Can anybody give me addvice on subzero
3D Kombat Klassics
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Can anybody give me addvice on subzero

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i have a decent sub zero so ill try to help you out
what i do with him is turtle with him for the most part
For attacks i will either throw or do 3 then throw (freegrab) and sometimes ill do 3,2 to mix it up a little (still freegrab)
if im left an opening i will do 113 (freegrab)
if you want better sub advice ask nakm.
what i do with him is turtle with him for the most part
For attacks i will either throw or do 3 then throw (freegrab) and sometimes ill do 3,2 to mix it up a little (still freegrab)
if im left an opening i will do 113 (freegrab)
if you want better sub advice ask nakm.

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That's pretty much what you do. Turtle with Ice Clone and Iceball, and if you freeze, 113 grab. 32 is okay, but it tends to start a juggle, or the free grab won't work. Shoulder charge is good for unbreakable damage, and that's about it to him. Oh, and D1 is good for making distance between you and the opponent if it hits, but it's parriable, so be careful.


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I have a pretty nice Sub,as I've been told by some. D,B +1 should be your most-used special move..IT IS YOUR FRIEND!
D,U + 2 is decent.Only use it if you connect with a good D +3,or you could mix it up when they parry (Always a good decision.)
1,1,3 Should be your "Bread & Butter" since it's a free-throw.Be aware to add mix-ups of 3 or 3,2 and 3,B + 2.These are the best for your benefit.
Use D,F + 3 and B,F + 4 when your opponent is jumping towards/and/or backwards. That will be your best bet if you want it to be an exact hit.
His best pop-up is B + 2 in "Kori Blade". It's always a great Juggle-starter.
Keep in mind,1 in "Kori Blade" is a free throw also.
Peace!
D,U + 2 is decent.Only use it if you connect with a good D +3,or you could mix it up when they parry (Always a good decision.)
1,1,3 Should be your "Bread & Butter" since it's a free-throw.Be aware to add mix-ups of 3 or 3,2 and 3,B + 2.These are the best for your benefit.
Use D,F + 3 and B,F + 4 when your opponent is jumping towards/and/or backwards. That will be your best bet if you want it to be an exact hit.
His best pop-up is B + 2 in "Kori Blade". It's always a great Juggle-starter.
Keep in mind,1 in "Kori Blade" is a free throw also.
Peace!
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Be careful when using the following because they are parry interruptable:
1,1,3,(2) ~ can parry right after the second 1 or the 2
3,2 ~ parry right after the 3
1,B+1 in Kori Blade ~ parry right after the 1
These will happen if you're playing a smart player. Other than that if you're playing a dumbass, *cough*SHOGUN*cough*, then you'll be ok with those moves.
On a side note, 1, B+1 in Kori Blade is SUPER SAFE so you can parry RIGHT after it. People tend to think after B+1 it's punishable because it looks unsafe making them eat one of your parries.
1,1,3,(2) ~ can parry right after the second 1 or the 2
3,2 ~ parry right after the 3
1,B+1 in Kori Blade ~ parry right after the 1
These will happen if you're playing a smart player. Other than that if you're playing a dumbass, *cough*SHOGUN*cough*, then you'll be ok with those moves.
On a side note, 1, B+1 in Kori Blade is SUPER SAFE so you can parry RIGHT after it. People tend to think after B+1 it's punishable because it looks unsafe making them eat one of your parries.
About Me

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Not ALOT of Sub-Zero advice i can offer. But i will say, never spam clones with him when facing Reiko or Noob. You have a sec where u can't block after it. I aniticipate ppl who whore the clone, and love, ppl, who, abuse the ice shower. Because i TELE SLAM DROP if they do. Just my advice when facing those 2 types of characters.

