve trained them to expect a clone from your current fight or an earlier fight, throwing them again works wonders since they normally block.
D. Step Forward, Kori B+2 = People figure that Sub is far enough way from the opponent, and sometimes they don’t block, but rather try to back dash or move forward. If you step forward quickly and do Kori: b+2 and they do anything but block high they will eat it. This also works for people who try to buffer in certain specials such as the smoke cloud.
E. Cold Shoulder = Well, if you throw them and they have basically no health left, tap up to make it auto track and then do the cold shoulder. There is nothing they can do about it and they will die. However, if you’re facing another Sub or NS I would not suggest doing this since you may cold shoulder your ass right into a buffered cloud or clone.
F. Start A Combo = Right after throw if you start a combo they’re, for the most part, forced to block high because if they try to crouch the transitional blocking will turn Sub-Zero’s high attacks into mid attacks.
G. Sidestep Into Wall Trap = This is only if you’re at a certain angle with Sub-Zero and near a wall. When you’re at these particular angles, if you throw with Sub-Zero he’ll be right in their face after the throw is done. At this point you can go for a 50/50 or side step. Most people block regardless of what you’re doing right after they get up, so side step so that you’re right in front of them and begin a wall trap 50/50. Dragon is the preferable stance to do this in since it gives you quicker entry to Kori Blade than Shotokan. Some of my favorite wall trap 50/50s are Dragon: d+1,d+1,d+1,d+1,d+1,cs,b+2/d+1,cs*fake doing a kori mid then switch quickly back to dragon*,d+1,d+1,throw,walk up to sweep distance, clone or d+1,switch to kori, 1,free throw,etc,etc,etc. The possibilities are endless once you have them near a wall. However, vs NS it’s wise that you don’t do this very much since as soon as Smoke blocks once of your lows he can quickly buffer in a smoke cloud so that your next attack has Sub-Zero coughing. Watch out for that.
H. Freeze = This is only truly useful vs another Sub-Zero players or Smoke. If you walk up to them and you expect them to go for a clone or cloud, immediately freeze. It will hit them and you can sidewalk around the cloud/clone and punish them with 50% or a breaker loss.
4. Ice Clone = The reason why Sub-Zero is not the worst in the game(well, that and the fact that he does way more damage than Kira) is right here. This move, in the hands of someone who knows what they’re doing, is deadly. This move is easily his most versatile move. It creates defense when there is no way to defend. It creates offense when it seems they’re untouchable. Hell, it even has a mini back dash in it if the clone itself doesn’t come out because you’re too close. However, abuse it the wrong way and you will lose to the best players in this game. Every clone needs to be thought out before used. Here we go...
Alright, first and foremost, to be truly good with the clone you need to be able to take advantage of the lag. I’m not an internet wiz, but I hear the lag in this game is anywhere from 9-20 frames. That makes the clone deadlier online than offline because if you do it fast enough it appears on your side of the screen a few mini frames before it appears on they’re side. To them it looks like it shouldn’t of come out because by the time they’re frozen it looks as if they were too close. You can blame the choppy animation and poor testing for that one. Anyway, the faster you do it, the better chance you have of it coming out when it really shouldn’t.
Buffering the clone off of moves is also another essential. Some of my favorite clone buffering moves would be Shotokan d+3~clone, Dragon d+4~clone, Kori:1(blocked),clone, Shotokan 1,1,3~clone,etc. It goes without saying that the less predictable you are with your clone placement and your clone buffers the more you’ll trick them into attacking into it.
One thing I’d like to get quickly out of the way is by setting a pattern with your clone INTENTIONALLY you allow your opponent to react how you want them to. For example. Suppose you’re feeling your opponent out and you walk up and clone. After the clone disappears you walk up and clone again. Now the third time they’re thinking “projectile time”, so you side step, walk up, and punish with kori b+2 or throw. An example of this was when I fought my boy Yoza a few weeks back. We had a series of Sub vs Kabal and during one of them I was conditioning him to expect a clone by cloning, then turtling up, walking up and cloning again, but the third time instead of cloning I anticipated a projectile and went to the freeze. Surely enough he went for it, got frozen, and lost half his bar. Being smart about your cloning and using it not just to freeze them but to set them up for other things is key to not only being good with that one move, but Sub-Zero in general. Execution, Anticipation and Mental Dominance. Those are the keys to him.
Anyway, the things you do when the clone is out is just as important as the things you do to set it up. If they block the clone up close, you can walk in front of the clone and go for a throw or a mid, if it’s avoided and they punish you back, they’ll attack into the clone(if it’s still out). The common thing to do when you do a clone is to turtle up, which is probably my favorite as well. It gives you time to think about your next attack and try to feel them out by looking at how they react to the clone. By seeing how they react to your clone the first few times you’ll know how to respond later on. Another thing I like to do is throw out a freeze when behind the clone. Not all the time, but enough times so that they know they shouldn’t try to projectile me unless they want to risk losing half their bar on a freeze/fireball exchange.
Using Sub’s pokes to set up the clone are essential. An example of this would be walk up dragon d+4, back dash, walk up, dragon 1,1,backdash,walk up to sweep distance, clone. Test their patience, mental toughness and their predictability.
That’s really all there is to it. People are like “gee how do you clone like that?” and “oh man no else gets me with it like that” and all that stuff, but it’s not like I’m some supernatural being. People just don’t use the move the right way. The most effective cloners I have seen outside of myself are Alexei, BNR and D-PAC. Perhaps they can show some insight on their cloning techniques as well.
This pretty much covers the specials section. Up next I will be covering Shotokan, Dragon and Kori Blade. I will not post them up until they are all complete for I feel you can’t begin your play without learning how to use ALL stances the right way. Until then...TA TA!
**Shotokan**
In my opinion, Shotokan is Sub-Zero’s best stance for creating space. It’s quick low pokes and good priority make it a must use in certain situations. It is not a stance that should be used to create an offense, but rather to poke and interrupt offensive pressure.
Note that in all of these stance sections that I will not cover every single move Sub-Zero has. There is no need for that. This is not Tekken or Virtua Fighter where almost every move has some kind of use. Some moves are just there to be there..period. With that in mind, here are the moves with Sub-Zero in Shotokan that I find to be truly useful in one way or another.
1. 1,1,3 = First off, make sure you hold up when doing all moves that don’t involve the up button so that they track. If they involve holding down then they should track regardless. Anyway, this move is very good. It comes out very quickly and has great priority. I use this to counter moves such as Shujinko’s mantis 1,1,1 and Jade’s full branch from first stance. However, the key to being good with this move is to ANTICIPATE and not to interrupt! This game is very glitchy and laggy so interruption is not a likely occurance, so you must do this move a second or so before you expect an attack. It’s use is to penetrate attacks and to still be offensive while being defensive. Here are the follow ups..
A. On Hit
1. Throw = A throw is guaranteed after 1,1,3 connects for a total of 32 damage. As far as what to do after the throw connects, check out the Specials section of my guide for help.
2. Switch To Kori and Do B+2 = For some reason beyond me, some players actually try to duck after this move hits. For those who are dumb enough to do that, punish them with this. However, it is a very risky thing at high level for if b+2 blocked at that close of a range, you will get raped.
3. Continue the combo with b+2 = If you have fast enough reaction time after 1,1,3 hits and they have no breakers left, this is the best option.
B. On Block
1. d+1/d+3/cs to dragon d+1/d+4 = A good thing to do if 1,1,3 is blocked is to quickly follow up with a low attack to interrupt most of the moves they try to punish you with.
2. Clone = 1,1,3 on block is clone city baby! It spaces them out just the right amount for you to get a clone out. If they attack into it..bye bye 50% of their bar!
3. b+2,f+3,2 Extension = If you’ve owned them with the 1,1,3 on block~clone set up they’ll more than likely(at the highest level atleast) try to punish you before you can get the clone out..DONT THINK SO! Punish those smartasses by continuing the 1,1,3 into b+2,2 or f+3! B+2 is the most rewarding one since it gives you a full juggles on hit. However, there is a slight delay between the 3 part of the 1,1,3 combo and the actual b+2, so they still have a slight chance to interrupt. 1,1,3,f+3,however, is uninterruptible for most part, but that gives you the least damage. 1,1,3,2 is for those who want guaranteed damage, since 2 as far as I know is unbreakable, so if they let the 1,1,3 part connect the 2 cannot be avoided, and neither can the guaranteed throw afterwards if you decide to walk up and go for it.
4. Backdash/Block = If you wanna play it really safe, this is the way to go.
1. d+1 = A solid low poke out of Shotokan, but a move I rarely use due to Sub having much better low pokes out there. Use it if you like it, but I don’t.
2. d+3 = One of the best moves Sub-Zero has in his arsenal. This move has priority that is indescribably good. Interrupts ALL high attacks, comes out blindingly fast and is a perfect set up for the clone. On block it’s pretty safe as well. Don’t abuse it, but in close ranges its about as useful as any other move Sub has.
Shotokan is a very situational stance. Since almost all of the stance’s attacks hit high, you have to anticipate either an incoming attack or a low block transition(to turn 1,1,3 into a mid attack). If you’re smart about it’s use it’s a very powerful and rewarding defensive stance.
**Dragon**
When I’m feeling my opponent out, planning my next attack, turtling or rushing, I am normally in Dragon stance. I think Dragon is important because it’s Sub’s only “athletic” stance. With Dragon Sub has speed, priority, power and most importantly, a gateway into the core of his damage(kori blade). Dragon is a stance that I prefer for offense, but it is also a must use for defense as well due to it’s spacing tools and great low pokes. Here are the moves I use in Dragon stance.
1. 1,1 = This move is extremely versatile in that it can be used to create space to continue your defense OR create an offensive. It’s safe because you can instantly back dash afterwards, making it a favorable move if you’re trying to dish out damage and stay safe. Make sure to hold up then doing 1,1 to make it track. Also, it is very useful to use 1 by itself to shorten the combo or 1,1,2 to extend the combo to throw their block timing off. If 1 by itself is blocked or connects you can do the same things I tell you to do below if 1,1 connects or is blocked. If 1,1,2 is blocked, more than likely you’ll have time to block or clone. If 1,1,2 connects, quickly switch to Kori Blade and do 1,b+1 to get your plant then walk up and 50/50. Here are the things to do when 1,1 connects or if it’s blocked.
~On Block~
1. d+1 = I don’t use this often after 1,1 on block, but if your opponent is big on starting their offense through a high attack, this will go under their attack and punish them for 4 damage. As for what to do after d+1 connects..we’ll get to that a bit later.
2. clone = depending on where the last 1 connected you can buffer in a successful clone after 1,1 being blocked. Look quickly at where Sub-Zero feet are after 1,1 is blocked. If there’s a tad bit of space between his feet and the opponent’s, go for the clone. If not...
3. backdash,clone = This is for the people who are a bit slow on the reaction time. If you notice they are trying to punish you after 1,1 and you’d like to make them pay, this is the way to do it. They’ll end up comboing right into a clone. If they’ve become used to you doing this and try projectiling you the best thing to do is to fake a clone after the back dash, but instead of cloning, side step, walk up and punish their projectile.
~On Hit~
1. Backdash = This is what you do if you just want to deal a quick 12% while still being in turtle mode. This is what I mean by Dragon: 1,1 being offensive as well as defensive. An example, time is running out and it’s a really tight game. You’re barely up by a bit of health and they’re hunting you down. You’ve trained them to be used to your cloning patterns. After careful placement of the clone and steady defense, you randomly out of nowhere dragon:1,1~back dash clone and continue to turtle till time runs out. Now the chance of you winning is higher since your lead is larger. Sounds gay and lame, but trust me, it’s worked vs the best..lol.
2. Throw = One of the better options after 1,1, connects is to throw. The human brain(for the most part) thinks to block after being hit with an attack like that, so take advantage of that by throwing. However, if they become used to this and begin to duck....
3. CS,Kori:1,free throw/b+2 = This is for the people who like to duck after 1,1 connects. If you want to be safe when going for a mid I would suggest Kori: 1,free throw. Even if it does not connect, you have plenty of set ups if it’s blocked(get to that later as well). However, if you’re down by a lot and your opponent is not familiar with the “if you’re winning by a lot, don’t duck because the mids do more damage than throws” rule, and they have no breakers left, slap them with Kori: b+2 go for the 50%.
4. d+1 - If you’re near a wall. Why? Get to that in a bit.
2. 1,2 series = Your basic 50/50 string. If you anticipate them standing, do 1,2,4. If you anticipate them ducking do 1,2,u+4,free throw. However, a lot of people do not know that u+4 is a free throw, so you can use the free throw opportunity as a 50/50 opportunity. Be careful about these mix ups, however, for if 1,2,4 is blocked, you will be punished by the better players in this game. Even 1,2,u+4 isn’t safe for those with fast enough reaction time. Be wise about your choice. Feel them out and read their blocking patterns.
3. d+1 = Probably the most important move in dragon. This move has it all. Tracks well, hits low, comes out fast, is good for defense and is even better for starting an offense. Whore this shit out
4. because most characters have no answer to it. Here are the things to do if this hits and the things to do if this is blocked.
~On Block~
1. Do It Again = d+1 is a move that is fast and with great priority. Most of the time if this move is blocked, they will try to create an offense by doing a high attack. Another d+1 will go under any high attack they do, and will even beat most mid attacks they attempt as well.
2. Back Dash = Ok, so you’re poke was blocked? So? It more than likely will not be punished so backdash and plan your next means of attack.
3. Clone = My personal favorite(just ask Dan..lol). After d+1 is blocked, impatient players(or offensive minded..which ever) will try to get in your face. D+1, if blocked, gives you just enough room to quickly clone and try to catch them. If you do, switch to Kori and punish.
~On Hit~
1. Walk Up, Throw = This tactic is very effective..ESPECIALLY if you’ve punished them time after time with the Kori Blade and they fear mids. When they are in this state of mind, most of the time after d+1 connects you can walk up and get a throw. If not.
