I'm dissapointed by the gameplay. It looks like the combos are too damn long. I would rather have a challenging 4 or 5 hit combo that does a little less than a quarter of damage. Mk2 was so popular because combos where challenging, damaging, and easy to remember. I do think the series needs to evolve with longer combos , but Sub-zero is just too ridiculous. He's a combo machine. The last one at the end was 10 hits not including the freezeball. The thought of Subzero doing a 8 hit combo with an x-ray linked in must be around 60 percent damage.
However, I might be wrong. Maybe to pull off the big combos it takes a lot of skill and a lot of your meter. The other factor is that Subby could have a strong offensive and low offense. Although every character has the same amount of health in MK so they would have to change that rule. Still to early to really tell, and they should have time to balance this crap out. But IMO I would rather have short combos that are easy to remember. Combos that are deadly and give the player and advantage, but no more than 30 percent on the weakest character(health wise). It would also be nice to have combos that are good depending on the situation. I want one for a turtler, a spammer, a jumper, and a teleporter.
However, I might be wrong. Maybe to pull off the big combos it takes a lot of skill and a lot of your meter. The other factor is that Subby could have a strong offensive and low offense. Although every character has the same amount of health in MK so they would have to change that rule. Still to early to really tell, and they should have time to balance this crap out. But IMO I would rather have short combos that are easy to remember. Combos that are deadly and give the player and advantage, but no more than 30 percent on the weakest character(health wise). It would also be nice to have combos that are good depending on the situation. I want one for a turtler, a spammer, a jumper, and a teleporter.
0
The gameplay looks really nice... My only complaint is that his juggles were INSANE. I wish they would tone down on the emphasis on juggling the opp. and have more ground combos. I dunno I actually like long impressive combos that do a crazy chunk of damage like in Killer Instinct, lol (especially since you have combo breakers just like in that game) but I prefer them to be more grounded instead of playing volleyball with the opponent. I would prefer doing the shorter 2-4 hit small strings like the characters have now with specials in between that pull the opponent back in but still on the ground. Some juggling is obviously necessary because of certain combo enders and specials but the combos and certain made-for-combos specials (which everyone should have) should bring the person back to the ground instead of bouncing them like a volleyball that just looks really cheap and silly to me. I HATED them combo system from MKvsDC and it looks like it will be that again which is one my only real gripes so far. It looks really really awesome other than the over-juggling.


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0
Can't wait to play story mode, I hope it's not short...
After that, I'll probably spend a GREAT deal of time experimenting on tag-team combos...
After that, I'll probably spend a GREAT deal of time experimenting on tag-team combos...
I really enjoyed this video. Although, I do think that Kuai Liang's voice could be made a bit deeper. I understand the difference between the vignette's voice at the start though, I think that's meant to be Bi-Han speaking before he's killed in the vignette. Also, just wondering why the original poster of this video wasn't given any credit, seeing as they posted it yesterday?
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SubxZero Wrote:
Also, just wondering why the original poster of this video wasn't given any credit, seeing as they posted it yesterday?
Also, just wondering why the original poster of this video wasn't given any credit, seeing as they posted it yesterday?
As I'm sure most people have noticed, topical threads are closed in favour of superseding news posts. The most effective way to receive credit for a tip is actually by using the newslead submission form, rather than posting on the board. We receive many tips, however, and only the first name will be credited. No credit is given when a staffer finds news themselves, or when it is supplied by a first party source. We try to be prompt, but sometimes news can be delayed for various reasons, including the clarification of access and details.
Sub-Zero's looking pretty cool, which ever it is!


0
So nobody notices the stiff animation and the cheapness of some of those combos? 


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0
yeah some animations are a lil stiff, hope they keep working on those. and you should only be able to get about 3 to 4 juggles. oh yeah and i miss when sub zero froze you and YOU STAYED IN YOUR ANIMATION THAT YOU GOT FROZE IN. not stand back with your hands up like your posing. lol WTF.


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0
WingsOfRedemption Wrote:
So nobody notices the stiff animation and the cheapness of some of those combos?
So nobody notices the stiff animation and the cheapness of some of those combos?
Nobody notice this game is still in progress?