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G_gamer07 Wrote:
Be careful when using the following because they are parry interruptable:
1,1,3,(2) ~ can parry right after the second 1 or the 2
3,2 ~ parry right after the 2
1,B+1 in Kori Blade ~ parry right after the 1
These will happen if you're playing a smart player. Other than that if you're playing a dumbass, *cough*SHOGUN*cough*, then you'll be ok with those moves.
On a side note, 1, B+1 in Kori Blade is SUPER SAFE so you can parry RIGHT after it. People tend to think after B+1 it's punishable because it looks unsafe making them eat one of your parries.
Be careful when using the following because they are parry interruptable:
1,1,3,(2) ~ can parry right after the second 1 or the 2
3,2 ~ parry right after the 2
1,B+1 in Kori Blade ~ parry right after the 1
These will happen if you're playing a smart player. Other than that if you're playing a dumbass, *cough*SHOGUN*cough*, then you'll be ok with those moves.
On a side note, 1, B+1 in Kori Blade is SUPER SAFE so you can parry RIGHT after it. People tend to think after B+1 it's punishable because it looks unsafe making them eat one of your parries.
you know what nakm 30-12, 20-4 hahahahhhahaha i win. and even better than that MY KAI OWNS YOUR TANYA LMAO. btw get on later tonight