2. Switch to Kori and 1 = If they like to duck after d+1 connects, quickly switch to Kori Blade and do 1 and take your free throw. Teach them cats not to duck..lol.
3. Backdash = If you’re using d+1 as a spacing tool to continue your defense this is probably what you will do after d+1 connects.
4. 1,1 = Use this as a way to feel out how they react to d+1 on hit while still staying safe. If you see them ducking, quickly back dash and the NEXT TIME you do d+1 and it hits..follow up with the mid hitting Kori: 1,free throw. If it’s blocked or ducked, follow up with any of the stuff I told you to follow up with if dragon: 1,1 is blocked, and if it connects, follow up with what I told you to follow up with as well.
5. Wall Pressure(if near wall) = One of the most fun parts of playing Sub-Zero is his deadly wall game. If d+1 connects by a wall, feel them out. d+1 them a few times. 3 times, 4 times, 6 or 7. Players fear the big hit. They will not duck unless they really have to, but d+1 does 4 damage. 4 damage over and over again adds up very quickly, and once you feel they are going to duck, switch to Kori and go for the big hit. Whether it be b+2,d+2,d+2(guaranteed 30% damage unbreakable) or 1,free throw(guaranteed 26% damage unbreakable). People always ask me why I’m so good with walls and how I know when they’re going to duck. I’ve heard things as funny as I use gameshark or that I have psychic powers, but I assure you it is not that. What people need to do is use the past as a reference. If you’re in a fight at which point earlier you d+1ed them 7 or 8 times, then you can expect them to duck a lot earlier(usually around the 3rd or 4th time, but anticipation is key). Another useful tip is that if you are using d+1 over and over again and you see them block it after a while you can do 1 of 2 things. You can either IMMEDIATELY switch to Kori and bust out the big hitting mid attack, OR you can switch to Kori, stand there to make them think you’re going to do a mid, then quickly switch back to Dragon and continue the low rush, or throw. Being good with the walls comes with time. Once you got it I think it’s easy though.
6. switch quickly to Kori and b+2 = OUCHY! If they do anything but block or side step after d+1 hits this is guaranteed to hit. This means if they try to back dash, move back, move forward, attack, etc, etc, all recipes for b+2 ownage. One of my favorite set ups and one that has won me many matches. Why does it work? Well, simply put, they don’t expect much after d+1 hits because it’s low attack that spaces kinda far so they don’t expect a follow up and worry about doing a whole lot of shit OTHER than blocking. BAD MOVE!. Of course if b+2 connects go for the full damage.
4. d+4 = This is fairly essential only because of it’s range. It hits when d+1 won’t because it cover a fairly good amount of space. If this move hits or is blocked you should back dash most the time UNLESS you are feeling real confident about your clone game.
Dragon is Sub’s movement’s stance. Kori Blade is only so deadly because of Dragon’s speed and it’s set up abilities. Without Dragon Sub cannot control fights on the defensive end like he does.
**Kori Blade**
It was a pleasant surprise seeing how they updated the Kori Blade in MKD. Considering the trash it was in MKDA, it’s nice to see they made it(whether intentional or not) an extremely deadly stance in the right hands. It only has about 4 useful moves, but these moves can have a serious impact if used the right way. In this part of the guide I will explain the correct way to use the Kori Blade. Here are the must use moves.
1. 1 = Arguably Sub-Zero’s best move because it hits mid, is relatively safe, beats out most low attacks in the game and has above average priority. The fact that it guarantees you a throw on hit makes it even more devastating. Use it whenever you think it will hit, and even when you think it will be blocked to condition them to eat throws. If they block your Kori: 1 and you’re feeling mentally dominant enough, go for a clone. You’d be surprised at how many people fall for this, especially in fast paced fights where you have very little time to think or correct your errors. Another thing you can do if 1 is blocked is to throw. They normally expect you to follow up with b+1, so if you don’t they’re surprised.
2. 1,b+1 = Use this when you’ve trained them to block 1 by itself and you anticipate them letting go OR when you want to guarantee yourself a 50/50 mix up after 1 connects. I personally go for 1,b+1 rather than 1,free throw when I’m losing by a fairly large amount so I can at least assure myself a 50/50 between throw and another Kori: 1. A very important move, but don’t abuse it for while it’s safe on block, it can be interrupted in between the 1 and the b+1 and forces you to block a 50/50 if they block it entirely.
3. b+2 = You better know this move very well if you have any plans of trying to beat a good Kobra player. This is my favorite move besides the clone and the key to most of Sub’s damage. Keep in mind that this move is not safe, so whoring it out and using it randomly is not wise if you plan on hanging with the top players, but when used as a punisher or after a set up, it becomes an extremely deadly attack that guarantees either a breaker being lost or your opponent losing half their bar. Anytime you could use Kori:1 you can use this move, but of course with the extra damage comes the fact that if Kori: b+2 is blocked you are in for a world of pain unless they have horrible reaction time. Anyway, here are the best times to use to b+2 to maximize your chance of it connecting.
A. After clone/freeze = DUH!
B. After d+1 hits = Read the dragon section for more on this.
C. Do it as soon as the announcer says fight - Not the wisest thing but it does work sometimes. If you’re in Dragon, quickly switch to Kori and b+2 as fast as possible.
D. After Throw = Read about this in special moves section above.
E. During a 50/50 = For example, if you walk up after Kori: 1,b+1 connects you have a free 50/50 between a throw/low attack and a Kori mid of your choice(or cold shoulder if you want to be a dumbass). If you’re REALLY sure that they will duck, go for it, but if they block, well, you know the rest.
F. Randomly throw it out in the middle of you turtling = One of the most effective ways of catching them with Kori: b+2 is while turtling in dragon. The reason why is because they are so focused on hunting you down that they don’t expect you to do anything from mid range/long distance but clone, so when they don’t see a clone out they feel they are free to pursue without worry. What they forget most of the time, however, is that b+2 has big time range and will catch most pursuers. A great set up and it’s one that works a lot, but I would suggest having a breaker or two to lean back on in case they block it
4. d+3 = Basically imagine Dragon: d+1 without the set up potential but even more priority. This move hits a lot because most of the time people don’t duck when you’re in Kori Blade(well, good players at least) which makes this even more effective as a spacing tool and a match ender. I love this move and I admittedly don’t use it enough. Make it part of your arsenal if it’s not already.
5. d+2 = The fact that this move is unbreakable makes it a must use in certain situations. In crunch time when you clone someone or catch them with a freeze and they have breakers and you only need about 15% damage to take the lead..this is what you use. This move is also a must during wall traps. After you connect with Kori: b+2 in a corner do d+2 and then another d+2. This move is also great if you duck a throw or high attack.
That’s it? Yes, it is. Kori Blade’s complexity(if you wanna call anything in this game complex, anyway) is in how you use it, not the amount of moves it has.
So that covers his stances..now for how to actually beat these fuckers..lol.
**Sub-Zero vs The World**
In this section I will cover Sub’s fights and how I go about handling that particular character. Keep in mind that I’ve faced most of the best players that particular character has to offer with Sub-Zero and I’ve come on top vs the majority of them on several occasions. The exceptions of course are Bo and Dairou(I’ve never beaten Moe or Dave with Sub-Zero if they’re using them), since Sub-Zero when played at the highest level possible still can’t beat those dudes consistently. I have plenty of experience in this game and hope this part of the guide enlightens those who are having difficulty with some of the tougher fights like Liu Kang, Scorpion, Shujinko and Noob-Smoke. I tried to make this section in a way that it not only helps Sub-Zero, but anyone who has a hard time with that particular fight. A few things I wanna cover before getting into this...
Difficulty = How hard it is for Sub to win this particular fight.
Favorite To Win = Who has a better chance of winning the fight overall in a series if an elite Sub-Zero goes against an elite player with that particular character. Realize that just because I say Sub-Zero has the upper hand in a particular match up that it does not mean he’s a better character. Raiden, Jade, Li Mei etc are all better character overall than Sub-Zero, but at the highest level Sub-Zero beats them all in series most of the time.
Here we go..
~Sub-Zero vs Jade~
Difficulty = 2/5
Favorite To Win = Sub-Zero
Gameplan = A good joke to me is when I’m on the server and some playboy wants to talk big game and say something stupid like “Jade owns Sub hard” or “Jade counters Sub”. Wrong. If anything this fight favors Sub-Zero because Sub’s strength(outside of defensive prowess) is his ability to punish unsafe moves with big time blows. Jade needs to take a certain amount of risks with her moves to be succeed.
Most jade players are looking to start a full branch combo if they hawk around mid range/long range in her first stance. The beginning of the branch starts high, so punish interrupt her offensive attempt with pokes such as Shotokan: d+3, Dragon: d+1 or Kori: d+3. If Jade players go full branch and you feel they will go all the way, wait for her to do the final part of the branch(the weapon u+3) and punish that hard. Outside of that nasty branch her first stance isn’t much of a threat.
Jade’s second stance is good because it’s the easiest stance for her to set up her big damage. She has the wickedly evil b+1 which leads to a whole lot of pain if it connects. She also has 3, which is a quick, damaging low attack that can be a pain in the ass if you don’t read the Jade player properly. However, both attacks are unsafe on block and can be punished with Kori: b+2. Feel the Jade player out. Try to look out for patterns and defend accordingly. D+3 is safe and incredibly annoying, but they normally set themselves up for punishment if they keep doing it over and over and then switch up to b+1. Feel them out by letting them have their d+3s and hunt out the b+1 change up, block it, and punish. After that, Jade players tend to go for a throw after a few d+3s to keep your blocking honest. Take the throw if you want, but if you know they’re going for it then duck them and throw them back. It’s very rare that Jade players win from just using low pokes and throws. The better Jade players put themselves at risk to get the damage. This is when you capitilize.
Her weapon is a pain in the ass to defend, but incredibly unsafe. 1,1 is a powerhouse and deal out damage like nothing, but if you block it, ouch for Jade. Her low pokes cover great distance but are all unsafe and very punishable if blocked.
Outside of her stances, just play a safe game. Don’t put yourself at risk too much because Jade is a powerful bitch and you don’t want to set yourself up for something you will regret. Poke around with her. Feel her out with Dragon rushing(1,1/1,2 series/d+1/etc) and make her do things you want to do, which should set you up for a clone or at least some throws. I like to fish out in Shotokan vs her since it’s very good at interrupting her teleport. Simply hold up and press 1,1,3 as soon as you see her teleport and it will hit and so will your free throw.
Jade is more annoying to beat than difficult. She’s not to be taken lightly because she can destroy you if you don’t play a fairly safe game and take advantage of her damage attempts being blocked. I believe Sub-Zero has the upper hand in the fight, but only if you’re very good with him. He’s a superior character defensively and equally devastating offensively and a hell of a lot safer. I would suggest playing these guys if you want some good fights to get your Sub adjusted to some solid Jade players .
1. BMB/Bombs(best Jade)
2. DNBHead
3. Boston
4. Jade-Own
5. M2Dave
~Sub-Zero vs Kenshi~
Difficulty = 3/5
Favorite To Win = Sub-Zero
Good Kenshi’s are a rarity, but he sure is a pain in the ass when used by the right player. However, if you are patient and don’t walk into all of his tele set ups and sword u+2 bait you will do ok.
The first stance isn’t used a lot by Kenshi players, and when it is, it’s normally to set up a throw. Tai Chi: 2,pause, 2, pause,2,2,throw,etc,etc. It’s painfully obviously most of the time when they are going for a throw, so just duck and throw them back or interrupt that BS with a low poke of your choice. I don’t fear this stance at all and neither should you.
The second stance(judo) is incredibly annoying with d+4 on hit giving him a free 50/50 and his command throw back dash cancels are great bate for the telefury. The best way to go about handling this stance is to stay about mid range and control the fight with a defensive mind set. Punish d+4 abuse with Kori: 1 and take your free throw. Kenshi’s command throws(judo: 1 and 2) do not do a lot of damage and should not be feared at all since they cannot set him up for real damage on hit outside of maybe a telefury. If d+4 hits, he’s either going to go for u+2 or a throw, so feel them out. If they go for a throw and you feel they will, duck and throw them back, if they go for u+2, block it and quickly go for a 50/50 between Kori: 1 or throw.
Kenshi’s sword is a pain in the ass and drastically toned up when compared to his MKDA iteration. U+2 is 100% safe on block, so if you block the best thing to do is go for a 50/50 between throw and kori: 1. Don’t go for b+2 unless you’re sure they’re going to do duck because if they block it you’re in trouble. His low pokes in Sword keep you zoned out, but are punishable on block OR at least allow a decent 50/50 opportunity.
Kenshi’s telepowers are what makes him good(besides sword u+2), but they can be punished. The telethrow sucks and shouldn’t be used by any Kenshi player, but believe it or not, some actually use it. If it’s blocked, punish it..hard. Same goes for the push, fury and slam. If you anticipate any of them from mid or long range go for a freeze, but be wise about this because Kenshi can actually punish your blocked freeze with a telefury.
Kenshi’s teleport doesn’t pose much of a threat to Sub-Zero. If you anticipate it go for a Clone or freeze and it’ll stop him right in his tracks. If you cannot do that in time, either duck(for throw) or stand block for u+2.
Kenshi’s throw is weird in that it leaves you and your opponent in a really odd position compared to other throws, similar to Sub-Zero’s throw. The 3 options Kenshi players like to take after his throw is to walk up and throw, walk up and sword u+2 or telefury if he predicts you’re going to try to back away or move closer.
Outside of all of that, I’m not really big on playing a poke type of game with Kenshi. Kenshi is not a poker, but he excels at punishing pokers. I prefer to play really defensive vs him. Go for big hits and throw a LOT. Only poke if you feel you need to the create space or an offense.
This fight is very boring, but very winnable for Sub. Sub hits harder, defends almost as well and sets up his damage more effectively. Be patient and don’t rush into anything. Good Kenshi players to face are.