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0
My impressions:
Intro cutscene - I like how they introduce when young Sub is first facing off Scorpion. Sub makes a point across when he says "My brother participated in this folly", and fights for his family's honor. Scorpion notices it's not the Subzero he killed earlier. It's very cool how young Sub is honoring his older brother, as should anyone do for his family.
Gameplay - sick ass combos! I'm a combo juggler, especially with Subzero in previous games, and it hasn't looked better. I love when you slide during a combo, and it makes the opponent go over your head for an extra hit, it just looks really great for some reason. Also like the fact that the air punch causes them to bounce off the ground just like in MKvsDC, it's a great combo starter, addition. The subway level looks fucking gorgeous! awesome sound effects when train is passing by and lighting effects.
Subzero looks to be a hard hitter, slightly slower than his counterpart, yet still as much menacing.
The game is looking more and more like a priceless painting masterpiece by now. It feels like a never ending struggle waiting for this game to come out. 4 more fucking months.
Intro cutscene - I like how they introduce when young Sub is first facing off Scorpion. Sub makes a point across when he says "My brother participated in this folly", and fights for his family's honor. Scorpion notices it's not the Subzero he killed earlier. It's very cool how young Sub is honoring his older brother, as should anyone do for his family.
Gameplay - sick ass combos! I'm a combo juggler, especially with Subzero in previous games, and it hasn't looked better. I love when you slide during a combo, and it makes the opponent go over your head for an extra hit, it just looks really great for some reason. Also like the fact that the air punch causes them to bounce off the ground just like in MKvsDC, it's a great combo starter, addition. The subway level looks fucking gorgeous! awesome sound effects when train is passing by and lighting effects.
Subzero looks to be a hard hitter, slightly slower than his counterpart, yet still as much menacing.
The game is looking more and more like a priceless painting masterpiece by now. It feels like a never ending struggle waiting for this game to come out. 4 more fucking months.


0
Watched it a couple more times and I'm gonna be the mixed bag on Subz. It seems evident to me now that he was designed with the intent of being the opposition to Scorpion. Which is fine actually. He's looking like mainly a defensive fighter rather than offensive. Whereas Scoprion has alot of offensive stuff without a alot of obvious defensive stuff. That's cool too I guess.
The other thing I think is cool, but kinda weird is how they've managed to take away alot of the "ninja" stuff from him. Which makes a case for him not being a ninja in the first place. That's good because it plays into his MK:Mythologies proclamation ("I am not a ninja...I am Lin Kuei..."). It is character defining but the problem with it I think, is now I'm confused on what distinguishes him as a Lin Kuei. Is it just supposed to be that he can fight really well? Is it that he has element special moves? I'm having a hard time with defining his style.
He looks easy enough to use but I am disappointed. He looks slow... like, enough of his punches and stuff are wide swinging, and as a result, time consuming. I think that could be making him look like he's actually moving slowly. I also don't like his fighting stance this time around. Seems like one of his first fighting stances could work in this game but they didn't give it to him.
MK1
... MK2
MK3-MKT
Anyway....Somebody clue me in... what // who is a relative style to this Sub-Zero (maybe in other media or whatever)? I think I might be missing the point. In general, I always look for at least a "classic assassin" from Sub-Zero and I don't see a sharp edge when it comes to what that is typically portrayed as.
EDIT: - After looking though some of his old sprites, maybe what I'm missing is the "umph" that the MK3 Sub-Zero had. If this truly is the younger brother (guy with the scar, no mask, and non-ninja costume)....where's that classic combo with all those elbows, knees, and the finishing roundhouse?
In this game, I see he has that old roundhouse, but it doesn't really have the effect .... doesn't have the sting I think it used to.
Yea...I'm a mixed bag.
The other thing I think is cool, but kinda weird is how they've managed to take away alot of the "ninja" stuff from him. Which makes a case for him not being a ninja in the first place. That's good because it plays into his MK:Mythologies proclamation ("I am not a ninja...I am Lin Kuei..."). It is character defining but the problem with it I think, is now I'm confused on what distinguishes him as a Lin Kuei. Is it just supposed to be that he can fight really well? Is it that he has element special moves? I'm having a hard time with defining his style.
He looks easy enough to use but I am disappointed. He looks slow... like, enough of his punches and stuff are wide swinging, and as a result, time consuming. I think that could be making him look like he's actually moving slowly. I also don't like his fighting stance this time around. Seems like one of his first fighting stances could work in this game but they didn't give it to him.
MK1