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subzero is weird ass character when you jump online with him. hes way different. sometimes his 3 (free grab) would just go right through your opponent if they're ducking. thats why i was always like "FUCK Subzero!" with that one little flaw i wouldnt recommend using him period. thats just my opinion. subZ+online=gay
What follows below is something i made up a loooong time ago, but should be somewhat useful. dont have time to edit, so it might have some nooby bits in it. I never said i was the best sub so no need to get defensive ppl. just tryin to help:
Shotokan:
3: mid hit and this is probably subby's best move. Free throw on hit. This
move alone makes subby top tier in MKA.
d+1: one of the best pokes in the game. Use it against charging opponents or just to put some space between you and your opponent.
d+3/d+4: d+1 is a great low but it can be parried. Use these as a substitution in case you fear d+1 will get parried.
b+2: its a launcher but unsafe on block. I rarely use it alone. see next move.
3,b+2: This is what you should be using alot in 50/50 mixups, especially if
your opponent is not great at wakeup games.
1,1,3,b+2: Use only when you are sure this will connect. 1,1 hits high so if the opponenet blocks high, the whole combo can be blocked easily and leave you open for damadge. Best time to use it would be after a whiffed move or a successful parry.
1,1,3,f+3: Not a launcher but pushes back the opponent, so safe on block. Use to create space.
3,f+3: same as above.
Kori:
b+2: Launcher. Not safe on block, but big damadge combos come off b+2. Use it wisely or after a freeze or during mixups.
1,b+1: Great for mixups with d+3/d+4.
d+3/d+4: Good range and good for mixups with 1,b+1 and b+2.
b+4: another good low.
2: use it sparingly as it can catch many people offguard. Has a decent range but is unsafe on block.
Special moves:
Ice Freeze: Not that useful. Used best after a whiffed attack. Some that come to mind
are reiko's shuriken throw and jax's machine gun. If you whiff an ice freeze than subby
is unsafe for a decent amount of time. Kung lao's wind kick, scorpions hellfire can easily
punish a whiffed ice freeze.
Cold shoulder: another move that isnt that great but if used sparingly, it might be useful.
Catches opponents offguard if you use it sparingly and also helps in mixups somewhat. But yeah,
i wouldnt depend on it.
Ice Clone: This is a life saver since it can now be done in air. However, whiffed ice clones
leave subby open for damadge. But this is still his best special.
Ice Pillar: One of the worst recovery times in the game but also a starter to subby's most
damadging combos. You have to be very careful in using this move. Risk/reward ratio is somewhat
equal; it can win you a round or it can lose you a round. Easy 40% combos off an ice pillar.
Combos:
BNB combo after a freeze: 1,1,3 OR 1,1,3,2 and throw. Dont care if people cry cheap. I play to win. 30% damadge!
kori: b+2, b+2, 1,b+1 ----4 hits (25%)
kori: b+2, b+2, jump+cs, 2, 114 ----7 hits (28%)
kori: b+2, b+2, jump+cs, 2,cs+1134 ---8 hits (29%)
kori: b+2,cs,12...124 6 hits (34 damadge)
kori: b+2,cs,12..12...bf+4 6 hits (36 damadge)
kori: b+2,cs,12..113cs damadge (34-38 damadge depending on what hits you register for 113cs)
shotokan: du+2, 12, 124 6 hits (39%)
kori: b+2,cs,12...124, bf+4 (7 hits 40 damadge)
shotokan: du+2, 12, 12, bf+4 6 hits (41%)
shotokan: du+2, 12, 124, bf+4 7 hits (49%)
shotokan: du+2, 12, 113cs (40%) 50% if all hits connect
Shotokan:
3: mid hit and this is probably subby's best move. Free throw on hit. This
move alone makes subby top tier in MKA.
d+1: one of the best pokes in the game. Use it against charging opponents or just to put some space between you and your opponent.
d+3/d+4: d+1 is a great low but it can be parried. Use these as a substitution in case you fear d+1 will get parried.
b+2: its a launcher but unsafe on block. I rarely use it alone. see next move.
3,b+2: This is what you should be using alot in 50/50 mixups, especially if
your opponent is not great at wakeup games.
1,1,3,b+2: Use only when you are sure this will connect. 1,1 hits high so if the opponenet blocks high, the whole combo can be blocked easily and leave you open for damadge. Best time to use it would be after a whiffed move or a successful parry.
1,1,3,f+3: Not a launcher but pushes back the opponent, so safe on block. Use to create space.
3,f+3: same as above.
Kori:
b+2: Launcher. Not safe on block, but big damadge combos come off b+2. Use it wisely or after a freeze or during mixups.
1,b+1: Great for mixups with d+3/d+4.
d+3/d+4: Good range and good for mixups with 1,b+1 and b+2.
b+4: another good low.
2: use it sparingly as it can catch many people offguard. Has a decent range but is unsafe on block.
Special moves:
Ice Freeze: Not that useful. Used best after a whiffed attack. Some that come to mind
are reiko's shuriken throw and jax's machine gun. If you whiff an ice freeze than subby
is unsafe for a decent amount of time. Kung lao's wind kick, scorpions hellfire can easily
punish a whiffed ice freeze.
Cold shoulder: another move that isnt that great but if used sparingly, it might be useful.
Catches opponents offguard if you use it sparingly and also helps in mixups somewhat. But yeah,
i wouldnt depend on it.
Ice Clone: This is a life saver since it can now be done in air. However, whiffed ice clones
leave subby open for damadge. But this is still his best special.
Ice Pillar: One of the worst recovery times in the game but also a starter to subby's most
damadging combos. You have to be very careful in using this move. Risk/reward ratio is somewhat
equal; it can win you a round or it can lose you a round. Easy 40% combos off an ice pillar.
Combos:
BNB combo after a freeze: 1,1,3 OR 1,1,3,2 and throw. Dont care if people cry cheap. I play to win. 30% damadge!
kori: b+2, b+2, 1,b+1 ----4 hits (25%)
kori: b+2, b+2, jump+cs, 2, 114 ----7 hits (28%)
kori: b+2, b+2, jump+cs, 2,cs+1134 ---8 hits (29%)
kori: b+2,cs,12...124 6 hits (34 damadge)
kori: b+2,cs,12..12...bf+4 6 hits (36 damadge)
kori: b+2,cs,12..113cs damadge (34-38 damadge depending on what hits you register for 113cs)
shotokan: du+2, 12, 124 6 hits (39%)
kori: b+2,cs,12...124, bf+4 (7 hits 40 damadge)
shotokan: du+2, 12, 12, bf+4 6 hits (41%)
shotokan: du+2, 12, 124, bf+4 7 hits (49%)
shotokan: du+2, 12, 113cs (40%) 50% if all hits connect
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