1. Jade Own(best kenshi)
2. Quik
3. Buffy S
4. Molson
5. Chimage
~Sub-Zero vs Scorpion~
Difficulty = 4/5
Favorite To Win = Scorpion
The classic match up of Mortal Kombat hasn’t been much of a match up lately. In Deadly Alliance Scorpion destroyed Sub-Zero and he was significantly better in UMK3 as well as MK4. However, thankful I am that Sub-Zero has been given the tools to needed to fight Scorpion in this game.
Scorpion’s Hapkido stance is his best stance to start pressure. Scorpion is most effectively used at the highest level using both Hapkido AND Mogai Ryu on contrary to popular belief, so you need to fear this stance almost as much as you fear his sword vs the best Scorpion players this game has to offer. Hapkido: 2 is tricky in that it comes out fast, is relatively safe on block and guarantees a hellfire on hit. However, it hits high, so you can crush under it with low pokes and even interrupt pressure with Shotokan 1,1,3 if the Scorpion likes to do 2 over and over. His Hapkido: 3 axe kick is one of his better moves and not punishable on block. Read the Scorpion out, don’t rush into being offensive because Scorpion beats Sub-Zero in an offensive duel most of the time. Good Scorps like to train your blocking by doing 2 then 2,3 and then 2,3,4. Stuff like that. Read them out. Take some risk to feel out their blocking and go for a throw when you feel they will block, or fake going for a throw and then switch into Kori and 1,free throw. His double sweep(f+3,b+3) is extremely annoying, but you can punish or atleast force a 50/50 mix up if you block both. If it hits, the Scorpion will either switch to Sword and go for a 50/50, 50/50 in hapkido with 3 and throw or hell fire. Don’t let it happen. Auto Recover(tap df or db as soon as you hit the ground) as soon as you hit the ground and go for a throw or something damage. Most players don’t expect it and you should be able to get out a quick clone as soon as you pop back up. Scorpion’s like to use the hell fire off sweeps because most players block low or high after the sweep to block a mix up, only to get burnt. If you anticipate this, punish the Scorpion by side walking as soon as you get up and then let him feel your Kori Blade.
Scorpion’s second stance is garbage and not worth wasting time talking about since no one good really uses that stance. However, d+1 is a great poke that can give Sub-Zero trouble. Counter it by using Kori: 1,free throw to beat it out.
Mogai Ryu(sword) is one of the better stances in the game because it’s extremely safe and leads to moderate damage if you f+1 connects. Shotokan and Dragon are both very ineffective vs the sword. D+1 and f+1 have way too much priority over the moves in both stances. The only time I’d suggest using one of them is to throw out a random Shotokan: 1,1,3(make sure to hold up to make it track) to interrupt pressure and get a free throw, but outside of that you need to be in Kori Blade to fight this stance. Turtling is essential. The best position to be in is right outside of Scorpion’s sword f+1 range. You must use your movement to toy with the Scorpion’s head. Turtle up, walk up, Kori:1. Turtle up, walk up clone in anticipation that they may f+1 right into one. If the scorpion player likes to whore out f+1 over and over again you can step around that or simply block one f+1 and then IMMEDIATELY follow up with Kori: b+2 or something quick to make them pay for being a faggot..lol. Another thing you can do is block f+1 and in between the blocking throw out a Kori:1 or try and walk up and quickly throw. It’s all about anticipation and timing. D+1 is a great move, but Kori: 1 beats it out priority wise at the right range, so take advantage of that. Side walk a lot to avoid f+1 pressure and the hell fire. Don’t be afraid to take a few throws and d+1 in the process. It’s a lot less painful when compared to eating f+1,spear,cs,cs,b+2,hellfire,50/50..trust me. D+3 is somewhat effective vs the sword because it has priority over d+1 and f+1 at close range. Be sure that whenever Scorpion blocks one of Sub-Zero’s unsafe moves that you’re mashing on f+block to breaker the f+1 because after that the entire combo is unbreakable(the one that all the good Scorps use at least). Mogai Ryu is very diffuclt to fight, but it is beatable. Regardless of what the Scorpion player does you need to be on the turtling side. Whether it be a complete defensive match up of Kori vs Mogai or him trying to pitbull you down(bad move if you’re sick with the clone) you need to be reading and anticipating to stand a chance.
Using the clone as a bate for the spear is one of the better techniques vs the better Scorpion players. You need to be smart about your usage and not being predictable about it unless you intend to. Purposely being predictable to get a reaction out of the Scorp is key for not just the spear, but the Sword and Hapkido as well. Whenever you block or side step the spear, punish him with Kori b+2.
Overall, this fight was considered a joke until I started playing, but it’s still extremely difficult and annoying. Nothing pisses me off more than outplaying my opponent and still losing to 4 moves(d+1,f+1,hell fire and throw), but I rarely lose series anymore to Scorpions. You can’t outpriortize him, but you can make him pay a lot harder for his mistakes than he can for your mistakes. Take advantage of your breakers and space well. Here are some people to check into if you want to fight some good Scorpions.
1. Alexei(best scorpion I’ve faced)
2. M2dave
3. ScorpN1
4. Chingon
5. Myself
~Sub-Zero vs Mileena~
Difficulty = 5/5
Favorite To Win = Mileena
It always makes me chuckle when I recall that people thought Mileena was low tier when the game first came out. “She doesn’t do enough damage” they said..lol. This bitch is tough. She takes priority to whole different level and can do one thing amazingly well that Sub-Zero cannot, and that’s maintain a solid offense while remaining fairly safe.
As one of the better Mileena players online, I know that the best Mileena players use the second stance almost EXCLUSIVELY, however, her first stance has an EXTREMELY good low poke in d+4. This move spaces out sub-zero perfectly and is completely safe. The best way to handle this move is to Kori: 1 it and take your free throw on hit.
Mileena’s second stance is one of the best stances in the game. That cannot be argued, but it is beatable if you’re patient. With Sub-Zero you need to turtle harder than you do vs any other character(well, besides Bo and Kobra) to succeed. Maintain a range that is way outside of her 4,1 range, because that’s the core of her damage. Test her patience with random clones and constant defense. Lure her into throwing Sais and punish her by anticipating it and freezing her. The Ice Clone is always an effective move, but it’s at it’s best vs Mileena because she’s pressure character. Lure her into clones by walk up and acting like you’re going to attack. Good Mileenas know that besides Kori: 1, Shotokan: 1,1,3 and Kori: b+2 that there are no moves Sub-Zero has that has priority over her second stance, so they will try to attack you with 4 or go for d+4 to interrupt your pressure. Both of these moves are candidates for clone owning because she lunges forward when she does them. Those are the situations where you need to take your damage. Random low pokes in Shotokan, Dragon and Kori are a must. I would recommend Shotokan: d+3, Dragon: d+4 and Kori d+3 the most because they have great priority and two of them hit at mid range. Get her damage down by forcing her to take breakers, agitating her with low pokes and punishing 4,1 at close range with Kori: b+2. What do you do when you have a lead? Run. Turtle like it’s about to be played out. Mileena has a VERY hard time catching Sub-Zero because he can clone to his heart’s content for the most part and only have to worry about her slow as Sai, which can be punished with a freeze if you anticipate it like I said earlier. 50/50 with cloning and throwing ice. Side walk while running the clock down and force her to either chase you or throw a Sai. If she throws a Sai and you side stepped around it, immediately clone. Mileena can’t follow up with another Sai for about 2 seconds to do the special timer in MKD. They normally start getting desperate around the 10 seconds left part and begin to really become aggressive. This is when the clone becomes your Ace. Whore it out, and don’t worry about the Sais because if you’re up by enough there’s no amount of sais in the world that can give her the lead.
Mileena’s roll is a bitch sometimes, but nothing to really fear. You can see it coming from a mile away and it’s incredibly unsafe on block. If you block her 4,1 a lot of Mileena players will try to roll under you before you can punish her. Look out for that.
Sub-Zero vs Mileena is EXTREMELY boring to watch. Dan is my MK Rival and we both hate Sub-Zero vs Mileena because it’s just extremely gay and boring on both sides, but it’s very winnable for Sub-Zero. If you attack the right way and read the Mileena out while playing HARDCORE defense then the fight becomes very balanced, though it still favors Mileena by a bit. The best Mileenas to fight to train your Sub are.
1. Dan(best Mileena)
2. Me
3. Boston
4. Wicca/Li Mei Fan
5. Your Death/Master Malone
~Sub-Zero vs Baraka~
Difficulty = 3/5
Favorite To Win = Sub-Zero
Baraka is one annoying bugger if used the right way, which is defensively. It becomes a chess match of when to attack, when to defend and how to attack and how to defend when an elite Sub goes again an elite Baraka. The match slightly favors Sub-Zero due to the clone and more damage, but it’s a very even fight overall.
The one thing Baraka has is extreme damage and priority off simple combos and strikes. He’s a not a juggling type of character so don’t expect to use a lot of breakers outside of his notorious Blade: 3,3,2,1,1 combo. His first stance’s main moves are 2 and b+4. Silat: b+4 is a good sweep, but you can see it coming if you’re quick enough on reflexes. Quickly 50/50 between a throw and a mid(if you’re in Kori..if not just lay down a poke or conitnue to feel the opponent out) after it’s blocked. Silat: 2 is annoying because it does good damage and hits mid, but it is not safe. Make Baraka pay for everytime you block it.
Hung Gar is annoying with it’s b+3 sweep and it’s 1/1,b+2 pokes. The best way to go about handling Hung Gar is by not trying to punish it directly. You need to trade pokes with him. Dragon is key vs Baraka. Mess with the Baraka’s head like he messes with yours. Use 1,2 change ups and and 1,backdash/1,1,backdash variations. D+1 is always a great options for starting an offense as well. Overall the stance is very annoying, but if you use Dragon correctly it’s bot too much of a threat.
Mutant Blades is the core of his damage as well all know, so this is the stance you’ll eat lots of throws and low sweeps in. However, one thing people don’t realize is that one of Baraka’s main strengths(his range) can be his weakness! Baraka rarely needs to be really close to anything, especially in blades, so you know for the most part that if they walk really close to your face that they’re more than likely going for a throw, so try to duck and throw them back. With that said, though, the better players will take advantage of this by walking up and then waiting for you to duck and doing a mid. Don’t let this happen. Use Sub-Zero’s high priority low pokes to get them out of your face and to set up clones. Anyway, Blades are very straight forward. They’re ultimately trying to land 3,3,2,1,1 for always be on the look out for that. The last hit of that combo is a kori: b+2 waiting to happen if it’s blocked, but most good Baraka don’t finish the combo if it’s blocked. Look out for when he stops attacking and then quickly go for a throw or a mid once you’ve conditioned them to duck.
One fault Sub-Zero players have with Baraka players(and I’m guilty of this one myself sometimes believe it or not) Is that we’re afraid to attack because we fear the insane priority of f,f+3 and d,u+3. They both do big time damage and come out very quickly, but they’re both extremely unsafe on block and hella punishable. Condition the Baraka to defend your pokes while still keeping an eye out those two moves. Don’t be too defensive and don’t be too offensive. Have an equal balance and know what to do under certain conditions depending on who you’re facing. The best Baraka players to face are.
1. Dan(best Baraka)
2. Thug
3. Alexei
~Sub-Zero vs Sindel~
Difficulty = 3/5
Favorite To Win = Sub-Zero
Sindel, in some ways, is very similar to Baraka. They both aren’t played a lot by the better players, they both don’t depend on juggles to deal their damage and they both have great priority. The difference is that Sindel can be played a lot safer than Baraka and is a better defensive character as well. Sub-Zero vs Sindel is one of my favorite match ups because it’s really balanced.
Sindel’s first stance blows. It’s used mainly for variety or when you suck so much that you’re not even worth being played seriously. Good Sindels don’t use it, so I won’t bother talking about it much, but walk up for that overhead slap. It launches and I believe it hits mid. On block it it’s punishable though.
Fu Jow Pai up close is Sindel’s best stance. B+2 is her best move for several reasons. It hits mid, comes out faster than most low pokes, has amazing priority and spaces Sindel out so she can do the one thing she does better than most: turtle. The best way to go about handling this move is to use shotokan d+3 and kori: d+3 to stuff it. Both moves have a tiny bit of priority over it. I personally prefer d+3 because you can set the clone up with it on block OR hit, but both are good options. I would not recommend d+1 in dragon because for some reason b+2 totally obliterates that move on the priority front(no clue why) For the most part, Sindel’s normally block if this move is defended against, so take advantage of this by throwing, using kori mids or atleast creating an offense with Dragon. Watch out though, because she can follow up b+2 with another b+2 by using a special notation that I forget at the moment. Ask Dan about that. D+4 is annoying as fuck. It’s one of the better low attacks in the game and interrupts a lot of shit. However, like all other low attacks, it’s a victim to Kori: 1 at mid range. In close if you eat one I’d suggest blocking low the next time and then trying to back out of it and lay out a clone. Don’t be afraid to take a b+2 after d+4 being blocked. It’s a great move and all, but ultimately it does not do THAT much damage. Sindel players LOVE to follow up a few d+4s with her slide. Why they do that is beyond me(much smarter to just continue d+4 and b+2 mix ups), but who cares? If you anticipate that, block it and make her eat the Kori.
Before talking about Sindel’s Kwan Do I’d just like to point out real quick that Sindel’s throw is garbage. Easily the worst throw in the game, but good Sindel’s know it’s a must use in certain up close pressure situations. If the move hits do not breaker it unless you have no choice. Instead, Auto Recover as soon as you hit the ground and walk up and force a 50/50. If you anticipate the Sindel using b+2 or a move of that nature to get you out of her face, walk up and then lay out a clone...ownage..lol. If the Sindel player throws you near a wall you can quickly auto recover and have a guaranteed cold shoulder, but you must be quick about it.