Anyway....Somebody clue me in... what // who is a relative style to this Sub-Zero (maybe in other media or whatever)? I think I might be missing the point. In general, I always look for at least a "classic assassin" from Sub-Zero and I don't see a sharp edge when it comes to what that is typically portrayed as.
EDIT: - After looking though some of his old sprites, maybe what I'm missing is the "umph" that the MK3 Sub-Zero had. If this truly is the younger brother (guy with the scar, no mask, and non-ninja costume)....where's that classic combo with all those elbows, knees, and the finishing roundhouse?
In this game, I see he has that old roundhouse, but it doesn't really have the effect .... doesn't have the sting I think it used to.
Yea...I'm a mixed bag.


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yeah i wish they had the sig combos back from mk3 to. it really gave personality to them more than any half done fighting style ever did. the punches from him and alot fighters dont look "sharp" or stylish. they kind of look awakard. they really should of used mk3 move sets, and then built on from there for all of them. and where is the BLOOD?? it looks like mk vs dc blood spatter!!!!


0
Why are there complaints about the long combos? If you're clever enough, you should be awarded for your ability to do long combos where the damage is scaled back. In the last MKast they even talked about scaling down combo damage. If you got the brainpower, you should be able to do more than 3-4 hit combos and be rewarded for it. I've seen in most fighters though, someone's ability to poke and outsmart the other opponent has won the battle but a long combo with a smidgen more damage to turn the tide isn't bad.


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JADEdSCORPION Wrote:
Why are there complaints about the long combos? If you're clever enough, you should be awarded for your ability to do long combos where the damage is scaled back. In the last MKast they even talked about scaling down combo damage. If you got the brainpower, you should be able to do more than 3-4 hit combos and be rewarded for it. I've seen in most fighters though, someone's ability to poke and outsmart the other opponent has won the battle but a long combo with a smidgen more damage to turn the tide isn't bad.
Why are there complaints about the long combos? If you're clever enough, you should be awarded for your ability to do long combos where the damage is scaled back. In the last MKast they even talked about scaling down combo damage. If you got the brainpower, you should be able to do more than 3-4 hit combos and be rewarded for it. I've seen in most fighters though, someone's ability to poke and outsmart the other opponent has won the battle but a long combo with a smidgen more damage to turn the tide isn't bad.
yeah as long as the damage scailing is good like ss4. if you had long combos like that a good player would get you in a juggle and you would be finished. and juggles should only be 3 to 4 hits because of infinites like in mk3.


0
Maybe I'm having too much faith in the Mkteam, but I highly doubt there will be infinites this time around. With all the time they're spending on this game, I SERIOUSLY doubt it. And if there are a few, they have online patches now. They shouldn't rely on that, but you know people get sneaky. I STILL don't think your gameplay should be limited to just 3-4 hits. Not only that, we have breakers. Bear in mind that none of the opponents utilized their breakers. If you sit through all of that without so much as breaking it once, that's your fault.


0
JADEdSCORPION Wrote:
I STILL don't think your gameplay should be limited to just 3-4 hits. Not only that, we have breakers. Bear in mind that none of the opponents utilized their breakers. If you sit through all of that without so much as breaking it once, that's your fault.
I STILL don't think your gameplay should be limited to just 3-4 hits. Not only that, we have breakers. Bear in mind that none of the opponents utilized their breakers. If you sit through all of that without so much as breaking it once, that's your fault.
Agreed completely.
Let's not forget that in these demonstration videos, the opponent isn't actually fighting back or making any attempt to defend himself. This just shows us what Sub-Zero is capable of, not what every single one of us will be able to do easily every single time we play as him.