Kwan Do isn’t as good as FJP on the defensive end, but it’s a stance used to contain the opponent at mid range. 4,4 is an extremely effective move because it’s fairly safe on hit and has great range. You can’t really punish it, but Sindels love to extend the combo(4,4,1) after conditioning you to block 4,4 to make you eat the pop up. If you block this, punish with Kori: b+2 or another pop up because that shit is not safe and must be punished. Another move to look out for with Sindel is 1. Sindel players love to use her 1,b+3(mid,low). If it is blocked Sindel is in trouble so take advantage of that. U+2 is a great move, but you can see it coming from a mile away. Look out for it, block it and punish it because the last thing you want is a guaranteed 50/50 after that baby hits. The last move of importance that I feel needs to be covered is u+3. This is Sindel’s FJP: b+2 equivalent. It launches and comes out very quickly. It can be punished however, but be quick about it because due to online Lag they can cancel out the recovery time by doing another u+3 and another and another..you get the point.
Sindel’s fireball is a very difficult move to deal with at long ranges, but remember that it hits high, so at the longest range you can stay crouched and Sindel can do no harm to you. They will try to anticipate your clones and fireball you out of the, but you need to counter that by anticipating them using it and trying to freeze them so you guys both take the hit. This move is also used as a spacer for turtling so side step here and there while trying to get in her face if being offensive is your desire.
Her scream is a bitch to handle, but all one needs to do is block it and walk up and punish. Though she is still screaming, the animation will no longer stum Sub-Zero. However, this move can be extremely glitchy and work when it shouldn’t, so your safest bet is to freeze her during the animation.
I have plenty of experience vs Sindel because I play the best Sindel player all the time(my nigga Dan). She’s not difficult to beat, but in the right hands she can be a TRUE pain in the ass. She’s susceptible to the clone in both FJP and Kwan Do so use that to your advantage. Use Kori d+3,1 and b+2 as spacers and punishers to her low attacks and ladtly, throw Sindel a LOT! They love to block and most of them are good at it, so make them pay or atleast make them consider ducking, which ultimately as a Sub-Zero player that is what you want. The best Sindels to face are.
1. Dan(best sindel)
2. Skaven
3. Me
4. IV-Death
~Sub-Zero vs Havik~
Difficulty = 2/5
Favorite To Win = Sub-Zero
Havik is a very solid character. He has priority, power, a great throw and one of the better 50/50 games in MKD. However, he lacks range and anytime you lack range vs a good Sub-Zero he dictates the pace of the match.
Snake is a simple stance in that it’s two most effective moves are u+2 and 4,b+2. 4,b+2 is good, but it’s range is poor. It’s safe on block, but you can start an offense on block or throw in a poke. U+2 is the most powerful single strike in the game, and guarantees a 50/50 on hit as well, so look out for that. It’s range is great and so is it’s priority, but on block you can punish it very hard. It’s also very easy to set him up with the clone if he abuses that. 4,b+2 is somewhat tricky to deal with in it comes out very quickly and does good damage, but you just need to defend well against it.
Tang Soo Do is at it’s most effective when used randomly, but ultimately it all comes down to one mix up: b+1,4 and b+1,3,3. More often than not I block low after b+1 for the simple fact that after 4 hits Havik gets a free throw. I’d rather take the 13% or so from eating 3,3 than eating 4, then a free throw and then a juggle which plants into another mix up. That doesn’t mean to duck block all the time after b+1, but you need to pay careful attention to eating that as little as possible. Both are punishable on hit, especially b+1,4 so make sure you capitalize on him fucking up with some Kori Blade love.
Morning Star is ultimately his best stance and very annoying to deal with. Firstly, d+1 is a great poke, but what do I keep on preaching about when it comes to handling lows? Kori: 1! It’s Sub-Zero best move for a reason! Anyway, Moon Star: 3 is a bitch to handle, but you just need to be patient. Unless you’re in really close, it’s very diffuclt to punish, so maintain your distance. Some Haviks like to give him the SSS(sword scorp scrub) treatment and whore out 3 over and over again. Remember that this move is very sidesteppable and you can interrupt in between 3s with your own assault..preferably Kori: b+2.
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10/08/2005 06:32 PM (UTC)
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Havik’s slide(b,d+1) is very easy to handle. More often than not you can anticipate it and drop down a clone or just block and punish. Don’t ever let him taunt on you. Freeze him, punish him, cold shoulder him if you must. His projectile is extremely bad and easy to see coming, and it’s death to Havik if he does it at mid range and you step it, because Sub-Zero can EASILY step around it and walk up and punish. The recovery time is THAT bad. His twisted body thing is also easy to clone or just block and punish. It sucks and most Havik’s don’t use it anyway.
Havik’s weakness is his inability to handle turtling. Sub-Zero is one of his worst match ups because of this. There was a point in time where I was up against some really good Haviks and lost no fights for about a month. If you’re patient and space him out his options are VERY limited. Just try not to let him get you into his 50/50 lock, because once that happens you’re in some deep shit. Breaker his throw whenever you can and if you can’t do that AT LEAST breaker his snake 1,1,2,cs before it plants you and sets you up for another mix up. Some of the better Havik players to practice against are..
1. Check
2. Konqrr
3. Quik
4. Myself.
~Sub-Zero vs Raiden~
Difficulty = 3/5
Favorite To Win = Sub-Zero
This fight is one of my favorites. Raiden is a lot like Sub-Zero in that he depends on you running out of breakers or setting up free throws to win his fights. The difference, however, is that Raiden goes about that in an offensive matter while Sub-Zero goes about that in a defensive matter. It makes for very exciting fights.
Naun Chuan is easily Raiden’s best stance, but it’s very basic in that ultimately they’re either going to keep your blocking honest with Jab pokes(1,1/1,1,2/1,1,2,cs,etc) or go for the big hit(f+1,teleport,free throw). F+1 is a great mid punisher and also great for 50/50s, but on block Raiden is in trouble. B+2 is along the same vein, but most Raiden’s don’t use this move. The jab pressure in Nan Chuan all hits high and can be interrupted with Sub-Zero large array of low pokes. Raiden is one of the easier characters to set up for a clone because of his aggressive nature and because his nan chuan
Raiden’s best move in the second stance is d+3...easily. It’s 100% unpunishable on block and is the fastest sweep in the game. Make sure you tech roll back to avoid a continuous 50/50 between d+3 and cs,cs,f+1. There’s no way to really punish this move so he can whore it out as much as he wants, but at mid range it has no priority and Kori: 1,free throw will take care of that.
Raiden players LOVE to use his lightning bolt for spacing and to keep you clone game honest, Punish that by anticipating and freezing. Raiden’s teleport is a bitch to handle if in the hands of an elite Raiden like Thug or K9999, but remember that holding up and using Shotokan 1,1,3 or Dragon 1,1,2 handles that very well. Anticipation is the key, and if they do teleport behind you they’re either going for f+1,throw or 1,1,2 branch. Pick your poison, hope it’s right and defend accordingly.
Raiden’s staff is the ultimate match ender, but remember that it all hits high and low. There are NO mid hits! This does not mean to duck all the time because Good Raidens will either do his flying torpedo or quickly switch to Nan Chuan and f+1. Look out for those and punish accordingly.
Outside of all of that just play a mix of offense and defend. Raiden can’t punish Sub-Zero very hard if you poke the right way and clone appropriately. Whore out his low pokes and force him to either eat or block Dragon: 1,1. Use the Kori Blade just like you would vs anyone else: as a punisher, a spacer and for it’s intimidation factor(making them eat more throws). Some of the better Raiden players to fight against for practice are.
1. K9999(best raiden)
2. Thug
3. Dan
4. Myself
~Sub-Zero vs Li Mei~
Difficulty = 4/5
Favorite To Win = Sub-Zero
Li Mei can be an extremely fun fight or an incredibly annoying one depending on their style. No matter which it is though it’s always winnable for Sub though.
Li Mei’s first stance is g reat vs the mentally weak. Jab pressure with 2 and 1,1,2 and all of that shit can seem hard to fight against, but it really isn’t. You can interrupt that pressure easily with throws or by starting your own offense or a low poke. Her sweep in this stance comes out very slow and is unsafe in comparison to her second stance throw. Outside of that, Lui He Ba Fa is not much of a threat. Just play a steady offensive game while keeping your clone in mind.
Li Mei’s second stance is very basic. The 3 moves Li Mei players tend to use in Mi Zong are u+4, b+4 and her sweep(b+3). The sweep has very good priority and comes out somewhat quick, but you can see it coming and block accordingly. U+4 isn’t that effective since they need to NOT tech roll back after the sweep for it to be at it’s most useful. Do look out for it though because it hits mid. B+4 comes out quickly and is the safes move in MKD. You can’t punish it so don’t bother. Due to it’s safeness Li Mei players like to whiff it on purpose to set you up for her sword traps. Be aware of this and test the waters with the freeze and long range/mid range.
Li Mei’s specials have great priority and distance from long ranges, but the only one you really need to worry about are her carnival kick and the sparkler projectile. Her projectile is not very good, but Li Meis will use it to keep your cloning game honest. Punish her for it with a freeze. Her carnival kick comes out quick and has great priority, so watch out for that. Whenever Li Mei is not in her weapon you need to be somewhat aggressive. She is not a good spacing character without the sword so use that to your advantage. Kori beats out her sweeps and Dragon out prioritizes her in general.
Li Mei’s sword is very frustrating due to the block stunning b+3 and the ever so dangerous 2. Both give her a free throw on hit and both are safe on block. The best way to go about handling Li Mei in this stance is hovering around mid range in Kori Blade. Block stun does not effect Sub-Zero if he’s in his weapon so you’re free to make it a mid range battle without having to worry about shotokan and dragon being constantly block stunned. Whenever you block b+3 or 2 you must try to close the gap in between you both and force a 50/50 between a mid and a throw. The difficulty with that is that her d+1 can make that a tad bit difficult. You need to pick your spots. Never block low unless you ABSOLUTELY anticipate d+1. At a really close range Kori can do a pretty alright alright job of punishing the normally safe sword: 2. The sword(kunglaodao)’s weakness is that it cannot be used offensively. It’s used as baiting/defensive type of style. With this in mind when Li Mei has the sword you can turtle her down really well with the Ice Clone and freeze variations.
Overall, Sub-Zero vs Li Mei can be a slaughter for either side, but at the highest level Sub-Zero has the upperhand simply because he controls the fight on the defensive end and has a great weapon that can go pound for pound with her’s. The best li mei players are..
1. Li Mei Fan/Wicca(the best li mei)
2. Dan
3. Konqrr
4. Chimage
5. Me
~Sub-Zero vs Kabal~
Difficulty = 5/5
Favorite To Win = Kabal
This fight is extremely difficult for both sides at the highest level, but overall Sub-Zero is going to have a rougher time. Kabal is a lot more versatile than Sub-Zero in that he can not only maintain a solid defense but a solid offense as well.
Sun Bin is a stance used for punishing and setting up the flash, so you need to be on the look out for that. 1,3 is a nice pop up attack that causes block stun on hit. Counter this by playing Kori Blade whenever he is in Sun Bin. When in Kori you can easily punish a 1,3 on block with b+2. 1,b+3 is a great match ender that is rarely blocked, so look out for the low and try to punish that. 1,1,u+3 and u+3 work as great mid hitting launchers and great set ups for the flash on block. If the Kabal player is intentionally not attacking you with this move and rather doing it to thin air, he is trying to make you punish and eat a flash. Clone that shit.
The Ice Clone counters the flash greatly because in a draw the Ice Clone always wins. The reason why is because Kabal ends up being frozen longer than Sub-Zero is dizzy. Take advantage of this and clone a LOT vs Kabal. The same goes for d,b+2(his nomad’s touch). If you anticipate it do not try to punish. At mid range and long distances that is very difficult to do, but what you can do is lay out a clone and let it intentionally hit you. Kabal and Sub-Zero will collide into each other..and into the clone. Kabal’s projectile is slow. It’s a very easy move to anticipate and lay out a freeze with, but be careful with always laying out freezes after a clone. The smarter Kabal players will PURPOSELY flash into the clone so that your freeze connects and you freeze yourself. Credit to Yoza for owning me with that particular strategy a time.
Goji Ryu sucks, but 2 sure does not. The better Kabal players use this stance PURELY for that move, and it CAN be punished on block if there isn’t a lot of lag going on.
Hookswords is easily Kabal best stance. It leads to great damage, has amazing priority, is great offensively AND defensively and has various mid and lows that both lead to major damage on hit. u+2 is arguably Kabal’s best move in that it hits low and deal about 15 damage. You MUST not eat this move too much if you plan on defeating Kabal. Do not forget that you can breaker it and that it can be punished on block if you’re quick about it. 4 is used as a 50/50 between that and u+2 and guarantees a free throw on hit. This move is NOT safe on block. Punish whenever blocked. If u+2 isn’t Kabal’s best move, d+4 probably is. It’s arguably the best low in the game with it’s only weakness being it’s range. This move alone is the reason why Sub-Zero CANNOT play offensive when Kabal is in Hookswords. Kabal players love to use d+4 after moves like 4 and u+2 to try to interrupt you if you’re not quick enough to punish them. It doesn’t do much damage but it’s one of the top spacers. Kori: 1 works very well vs this move and so does d+3 in Kori if you anticipate it and do it before they do d+4.
This fight is one full of risks and anticipation for both sides. The winner at the highest level is normally the one who has the best set ups for their clone/flash. Overall Kabal needs to take a lot more risks than Sub-Zero does, but Kabal controls the pace of the fight without a doubt. My rule of thumb is whenever he’s in Sun Bin or Goji Ryu Sub-Zero can be a bit more offensive with his poking and clone set us, but whenever he’s in Hooksword it’s time to turtle up..period. Dragon and Shotokan are basically COMPLETELY negated by d+4s priority. The only time I use Dragon and Shotokan vs Hookswords is when I am SURE that he’s not d+4 hunting and trying to lay out a u+2, 4 or 2,1,4. Otherwise all Kori and cloning. This fight is not impossible, but it’s extremely difficult. I personally consider it the hardest mid tier fight for Sub to win with the exception of MAYBE a VERY good Nightwolf. Some good Kabal players to fight are...
1. Noobe(the best Kabal I’ve heard..never fought him..when we gonna get some games going?)
2. Alexei(best Kabal I’ve faced)
3. Lastnitemistake
4. Yoza
5. Dan
~Sub-Zero vs Ermac~
Difficulty = 3/5
Favorite To Win = Sub-Zero
My favorite fight of them all. Why? I’m not really sure. It’s such a balanced fight and normally goes to a round 3 when two elites go at it. I personally think Sub has the upper hand, but it’s too even to really say.
Ermac’s first stance is best stance. It’s fast, powerful, great for 50/50 and his most mobile stance. 2,b+1 is an extremely fast high hitting punisher, but as great is it is for punishing it can also be punished itself, but you must be quik(pun intended). 1 is his most versatile(pun intended) move for 50/50 lock downs and comes out very quickly. If fast enough it can be punished, but even if you’re not this move cannot keep a constant offense going so you can atleast start your own offense with Dragon or Shotokan or by going for a Kori 50/50 between a mid and a throw. d+1 and d+4 are both great low pokes that are beaten by Kori: 1. d+4 can actually be easily be punished if there Ermac player doesn’t backdash right after it, but most good Ermac players(yeah, all 3 of them..lol) do so.
Chuy Lee Futt is an ok stance, but it doesn’t have anything you should really fear outside of 1,1,2 guaranteeing a throw on hit(ouch). Dragon out prioritizes this stance in general so you can play a pretty nasty poke game when he’s using this, but be on the look out for quik(pun intended) style changes to his Axe stance. Just try to stay safe and play a mild clone game.
Speaking of specials, Ermac has a great one in the teleslam which absolutely rapes Sub-Zero if you decide to be a fool and whore out the teleslam. Just remember that Ermac is taking just as big of a risk when going for a teleslam to punish your clone as you are for cloning in the first place. Try to lure the Ermac into doing teleslams so you can block them and punish accordingly. The best way to go about this is to set a pattern with when you clone and don’t clone when they most expect you to. A good example of this would be Dragon 1,1*blocked*,backdash clone and then later just doing 1,1 and back dash~block. Make your clone as unpredictable as possible by making it predictable. It sounds funny, but believe me when I say it works. You will eat a few teleslams here and there, but you will block it more than you eat it.
Ermac’s projectile is mediocre at best and is rarely used by elite Ermac players. However, if they do decide to use it you can anticipate it and try to freeze before he does his. His Mystic Float can be annoying to deal with, but remember if he does it at mid range or not completely full screen that you can jump over the pound and punish Ermac hard. Good Ermac’s counter this by waiting a bit before doing it. You counter that by constantly back flipping..lol. If you anticipate mystic float kick you can block and punish hard with the Kori. You deal with his telethrow the same way you deal with his teleslam, but I can’t imagine why you’d go for the telethrow over the teleslam. They both are equally risky but completely different in reward ratio.
Axe is Ermac’s most powerful stance, but it also has great poke Sub-Zero needs to look out for in d+1. It comes out extremely fast and rivals Shotokan: d+3 in it’s set up potential(just instead of cloning he can teleslam). The main moves to be careful with in this stance are 1,3,4,4,4 and d+2. d+2 on block has some ugly recovery time and is easy to punish, but 1,3,4,4,4 is tricky. I’ve found the best way to deal with this move is to just to block high. Ducking to me to avoid a weak d+1 attack is very foolish when dealing with two moves of such power. When 1,3,4,4,4 is blocked you should QUICKLY begin your own offense with dragon d+1/1,1/1,2 series, shotokan 1,1,3/1,2,4/cs, kori 50/50/d+3 etc. If you are not fast about it Ermac can d+2 or d+1 you before you get to do so. Also remember that Ermac is the second slowest character in the game(besides drunken fist bo rai cho) when he’s in his Axe stance movement wise. You can turtle him very well in this stance because he moves extremely slow.
These fight are fun. Both characters deal out big damage, depend on capitalizing on your mistakes and both have nasty wall games. Be patient and be on the lookout for the teleslam at all times and you should do ok Also do NOT whore out the clone unless you’re using that as a set up to block their teleslam. The best Ermac players are...
1. Quik(best Ermac)
2. Me
3. Moe
4. Alexei
5. Thug
~Sub-Zero vs Nightwolf~
Difficulty = 4/5
Favorite To Win = Nightwolf
This match is EXTREMELY frustrating because Nightwolf can beat Sub-Zero in so many different ways. However, it’s very winnable for Sub and not too hard once you know what to expect and how to counter those things.
Vale Tudo’s best moves are d+1 and u+2. u+2 is a high hitting pop up that comes out extremely fast and has sick priority. The range is poor, and Sub-Zero can crouch this or simply low poke out of it. D+1 is also very quick and a very good low attack, but is beat by Kori: 1 and has limited range. Some NWs like to use his 1,1,cs,3. That combo hits high,high,low,low. What does that mean kids? YOU BLOCK IT ALL LOW! However, I personally prefer blocking the entire combo and then punishing.
Tae Kwan Do is one big punishable mess to me. TKD hits mid and launches. What good NW actually uses juggles these days anyway? Block that shit and punish. b+4 is an extremely damaging low attack so look out for that and punish if blocked. b+3,3 is another low to look out for. Both TKD and Value Tudo are the stances that I tend to fall back on Shotokan and Dragon on.
Everyone knows Tomahawks is the stance to fear when it comes to NW. The one thing people don’t realize is the entire stance in general is punishable. Tomahawks 2/2,3/2,3,4 are all punishable if blocked. I personally use Kori when fighting this stance because Sub can punish the hardest in it. You need to look out for his throw because it’s what strengthens Tomahawks mids. Without it why would you duck..right? You need to take risks blocking low sometimes to avoid his throw and throw him back. Otherwise try poke around with Kori: 1 and d+3. Use a little bit of dragon: d+1 when up close and follow up. Don’t be afraid to breaker 2 whenever it hits to avoid eating 3 and the free throw afterwards.
Nightwolf’s specials are among the best in the game. He has a natural mix up between you moving and blocking with his shoulder ram and lightning bolt. This can be frustrating to deal with, but be patient. You can see the starting animation of the lightning bolt EVERYTIME if you pay close attention. Punish by walking forward whenever you expect it(or see the start up) and punish his ass. If you cannot move up and punish nightwolf in time, use Sub-Zero extended reach cold shoulder(hold back,quick pause,f+4) to atleast chip 9% off his bar. The shoulder ram is a bit tricky to deal with in that it comes out extremely fast and hits a lot due to you not blocking to avoid the lightning. I personally block in short spurts to avoid the ram while staying in constant movement move of the time EXCEPT when at tomahawk range or in close. If the shoulder ram is blocked Nightwolf is in big shit so take advantage of that.
For Sub-Zero to beat Nightwolf you really need to have good sense of spacing and blocking. Then again, you need to have a good sense of spacing and blocking to beat ANYONE at the highest level. You need to fight with what NW gives you. NW controls the fight vs most characters with the exception Bo,Dairou and a few others. Nothing is invincible with him so exploit each attacks individual weakness and attacking or creating an offense when you can. I don’t depend on the clone much vs NW because I just don’t find it to be that effective vs him. I’m not big on setting the clone up vs him, but I do find using it when they are in tomahawks may get him to combo into it with 2,3 or 2,3,4 sometimes. Overall this fight is winnable, but you need to be on top of your game and capitalize all mistakes! Some great NW players to fight for experience are..
1. USB-Good(best NW I’ve ever faced..I believe it may be Molson)
2. Moe
3. Thug
4. Me
5. Li Mei Fan
~Sub-Zero vs Bo Rai Cho~
Difficulty = Impossible/5
Favorite To Win = Bo Rai Cho
This fight exemplifies why MKD is a terrible game on paper and why the better player does NOT always win. This fight is as close to impossible as it gets. However, if you’re feeling bored and would like to try it just for the hell of it, here is some stuff.that might help you get a round or at least do a little bit of damage to him.
Skipping the first two stances because we all know the best Bo players do not use it I will discuss Bo’s stick. F+3 is invincible practically, but there is one thing you can try. Most Bo’s block when f+3 is blocked up close. You can take advantage of this with Sub-Zero by going for a throw or kori: 1,free throw. At mid range Bo players may do f+3 and have it blocked and then try f+3 again. If you anticipate this you can cold shoulder in between the f+3s and hope they don’t block. d+3 is an incredible low attack that’s almost as glitchy as f+3 so there’s no real answer to that outside of blocking it. Bo’s throw is death unless you duck so try your best to duck whenever you feel he will do it and throw him back.
If you anticipate Bo’s puke...freeze.
That’s really all I have to say about this. Bo is a joke because he would be banned if MKD had real tournaments. I don’t take losing to him seriously and you shouldn’t either. However, you shouldn’t talk shit to people who use him because ultimately they are just trying to win..right? Give it a try with Sub, and if you don’t win(which you shouldn’t anyway) just Bo them back. He’s not exactly the most difficult character to win with. Anyway, the best Bo players are.
1. Moe
2. Thug
3. Yayo(from what I’ve heard)
~Sub-Zero vs Noob-Smoke~
Difficulty = 5/5
Favorite To Win = Noob-Smoke
People complain about Noob-Smoke likes he’s impossible to beat. Well, he might be for certain characters, but he certainly isn’t for Sub-Zero. Defense is the key.
The moves you need look out for with Noob are d+4, 4, b+4 and his throw. 4 is an extremely fast mid hitting pop up attack that is punishable if you’re playing on a decent connection. B+4 is also very punishable, but hits low. D+4 is Noob’s best move because it has almost glitch-like priority and beats out most of the moves within Dragon and Shotokan. To counter this play d+4 happy Noob players using the Kori Blade. At mid range 1 beats d+4(I feel like a broken record after talking about how great Kori: 1 so much) and d+3 spaces him out well. Once the Noob player stops whoring out d+4 you can begin poking with Shotokan and Dragon and begin setting up your clones and throws.
Smoke is a lot harder to handle if the NS player conditions you to play a certain way and then switches out to him. It’s two different characters and you have to treat them like they’re too different characters. Anyway, the main moves to look out for with Smoke are b+1, u+4, throw, d+1, the telepunch, the sais and of course the cloud. B+1 is an incredibly effective mid hitting attack that is normally used to end juggles and plant so you can 50/50 again OR used simply as a fast, good priority attack. It’s a good move but very punishable on block. u+4 is a better move overall in that it’s a lot safer(with lag), hits mid, comes out almost as fast and is much better in 50/50. This move can be punished, but if not just block and turtle down. D+1 is rarely used vs a good Sub-Zero when Smoke is out because they’re rarely close enough to each other for that to hit, but just take the hit. It’s very weak in damage. You mainly have to worry about the follow ups after that such as walk up throw, walk up u+4 or walk up and cloud.
But let’s be real folks..the cloud is THE SHIT. IT’s a super version of the clone(I admit it) and makes Smoke the 3rd best character in the entire game. To beat him you need to avoid this at any means necessary. Turtle that if you must. Zone him out. Feel him out as he feels you out. Make movements torwards him and then clone. Make movements towards him and then freeze. Try to read his blocking patterns. Whenever you expect him to throw out a cloud you need to go for the freeze. If it connects..walk up, side step around the cloud and punish him.
You need to be careful about this, however, for the greatest of NS players will try to telepunch you out of your freeze. Be aware of this and anticipate it and block and punish with the Kori Blade. Anticipation and Risks..the keys to defeating him. Whenever you expect him to use his Sais(d,b+2) you also need to freeze.
The teleportation smoke punch with both characters can be a pain to deal with. My rule of thumb is that if Smoke teleports to Noob I block and then go for a 50/50 or low poke since anything Noob does after that can outpriortize what I do except MAYBE d+4. However, if Noob teleports to Smoke I never attack because they can quickly buffer in the smoke cloud right after blocking..which hurts..trust me. Due to this I tend to not attack when smoke is out. I’d suggest going for a freeze or just turtling it up.
The only time I really try to set up an offense with Dragon and Shotokan vs Smoke is when I’ve made him fear the freeze and he begins to block more instead of clouding. This is when you can land some throws and quick pokes in, but defense should be your main priority. Smoke capitalizes on mistakes better than anyone, but so does Sub-Zero. Try to limit your wall game when Smoke is out because he has the unique ability of being able to buffer in his cloud as soon as he blocks one of your low pokes. Other characters cannot do that. Vs Noob it’s a lot safer and more effective.
This fight is a bitch but it’s a beatable bitch. Out of all the super top tier characters(bo,dai,ns) Sub-Zero has the easiest time vs them. It’s not an incredibly lopsided fight like it is vs those guys as well as vs Kobra. I enjoy it for the most part and you should too. Have fun with it and be safe and don’t be predictable! Anticipate! Some really good NS players to face are.
1. BNR(the best NS)
2. Molson(from what I’ve heard)
3. Vital
~Sub-Zero vs Tanya~
Difficulty = 2/5
Favorite To Win = Sub-Zero
Tanya can be tricky if the person you’re facing is really good with her, but she’s really not much of a challenge when compared to other characters. Her game is about staying close and keeping you in a 50/50 lock. This is very difficult for her to do vs Sub-Zero.
Her stance is garbage for the most part. It has a nice little low poke in f+3,b+3(I believe that’s the command), but that’s nothing to really fear and is complete clone bait. She has some ok pop ups that all are unsafe on block and have no real set up potential so..bleh. Play your game. Poke with Dragon and use it to set up your Kori Blade. You kow the usual..
Her second stance is a real bitch. D+4 is one of the best lows in the game and is great for starting up a 50/50 lock. You need to look for this move and either clone her(very easy to do so since she kinda creeps forward when she does it) or beat it out with Kori: 1. If you block it you need to start your own offense as quick as possible before she d+4s again or switchs to her weapon for the mid hitting 1,1. She can also branch off into her weapon with her 2,cs,1(I think that’s the command..really not too familiar with Tanya’s more intricate moves). You must be patient once Tanya does the initial 2. Tanya players know you expect her to just do 2,cs,1 and end the combo early so she stays remotely safe, but sometimes they will continue to combo so you can let go of block early. Be careful about that. Wait it out and punish the super unsafe ending hit of the full branch with the kori or another pop up attack. Overall this stance is nothing to fear with Sub if you space her out well.
Tanya’s specials are more annoying than actually good. The better Tanyas have PLENTY of set ups for her drill kick and they use them all. Some of the more popular ones are using it after her air fire ball is blocked, as soon as the match starts, after a back dash etc. The move is not as effective vs Sub-Zero because he’s a defensive character and has one of the best defensive moves in the game with the clone. However, you need to be careful with it since it has great priority and after it hits she can do weapon b+3 to plant you down for a 50/50! Ouch. On block it’s ugly for her though. Her projectile is mediocre, but will beat out the freeze at mid range, so make sure you have a nice distance away from her before you try to throw one out in anticipation of her fire balling. Her invinsibility is terribly annoying. To deal with this(if I’m losing and she turtles) I hunt her down with dragon pokes and Kori. Dragon 1,1 does a good job of hunting her out of her invisibility because it comes out quick, has good range and is safe. If the bitch begins to duck that wack her with Kori b+2 or 1. If you’re winning then do what I do..turtle down hard.
Her weapon stance is very effective for 50/50 locks but it’s ALL unsafe on block. The quick, mid hitting 1,1 on block gets Tanya raped and so does everything else. The key to defeating Tanya is by shutting down her offensive weapon game. This is done by careful blocking and forcing her to use lots of unsafe moves. Her weapon is also very weak in range. Look out for her b+4 low poking leg trip as well as d+4. Both those lows are effective in forcing crouches, but are clone prone.
To be honest I never lose to Tanya. I honestly have a harder time handling really great Kiras than I do her. She’s a pretty good character, but Sub-Zero gives her lots of problems. Stay out of her sweet spot range(in close) using low pokes and look to set up the clone. The best Tanya players are...
1. Jade-Own(best Tanya)
2. Dan
3. Dave
4. Li Mei Fan
~Sub-Zero vs Shujinko~
Difficulty = 4/5
Favorite To Win = Shujinko
This match his a fight of the best offensive forces in the game vs one of the best defensive forces in the game. Both are powerhouses that go about dealing their damage in a totally different way. Shujinko by pounding safe pokes and overpowering mix ups down your face. Sub-Zero by trickery and setting you up by strong defense and poking safely. Overall Shujinko has the upperhand it’s this is a very difficult fight for Sub-Zero to win.
Mantis is Shujinko’s best stance for starting an offense. This is no secret. The key to beating Mantis is not letting him get to Shaolin Fist. You need to anticipate his f+4,1,1 and Shotokan 1,1,3. At mid range you need to test the waters with this sometimes. His 1,1,1 is a little more tricky to handle. Just remember that at mid range Shu has no mid hitting threat in Mantis so you you should be blocking high for the most part in this stance. The clone works wonders vs Mantis because Shujinko lunges himself forward with all of his jabs. Outside of that when dealing with Mantis I play a tad bit safer than usual and try to feel the Shujinko out.
The same goes for Shaolin Fist. It doesn’t have as much range and priority as Mantis, but it’s a lot more dangerous in that it has arguably Shu’s best move in 4. If this move hits he has a guaranteed throw, and that is the last thing you want. It’s somewhat punishable on block so try to begin an offense as soon as you block it by throwing or Dragon 1,1 or Kori. D+1 is the equivalent of Sub-Zero’s various low pokes. It’s incredibly annoying to deal with but you should not try to block it. It’s not damaging so it’s not great for setting up anything besides the teleslam so don’t worry too much about it. You need to stay at a long range when facing Shujinko in this stance. Force him to come and get you and then turtle some more. Only attack when you see fit.
Shu’s specials should be dealt with just like you’d deal with them if the character it originates from is using it. Spear on block = punish. Shujinko’s teleslam game is way more dangerous than Ermac and he has a much easier time setting it up. He really try to get you with this if you’re predictable with your cloning. Block and punish, and make sure not to duck because for some reason BEYOND me his version of the teleslam hits mid. The freeze if blocked at mid range can be punished by Kori: b+2 if you’re very fast about it. The other specials are nothing to worry about. Just focus on those 3. They are all set up by using the same basic strategies. Fear the the teleslam the most and try to condition Shujinko into doing them so you can block and punish. Oh yeah, his flaming fist is a bitch. Very fast and very difficult to punish. The best way to go about handling it is cloning whenever you anticipate it.
Shu’s throw is the best throw in the game(not counting glitching and infinites mind you) so you need to be very careful about it and duck whenever you feel he is going for it AND THEN THROW HIM BACK! Shujinko is extremely safe outside of specials so you need to take whatever specials you can get. Shujinko’s weapon is garbage so do not worry about it.
It’s hard to explain this fight on paper, but I hope this helped you a tad bit. Being able to defeat him to me comes with time and experience. He’s extremely overpowering and capitalizes on every mistake you make, so you need to be safe and only take risks when you feel you must. Take your low pokes whenever you can. THE LOW POKE WILL PROVOKE! A good friend of mine told me that(BNR) and it’s one of the most true thing when it comes to this game. The best Shujinkos to fight are....
1. Crkfiend(the best shujinko)
2. CK-BIGPP
3. Shu831
4. Phatgurl
~Sub-Zero vs Hotaru~
Difficulty = 3/5
Favorite To Win = Sub-Zero
Ok, Hotaru’s first stance is very annoying. He has a nifty little mix up between 2,1,b+1 and 1,b+3. They look very similar so it can be very hard to know whether to duck or block high. I’m gonna tell you now that unless you ABSOLUTELY know they’re going to go for 1,b+3(or you’re down to small health. If you are they’re probably going for 1,b+3) that you should block high. B+3 doesn’t do THAT much damage and you get a big time reward for blocking 2,1,b+1 anyway. B+1 is a very fast hitting mid attack that has insane priority(especially with people who lag hardcore). Be aware of this move. Do not to be too low poke happy when facing Hota because you don’t need to be. Hotaru NEEDS to use his mid attacks to deal out the big damage and force you to stand so he can throw. By blocking those mids you can punish easily hence you don’t need low pokes to get your damage going in this particular fight. That’s not to say that you should totally avoid them since obviously you need them for spacing, but don’t whore them. Anyway, sorry to get off topic. B+1 is unsafe on block and should be punished whenever avoided. I like to use the Kori Blade vs this stance because Sub-Zero has easy access to b+2 whenever you block a mid and you get PLENTY of throw opportunities since they will stand more often. Use d+3 to space him out, but be careful about having it blocked or whiff because b+1 will get you.
Pi Gua is a lot more straight forward. The two attacks elite Hotaru’s will use in this stance are d+1 and b+1. d+1 is a great low poke that is safe on hit and is great for spacing and breaking up offenses. This is beat by Kori: 1. b+1 is a tad bit different. I like to think of it as a shittier version of b+1 in that it has less range and no 1,b+3 or 2,1,b+1 to support it. Punish this move on block. Overall I like to use Dragon and Kori vs Pi Gua. Pi Gua’s range is extremely limited compared to his first stance so it’s a lot easier for Sub-Zero to use his low pokes without having to fear b+1. He also can spacer very well with 1,1 and set up his Kori.
Hotaru’s weapon is pretty damn good. B+1 is the best move in this stance because it has priority, is fairly safe on block , spaces well and launches on hit. It’s only truly punishable up close or if you’re using a long range weapon(KORI BLADE B+2), so space well and capitalize when it’s whiffed. B+2 is a totally different monster. It’s a low hitting sweep that guarantees a throw on hit. However, it has poor priority and comes out fairly slow. You can see it coming and block and punish him hard. Whatever you do just try not to eat it.
Hotaru is such a good character because he’s comfortable at any range. He can beat you in close, at mid range and at long range. One of the main reasons for this is because of his specials. The lava blast is just a bitch for Sub because it totally rapes the clone if you guys both go for it at the same time and also punishes missed low pokes believe it or not.
Now one thing I notice is that Hotaru’s love to this as soon as the fight starts. Umm..no? Jumpkick him and take your free throw so he knows that you don’t roll with that shit. Now conditioning him to do the lava blast so you can take your free throws after jumpkicks is a necessity. The best way to go about this is setting a pattern with your cloning so he will begin using his lava blast to try and catch you. Another thing you can do besides jump kick and take a free throw is at mid range to simply walk towards Hotaru if you truly feel he will go for it. This way you will walk past the lava blast and be right in his face so you can punish. Even if he doesn’t go for it at least you can quickly block. I personally prefer the jumpkick because once you’ve conditioned him to expect a jumpkick you can jump in, not attack at all and just throw him. He will be too busy trying to block the jump kick to even attempt ducking your throw. Of course this is negated if he attacks you and knocks you right out of the air..lol. His grasshopper kick is kind of annoying in the crunch time of fights because it has good priority and handles those who like to jump around a lot VERY well. Ultimately it’s not safe and not worth it, but some DO actually go for it. Block and punish or clone it.
Hotaru is a very easy character to play, but he is not easy to beat. The best way to go about it is being aggressive when he permits it and turtling when he doesn’t. Hotaru players are normally very methodical about their attacking because they are well aware of his safeness AND the fact that he does not track well(even with universal tracking it can be difficult). To me Sub-Zero controls this fight. Some really good Hotaru players to practice with are...
1. Rion(the best hotaru player)
2. Alexei
3. Dave
4. Chimage
~Sub-Zero vs Ashrah~
Difficulty = 3/5
Favorite To Win = Sub-Zero
This fight is always a fun challenge for me if the Ashrah player is really good. I’ll start with her first stance. 2,2 is arguably her best move because it covers great distance, comes out quick, and has a 50/50 between 2,2,cs and 2,2,1,cs,2,3,cs. Remember that this move begins high so you can kill this move with a low anytime before the 3rd hit(the mix up). If you are forced to block it due to not anticipating it in time then you will have to guess between ducking the cs or blocking high to avoid that disgusting branch that ends with a pop up. I personally like to take my chances with blocking the low because I know atleast if I guess wrong that I can breaker and not take too much damage because of it. The reward for blocking 2,2,cs is just too great for a Sub-Zero to pass up on. For anyone to pass up on for that matter. Most Ashrah’s stop the combo early if they see you block it. If they do not, wait for the weapon pop up part and punish her hard. If they stop it early, be quick with your reaction and see when she stops and then begin your own offense or QUICKLY throw her. Do not give her a chance to quickly switch back to her first stance and catch you with the combo all over again. Clone is great vs Ashrah in this stance because the 2,2 lunges her forward like crazy.
Another two moves to look out for in this stance are f+4 and f+1. f+1 is a very good mid hitting pop up that punishes those who are too happy about trying to low poke her 2,2. It’s incredibly unsafe on block and very punishable and due to it’s poor range it will whiff a lot so make her pay each in every time.
F+4 is a devastating move. Sorry if they may come off as unprofessional, but I seriously do NOT fuck with this move. It’s priority is insane and it’s hit box is hella glitchy at times. Whenever you block this move, lay down a clone or turtle up. Do not be too quick to clone, however. Letting go of block too early can be trouble because she can continue the combo into f+1 which will totally fuck you. If they decide to this and you block it you can punish so wait a second or two before letting of block RIGHT after f+4 hits. D+4 is a very solid low poke that is sadly raped by Kori: 1..lol.
The moves to fear in her second stance are b+4 and u+4. b+4 is a sweep similar to Hotaru’s weapon b+2 except with better priority. Yes, it also guarantees a free throw on hit. Look out for this and block and punish. It’s somewhat difficult to get the free throw when b+4 connects because the timing is gay, so if you want you can try and duck the throw and throw her back, but she may u+4 you if they think you will. That’s a simple run of the mill mid hitting pop up that gets raped by Kori on block..lol.
Ashrah’s weapon can be tough. U+4 needs to be dealth with the right way. First off you can see it coming, so block it! It’s not that fast! Anyway, if it connects you need to quick recover and either start your own offense or clone. The 50/50 counterpart to this move is her deadly 3,4,2,2 combo which starts with a mid and guarantees a 50/50 on hit. First off, breaker this as soon as possible if it hits. If you block it, punish, and if they stop the combo early try to start your own offense. Overall when dealing with her weapon I am a big fan of Shotokan and Dragon. Shotokan works wonders vs u+4 because of 1,1,3. It outpriortizes it in close and at mid range so use that to test the waters. Dragon works because nothing in that stance beats out d+1 or even 1,1. Kori works well too, however. Do not get too comfortable in this stance though because Ashrah’s love to condition you with this stance and then quickly switch to first stance to begin the speedy madness all over again.
Ashrah’s specials suck with the exception of d,f+1. This move can be very frustrating if you’re trying to start an offense because it has great priority and sends Sub flying back. The best way to deal with this move is to move up and fake a clone and then block it and walk up and throw. Also anticipating and using a freeze works wonders as well.
This match is only truly difficult if you’re not patient. I stress this because Ashrah’s main strength is breaking down weak offensive attempts. Her main weakness is breaking down strong defenses. The clone is your BEST FRIEND in this fight. She has NO answer to it because she has no projectile that goes across the screen. When time is running out and you have lead you should NOT lose to Ashrah. Turtle her down and frustrate her. Do not try to fight her head on unless you’re feeling very condident. It will get you killed. The best Ashrah players to face are...
1. Chingon
2. Dan
3. Booya
4. DNB
5. S-Pac/Karate
~Sub-Zero vs Dairou~
Difficulty = Almost Impossible/5
Favorite To Win = Dairou
This match is almost as ugly as Bo vs Sub. Anytime you’re at mid range and you expect a tombstone drop jump and take your jumpkick and take your free throw. Remember that Dairou cannot block for about 3 second after the tombstone drop so punish with your Kori Blade if you can. Kori is the stance be in it at ALL times vs Dairou. You need to take risks with b+2 and to even stand a chance at winning it. At long range you can test the waters with your freeze and try to trade hits with his projectile and get some hits in. Anytime you anticipate a teleport you MUST block and try to punish right away. Dairou’s second stance b+1 is unsafe unless there’s some really shitty lag so you can try and punish it, but remember that if the lag sucks and they block your Kori: b+2 that I told you that IT’S SAFE WITH SHITTY LAG.
I’m not going to spend much time with this match because I’ve never beaten the best Dai with Sub. I’ve beaten some really good Dais with Sub, but when it all comes down to it Sub cannot win this fight at the highest level. Another joke of a fight that frustrates the shit out of me. I would suggest learning Noob-Smoke to fight this match. The best Dairous to face are...
1. Dave(best dairou)
2. Booya
3. Phatgurl
4. Moe
~Sub-Zero vs Kobra~
Difficulty = 5/5
Favorite To Win = Kobra
Kobra’s first stance is good because of the block stun. Counter this with the Kori Blade. Kori Blade rapes Kobra’s first stance because he cannot maintain a consistant offense without that gay ass block stun. Anytime you block it in Kori punish with b+2. Other moves to look out for is the quick, auto side stepping u+3 and the ever so annoying low hitting d+3,3. Both are very hard to anticipate but have poor range.
Kickboxing is not used a lot with the Kobras I face so I honestly have no real strategies on how to fight it..sorry. I will update this guide if I run into anything, but I doubt it since I pretty much quit this shit..lol.
Kobra’s Kali Sticks are stupid. The best way to deal with them is by turtling so hard that it makes the Sub-Zero vs Mileena fight look like an offensive fight. I am serious. Run and do it BLATANTLY. Kobra is too gay for you to worry about how faggy you look for doing so. It makes this fight a helluva lot easier if you don’t have to worry about the glitches that are d+3 and b+3. Now, obviously you need to do some sort of damage, and I find the best ways to do so is by trying to make the Kobra go for his flaming fist and clone or by trying to land a quick Kori: 1,free throw or Kori: b+2 at mid range. You have to space it perfectly and hope that one of those babies out prioritizes d+3, his low fireball or b+3. If b+2 hits quickly go for his uppercut(it’s unbreakable) and begin turtling again. If you land a clone vs Kobra make sure to either throw or go for a his Kori uppercut, and then run.
Kobra’s low fireball is a dick really. It’d be so much easier to turtle Kobra if you didn’t have to worry about it. Anyway, I find jump kicking it and going for a free throw when you anticipate it to be very effective. Otherwise when turtling you need to sidewalk whenever you anticipate on coming. Whenever he throws a fireball out and you successfully side step it, drop a clone. He can’t throw another fireball for about 2 seconds so you’re safe. If you have lead and you anticipate a low fireball you can try and freeze and catch him before the crouch animation or the rising animation, but I’m not very fond of that.
I repeat..Kobra is a faggot. I normally get this fight the most when I rape that person’s best character and they run to him as a “security blanket” because he counter Sub-Zero so badly. It’s really not that terrible though. Make sure you pick a really big stage like Quan Chi’s fortress, the slaughter house or a stage like the foundry(whatever the one is called with the iron poles at the bottom that you can hide beind) so you can hide and run easier. You gotta make sure that dude knows you’re running game is way strong. The best Kobra players to fight are...
1. Thug(best kobra to me)
2. Dave
3. Vale
4. Dan
~Sub-Zero vs Darrius~
Difficulty = 4/5
Favorite To Win = Darrius
I’m not going to act like there’s an in depth way to go about fight Darrius because there really isn’t. The bottom line is his range is ass. Turtling vs Darrius is a necessity for Sub-Zero because Darrius has the best 50/50 lock in the entire game. What does that mean? It means once he has you planted it’s pretty much over. Turtle up like you would vs Kobra. Lay down lots of cloning and try to anticipate when he’ll throw his projectile at you and freeze. Walk up and either uppercut with Kori Blade(unbreakable) and turtle up more or punish full force, but expect to be breakered if you do that.
Df+3 is Darrius’ main threat at mid range . By blocking it you can punish him hard due to it’s unsafeness. Gauntlet: 3 hits mid and is safe unless the connection is of good quality. Darrius players like to take advantage of the lag by doing 3 over and over again. The best way to go about handling this is by either blocking it all and trying to back dash away or by interrupting with Kori b+2 or d+3. Also, be aware of b+3. It hits low and comes out extremely slow and guarantees a throw on hit. Block and punish.
That’s pretty much all there is to Darrius vs Sub. Turtling hard and taking advantage of his poor range. By doing this you force Darrius to throw projectiles. When he does this and you don’t clone you can either anticipate it and freeze him or side step the projectile at mid range and quickly walk up and throw him. To match favor’s Darrius because off of one throw he can glitch you for over half your bar and the laggy priority of gauntlet 3, but with patience you can handle him. Some really good Darrius players are..
1. Dave
2. Booya
3. Dan
~Sub-Zero vs Kira~
Difficulty = 2/5
Favorite To Win = Sub-Zero
Don’t think for one second that just because she’s the worst in the game that she can’t clean house in the right hands. She can, and she’s certainly no walk in the park for Sub.
Kira’s first stance is not much to fear. It’s mostly high pokes that all are outpriortized by Sub-Zero’s low pokes. Be aware of 4,2 because it pops up on hit. Block well and punish in this stance. Her second stance(kenpo) is the stance to fear. B+3 is an extremely annoying move for Sub-Zero because it crouches under a lot of his Dragon and Shotokan moves. The best way to go about handling it is by using Kori: 1. If it hits Kira has a free throw, so be careful about that. F+3 is another move to worry about. One of her faster moves and it’s a mid hitting pop up. On block it’s punishable, but the best way to handle this move is by not letting her get close. She’s weak to the turtle game so take advantage of that. U+1 is another quick pop up, but it has poor range.
Kira’s weapon is her best stance to me. Dragon Teeth: 1 comes out fast and has great priorirty. However, it hits high and is punishable on block. Just watch out for 1,f+3. Whenever either is blocked punish or start your own offense. Kira’s will use this if they anticipating you trying to punish 1 by itself. B+4 is a weaker version of Kenpo’s swee in it comes out slower and is unsafe, but it still guarantees a free throw. Handle it the same way. Kira’s will use b+1,b+2 as a 50/50 mix up for those who don’t know that it’s a free throw, so be aware of that.
Kira’s specials are pretty good. Her kiss is a bitch to deal with if you’re impatient, but if this is a defensive type of fight(which it normally is with Sub vs Kira) then it shouldn’t be much of a problem. At mid range if you anticipate her using the kiss block and walk up as soon as you block it to punish. Her projectile is freeze-tradeoff bate just like most other projectiles are. Her cannoball is clone-prone and punishable if blocked, but don’t underestimate it in the hands of a good player. Look out for it.
This fight comes down to who falls for who’s set ups. Sub-Zero is much more effective on both ends of the spectrum(offensively and defensively), but that does not mean that Kira cannot defeat him. Play smart and remember that the key to contain Kira at slightly outside mid range where she is least effective. Some good Kira players to face are...
1. Alexei(best kira)
2. Li Mei Fan
3. Dan
4. Delerium
5. Me
~Sub-Zero vs Liu Kang~
Difficulty = 3/5
Favorite To Win = Liu Kang
This match is a tough one. Jun Fun is the main stance to look out for as long as I’m concerned. 1,1,3 is his best move and the move that is most clone to the prone. Poke the liu Kang with Shotokan and Dragon to try and bait out 1,1,3 and clone. Remember, the low poke will provoke! When 1,1,3 is blocked your best bet is to quickly create your own offense in dragon or just turtle up. You can’t straight up punish this move for the most part if he backdashes. Also look out for Liu players extending the 1,1,3 combo with 1,1,3 or 1,1,3,cs,1,b+1. Both are unsafe if you block them fully and both will get you if you try to let go of block against 1,1,3 too early. F+2 is a monster of it’s own, honestly. One of the more devasting moves on hit, this NEEDS to be avoided and punished on block. This is similar to Hotaru’s first stance b+1 in that it’s great for punish whiffed low pokes so make sure when you use them that they either hit or are blocked! Lastly, d+1 is one of the more versatile moves in the game up close because it’s used for spacing and starting an offense. This move can be annoying because it crouches under shotokan and dragon’s moves for most part which means you need to use the Kori to force the Liu to limit it’s use. Make the Liu player fear Kori by using Shotokan through switching out of Kori, and make him still fear Kori by using Dragon to switch into it. This goes for all players who try to use low pokes to weaken Dragon and Shtokan’s effectiveness.
Liu’s second stance is lot easier to handle but a lot more intimidating. The best move in this stance is u+4 and it’s fairly safe on block. Your best bet when you block this move is to use Dragon to create your own offense or force a 50/50 between kori: 1 and throw. 4,u+4 should be handled the same way, but watch out for 4 by itself. It’s very easy to use 4 by itself, train them to block that by itself a few times and then do 4,u+4. b+1 is a move that is ideal for ending juggles, but is used for some reason(beyond me) by itself to plant(why not just do u+4 and then b+1 to plant?). On block Liu gets raped so be on the look out for this move. D+4 is a good hitting low attack, but just not vs Sub-Zero. Extremely clone prone and the pay off isn’t nearly as good on hit as d+1 in jun fun is. Also, if you see a Liu Kang using his second stance and throwing, dashing up, throwing, dashing up throwing...HE’S INFINITING YOU! This cannot be ducked if timed properly and is a prime example of MKD’s poor testing. Nunchuku is a joke and isn’t used by any good Liu players, but 1,1,1,1 on hit is a free throw so try to breaker that on hit.
The only two specials you need to worry about seriously for Liu Kang are his low and high fire balls. His low fireball is handled the same way Kobra’s is. You can jump kick Liu Kang and take a free throw if you anticipate it, try to freeze him and trade off projectiles with him or side step it. The high fireball is used to counter people who try to jump over his low fire ball. It’s a lot easier to trade off with than the low fire ball and not as good in general, but do be aware of it. Remember that if you think you’re being predictable that YOU’RE PROBABLY BEING PREDICTABLE!
This match is another one of my favorites for the simple fact that I get a kick out of people saying Liu Kang counters Sub-Zero. You simply need to play smart. Use lots of throws to force ducks and control the fight on the defensive end. Some good Liu Kang players to face are...
1. Alexei(best Liu Kang to me)
2. Moe
3. Me
4. CK-BIGPP
5. Video(MY BAD!)
~Sub-Zero vs Sub-Zero~
Difficulty = 2/5
Well, both Sub-Zeros are simply trying to do what they do vs all other characters, and that’s using pokes to set up 50/50s and clones. Shotokan at mid range is always threat due to 1,1,3’s priority. Try to anticipate and clone or low poke the other Sub out of it. Dragon is VERY clone prone so use to your advantage as I’m sure he will do the same. 1,2,4 on block is very punishable and 1,2,u+4 allows you to at least start your own offense.
Remember that Kori: b+2, as important as it is, is extremely unsafe on block at mid range and should be punished. Sub-Zero has no real answer to Kori: d+3 so your best bet is to just take the hits or stay out of it’s range when you expect it. There’s also no real answer to 1 and 1,b+1 so just defend it well.
The freeze is your best friend if you anticipate them cloning. On hit, sidestep around the clone and punish. The freeze is their best friend vs cloning, but remember that at mid range if you block it that Kori: b+2 owns that move hard. Be fast about it, however, for the punishment window for the freeze on block is somewhat small. The cold shoulder is a quick and covers a lot of distance, which means it’s very prone to the clone and hard to anticipate sometimes. On block it’s extremely punishable.
The best way to beat a Sub-Zero player is by trying to read their patterns. Most of them are very predictable with their cloning and attack patterns so try to lure them into your own clones with low pokes and try to make them clone so you can freeze them. Some good Sub-Zero players to face are...
1. Me
2. Chimage
3. D-Pac
4. CK-BIGPP
5. Maniaxe
So that concludes my Sub-Zero vs strategies section. That was a bitch to type and I don’t plan on doing it like that the next time(fuck paragraphs..I’m using the bullet note style for the next one). I hope this part of the guide opens your eyes to the fights Sub-Zero CAN win and how to go about winning them.
**Frequently Asked Question**
Q: Why do you play Sub-Zero?
A: He’s my favorite character. Always has been and always will be. Before I could wipe my own ass I used the “blue ninja who can freeze stuff” in MK1. No matter how good or how bad he was in every game I continued to use him to the best of my ability and try to play him at a high level even when others looked down on him. He’s always my main in every MK and he always will be.
Q: What Tier Is Sub-Zero?
A: Lower mid tier I’d say is about right. He’s the second worst character in the game, but he’s much better than Kira and I believe she’s the only character who truly should be considered low tier. He gives lots of characters problems who are better than him such as Raiden, Tanya, Sindel and Noob-Smoke to name a few. The reason why he’s so low on the tier list to me is because he has to work for every win. He takes more brain power than the rest of the roster and he gets punished a lot harder for foolish mistakes. I don’t think he’s a bad character. He’s simply not broken like the majority of the roster.
Q: What’s Sub-Zero’s Best Move?
A: That’s tough. It’d have to be between Kori: 1, Dragon: d+1 and the clone. Those are the 3 moves that I believe Sub needs to rely on more than the others to consistently win at a high level. The others are necessities too, though.
Q: What’s Sub-Zero Best Stance?
A: Again, you need them all, but I would have to say Kori Blade. Without it Sub-Zero has no mids(cold shoulder does not count) and no true damage.
Q: What’s Sub-Zero Greatest Strength and Weakness?
A: Well, his greatest strengths are that he has the best low pokes in the game and that he’s a defensive juggernaut. Along with Noob-Smoke he’s one of the only characters that can be offensive while still remaining defesive. His greatest weakness is the lack of a true go to move that can be whored constantly outside of Kori: 1. That and the fact that he can’t maintain a constant offense.
Q: Who’s Sub-Zero’s Hardest and Easiest Opponent?
A: Well, I would have to say his easiest is Tanya or Kira. Tanya just doesn’t have the tools to keep up with a good defensive Sub-Zero and Kira is Kira..lol. However, they both can kick Sub-Zero ass if the player uses them knows what they’re doing. Play Jade-Own and Alexe it see Kira and Tanya played at their highest level.
His hardest opponent besides Bo Rai Cho and Dai is Kobra. He totally rapes everything Sub-Zero does to the point where the only thing he can do is run.
Q: Help! Sub keeps getting sidestepped!
A: Autotrack. Tap up or hold up to make every move you do autotrack. The best anti sidestep moves Sub-Zero has are Shotokan: 1,1,3(hold up) and Dragon: 1,1(hold up). Kori: 1(tap up) is also great side steppers.
Q: What’s Sub-Zero’s Best Juggle?
A: Kori: b+2,cs,1,2,1,2,4,cs,2,cs is the juggle you should be going for anytime b+2 connects. If you connect with Shotokan: 1,1,3,b+2, do 1,2,4,cs,2,cs. Lastly, if Dragon 1,1,2 connects you can do 1,2,cs, but I personally like to go for cs,1,b+1 because it plants them down for a 50/50.
Q: Hey, who else are you good with besides Sub-Zero anyway?
A: I can play most of the characters in this game at least decently, but my true secondaries are Ermac, Noob-Smoke, Mileena and Liu Kang. I’m very good with them all. I also enjoy playing Hotaru, Havik, Shujinko, Scorpion and Raiden.
Q: Who Do You Enjoy Playing Against The Most(player)?
A: I like playing plenty of people, but I would have to say my absolute favorites are Quik, Alexei, Dan and Video. Great players and even better people. I like playing most people on MKO though. Also, of course I love playing with my clan(booya,phat,dark,yoza,quik,bnr,shu,boston and dnb).
Q: Favorite Costume?
A: Default, but alternate is bad ass too. For other characters I love Ermac’s alternate, Mileena’s alternate, both of Liu Kangs and Jade’s alternate. NS’s are cool too.
Q: Favorite Move?
A: Ice Clone
Q: Can I Join Darkness Marches?
A: No, at this point in time we are locked at 10. I believe we’re keeping like that for a while until people leave and we need replacements. We may add 2 new members when MK7 arrives, but that’s in the distant future. We roll deeper than most clans who normally have about 5 or 6 members, so we’re trying to make it so we don’t get any bigger.
Q: What Other MKs Do You Play?
A: I play them all. My favorites being MKD,MK2 and UMK3. If you wanna hook up and get some MK2 and UMK3 going via mame let a nigga know.
Q: More About You?
A: Well, my real name is Chris. I’m 15 and I’m a junior at Bloomfield High School in good old New Jersey. My family are frome Guyana and Barbados, which means I’m black...lol. Other games are into are Zelda, Metroid, Mario, Tekken, SSX and GTA, but I love all sorts of games. Music wise electronica rules all. I love Orbital, Moby, Prodigy, Underworld, Kai Tracid, Kruder and Dorfmeister, etc, etc! I also like r+b, rap and 80s/70s. I’m a huge sports fan. My favorites being Basketball, Baseball, Football and Tennis. Some of my favorite movies are Hackers, the star wars series, Indiana Jones, Kickboxer and of course..Mortal Kombat. I’m obviously a huge geek when it comes to MK, but otherwise I’m your typical gamer/teen.
**Outro**
Well, that’s it folks. If anything I hope this guide helped you to become better at the game in general if not with Sub-Zero. It was a pain in the ass to complete because I’d always find something else to do like chill with peeps or watch TV, but I’m happy for the most part how this came out.
Sub-Zero is a rewarding character to play. He’s good for the spirit. He’s the hardest character to win with consistently and it’s always a battle, but it’s not like he’s handicapped like many people would like you to believe. Those people haven’t plaed me. Trust me when
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Versatile
10/08/2005 06:38 PM (UTC)
0
SOCAGOLD,BAJANCHR and DAIBYCH. Thanks for the read yall...
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Wicca
10/08/2005 08:09 PM (UTC)
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well....I didnt read all of it but i did read li mei and a couple.
but i got a question......I am one of the best NIGHTWOLF????? lol
i dont even know how to use him very well and i think i've never played u nightwolf....... was i high or drunk (drunk i dont do drugs and rarely drink)confused
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Versatile
10/08/2005 08:18 PM (UTC)
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Wicca....I know that -Weak- is you...
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Wicca
10/08/2005 08:46 PM (UTC)
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Versatile Wrote:
Wicca....I know that -Weak- is you...

lol no is not.... my tags r:
SHADOW89
ROMMEL
PRACTIZE
LI--MEI
and the one i dont use no more:
KI-DARK
DM-BLOOD
JUGGLE
.....thats only seven i dont have more
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Versatile
10/08/2005 11:17 PM (UTC)
0
K, well anyway folks, if you have any questions please ask.
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Omega Supreme
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About Me

There are three rules for doing scientific research. Unfortunately, no one knows what they are.

10/08/2005 11:36 PM (UTC)
0
That's some good stuff Versatile. I'm not really a Sub player but it's all really detailed and well-thought out. Nice, nice.
VQ
PS: Be careful with mentioning your name on internet forums, you never know who's reading.
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Versatile
10/08/2005 11:45 PM (UTC)
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Thanks VQ, and you're right..I shouldn't of put my whole name.
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Check
10/09/2005 12:08 AM (UTC)
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dude u know me and my long posts, i will read this, i quick-read the matchups and couldn't help noticing the Havik, LMAO, me?? : ) thats funny, but its official... im playing havik for now on
we need to finish that havik series though, lmao, fun stuff man, and let me tell u, playing u has made me such a better player in the last month, whatever the case, we need to do the damn thing
and i will say it again, cold shoulder, ANY self-projectile is useful, espicially kabals spin, ANYTIME u see youropponent move in ONE step, they cannot block in time and will get a cold sholder everytime, it was up until this week that i learned this and before it, i think i nver connected one self-projectile, so its pretty clear, that back forward shit is too good, cant really recommend anything other forward forward or down forward ( darrius ) and ill say it again, cold shoulder is underrated, you can spam it offline off their block when buffered
one thing verse, B+2 is not safe!!!!!!!!!!!!! but when u did it to me in the corner and i blocked and countered, you blocked. im not saying anything, but that is pretty tough to beat. and dont forget, you won that one sub mirror cuz of the cold shoulder : )
anyway, thanks for the havik look, he is definitly my favorite, good shit i will read this when i have the patience to sit down and do so, get at me on AIM verse
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Versatile
10/09/2005 12:19 AM (UTC)
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Dude I know Kori: b+2 is hella not safe on block. If you blocked it in a corner and couldn't punish you were either slow about ir or it was some incredible lag. You prolly blocked Kori: 1 and mixed them up.
Anyway, yeah I guess I do shit on the cold shoulder too much, but it's just not worth it. It's not nearly as rewarding as the flash. You really can't compare a mid that does 9 damage to a move that stuns you and gives you guaranteed juggle damage.
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Skaven13
10/09/2005 12:50 AM (UTC)
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Good stuff Versa. As I read this, I got more and more frustrated as flashbacks of the times I played you came to mind with each and every situation you mentioned!
Let's see....read..read..read..oh yeah, there was THAT time...and...oh yeah, that time he faked me out with THAT clone....ARRRGHH!!
lol good stuff man. Look forward to playin some more.
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danadbab
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About Me

Hello

10/09/2005 05:14 AM (UTC)
0
Versatile Wrote:
Dan always stands up blocks when in a 50/50 lock when there's less than 10 seconds left in the match and the fight is close, so most the time I throw him.

shhhhhhhhhhhhhhhhhhhhhhh what other bad habits do i have? loltongue
incase you forget sindels up+3 in weapon is not a mid..
3, 4, 4 4, back+2, 1 and up+1 are all her mids in wepon.
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Versatile
10/09/2005 04:32 PM (UTC)
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Yeah dan I messed up on that. I'll edit..
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hjs-Q
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About Me

I Rock

10/09/2005 05:39 PM (UTC)
0
Wow good guide, I didn't read all of it but I did read the Tanya part and you are absolutely right, Sub is a very hard match for Tanya.
Clone owns d+4 and then you are left with first stance b+3, f+3 which can be cloned too and the unsafe weapon, her projectile is slow and drill kick is too risky to use outside of juggle.
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Versatile
10/09/2005 08:00 PM (UTC)
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Thanks man, and you're right, Sub gives Tanya planty of trouble.
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PhatGuRL
10/09/2005 09:17 PM (UTC)
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BRAVO! Great guide! I appreciate your insight and most skilled knowledge. You have the most difficult SUB and I hope to fight even more games in the future!
DM-PHATG
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Video
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About Me

<IMG SRC="http://members.cox.net/videoz/Bacardi.jpg" Since 1862

10/09/2005 10:07 PM (UTC)
0
I'd have never noticed this topic had Versa not mentioned it, and he claims he's about to make an edit, but before he does I'd like to say "Screw you, buddy" for not thinking of me when he thought of Liu Kang.
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Versatile
10/09/2005 10:27 PM (UTC)
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Thanks Phat, and Wes you know that's my bad man. You're Liu Kang came on very strong as of late and you're good competetion. I'll edit you into the Liu Kang thingy, and I'll also edit Quik's Shujinko in there.
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CHINGON
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About Me

10/09/2005 10:41 PM (UTC)
0
good stuff versa much respect to ya wink
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Check
10/09/2005 11:12 PM (UTC)
0
no doubt... it was definitly lag, thats what i was trying to tell u, i counter as quick as i possibly can obviously. it was B+2, i didn't get pushed back cuz i was in the corner, BUT, i countered with B+2 myself, but if youre gonna tell me that u were able to block during the swing thats just not possible, i dont care how versatile u are, definitly lag... there has been other times where u were able to hit me off my throw and i couldn't block, no idea... i dont mind, but that is just a huge advantage towards u in every department, but havik, that seems to be our most even match, as it should it deception, havik mirrors are the closest thing to balanced in this game. but i really wish youd put me up there with sub and scorp... espicially scorp.
there is no comparison to kabal, and the cold shoulder online sucks, ( to me ) but it teaches u to be more aware of what your opponent is doing, no different than nightwolfs ff 4 or barakas ff3 only that fact they can hold block and do it faster where you can even see them move forward, cold shoulder is great while in Kori tho, constant back forward movement is a great way to move on someone, where as thats what they would be thinking, but instead u hit them from a distance with cold shoulder
im not even gonna compare my strats to yours.. just trying to help, dont even know whether this was in there, ( i dont think so ) that, and, the free ice clone, did not see that either, or it being used as a defensive clone, walk up thru it, throw or B+2, or cold shoulder, if they hit u, they get froze
free ice clone definitly works, me and spac were testing it on friday, just theres no setting up for it, just luck, but u can tell how close u are to them after 112, either too close or too far, mostly, the free clone is so close into them, thats the best way i can explain, try holding block and letting go of it right at 1, ( down back 1 ) so that u dont move, and as i explained before , hold block right after 112, right when it lets u hold and not let go block buffer that db 1 to the block perfectly so that u let go of block right after u press 1, this is not how i did it to spac AT ALL, but just suggestion, it is much easier online than off
ill peep this tommorow and give u my final thoughts, but right off the bat, this is the best post ive ever seen here and i hope to match it somehow if i haven't already... id really liek to do the same thing for all 24 characters, but a guide for each one, ( a short guide). i cant fuck with those match ups situations u do tho, that is damn impressive, props
hit me up dude, mp2 4 life. ( though 1 still owns it )
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Versatile
10/09/2005 11:36 PM (UTC)
0
Check, I don't know how I hit you right after ducking a throw unless i threw you back. I have very fast reaction time so I'm notorious for doing that.
I don't know what else to tell you. I've never encountered someone who's had a problem with me lagging who lives on the east coast. Sorry my dude.
Anyway, thanks for the love. You too Ching.
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shu831
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About Me
10/11/2005 03:46 AM (UTC)
0
That was a damn nice write up man....much props to ya....smile
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-YOZA-
10/11/2005 03:35 PM (UTC)
0
Best
Guide
Ever
!!!!!!!
Not because I'm a Subby fan, but because it was very well written, very in-depth, and very thorough. Almost every aspect one could think of is covered. We must talk about a few things, hit me up on AIM.
Thanx for the credit on my Spinning Anti-Freeze strategy, I remember showing that to you, both of us like "AAAAHHHH!!!!", same as when we were working on the spin interrupting Bo's F+3 LOL
And you know I disagree about Goju Ryu sucking (I love that stance), but yeah the 2 juggle is all about it (or 1,2). Ryu 4 hits mid twice and plants as well.
Also, Sun Bin 1,3 ends with a mid hit juggle, but 1,1,U+3 and U+3 hit high, not mid.
Good shit, props to ya.
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MrSchpfmut
10/12/2005 03:53 AM (UTC)
0
Damn Verse i gotta say, great guide! I haven't gotten to read the entire thing by a long shot yet... which i will... I'm very impressed at how far you took this! I mean, I was expecting some good shit from you, but not as much as the detailed anti-characters posts. Nice.
So I have one thing to ask/add...
For Shotokahn 1,1,3 or 1,1,3,2 both of these allow a free throw. Thats why your opponent probably tried ducking. Besides just Kori b2... 3,2 can connect after itself if the opponent tries to duck. (similar to a planting issue) It really helps the mind games to take a free throw the first time, & I've flawlessed people just by trapping them in this. grin
Again, nice post!
peace
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