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JADEdSCORPION Wrote:
Maybe I'm having too much faith in the Mkteam, but I highly doubt there will be infinites this time around. With all the time they're spending on this game, I SERIOUSLY doubt it. And if there are a few, they have online patches now. They shouldn't rely on that, but you know people get sneaky. I STILL don't think your gameplay should be limited to just 3-4 hits. Not only that, we have breakers. Bear in mind that none of the opponents utilized their breakers. If you sit through all of that without so much as breaking it once, that's your fault.
Maybe I'm having too much faith in the Mkteam, but I highly doubt there will be infinites this time around. With all the time they're spending on this game, I SERIOUSLY doubt it. And if there are a few, they have online patches now. They shouldn't rely on that, but you know people get sneaky. I STILL don't think your gameplay should be limited to just 3-4 hits. Not only that, we have breakers. Bear in mind that none of the opponents utilized their breakers. If you sit through all of that without so much as breaking it once, that's your fault.
good point. the only thing im worried about with the kombo breakers is that they can easily mess up the flow of a game. i want them to have to load up a good while before being able to use. or it will be a breaker fest every 5 seconds. and i dont mean 3 to 4 combo hits, i mean 3 to 4 JUGGLES while in the air.


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0
and how did og subs every beat 4 GODS BY HIMSELF. gods must be pretty weak. in that case sub zero with the medallion should be win the tournament every year. lol
BIG_SYKE19 Wrote:
and how did og subs every beat 4 GODS BY HIMSELF. gods must be pretty weak.
and how did og subs every beat 4 GODS BY HIMSELF. gods must be pretty weak.
Or Sub-Zero must have been really,really powerful.
BIG_SYKE19 Wrote:
in that case sub zero with the medallion should be win the tournament every year. lol
in that case sub zero with the medallion should be win the tournament every year. lol
The only actual proper tournament we've seen was MK1. Maybe arguably MK2,even if it was a bullshit unofficial tournament. Everything afterwards was just a full-out interdimensional war.

0
Freeze
they need to fix the premature freezing of the opponent (especially in mid-air) before the ice stream touches him. IMO the slow freeze animation isnt needed if this is to be a fast paced game. I think as soon as the ice stream hits someone it should cause the person to glow blue and become frozen immediately without the bending back animation. and personally i like to see subby bend down on one knee again when he freezes.
Build
as mentioned in my last post, he's way to bulky! he's almost as big as jax if not bigger. Id like to see him slimmed down similar to kung laos body type.
Music
Presentation is another huge element. they need to go back to something like this
http://www.youtube.com/watch?v=xISjRbZVjx0
or this
http://www.youtube.com/watch?v=RGYkUAVO-uY
they need to fix the premature freezing of the opponent (especially in mid-air) before the ice stream touches him. IMO the slow freeze animation isnt needed if this is to be a fast paced game. I think as soon as the ice stream hits someone it should cause the person to glow blue and become frozen immediately without the bending back animation. and personally i like to see subby bend down on one knee again when he freezes.
Build
as mentioned in my last post, he's way to bulky! he's almost as big as jax if not bigger. Id like to see him slimmed down similar to kung laos body type.
Music
Presentation is another huge element. they need to go back to something like this
http://www.youtube.com/watch?v=xISjRbZVjx0
or this
http://www.youtube.com/watch?v=RGYkUAVO-uY


0
I don't think that music is going to be used ingame, honestly. It looped throughout the video and didn't pertain to any particular stage. I think it's just filler. Also, are breakers limited in number like in previous games? Or are they usable as long as you can build up the meter?
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T-rex Wrote:
Or Sub-Zero must have been really,really powerful.
BIG_SYKE19 Wrote:
and how did og subs every beat 4 GODS BY HIMSELF. gods must be pretty weak.
and how did og subs every beat 4 GODS BY HIMSELF. gods must be pretty weak.
Or Sub-Zero must have been really,really powerful.
It's a pretty slippery slope if you equate "power" with win/loss tiers.
Sometimes a guy can fight to be #1 and other days he gets his butt toasted by the undead hellspawn that's his immortal nemesis. Some days Liu Kang can take out the baddest mofos in the realms, other days he gets punked like a dork by Shang Tsung during his morning work-out. It's the nature of competition.
jbthrash Wrote:
I'm dissapointed by the gameplay. It looks like the combos are too damn long. I would rather have a challenging 4 or 5 hit combo that does a little less than a quarter of damage. Mk2 was so popular because combos where challenging, damaging, and easy to remember. I do think the series needs to evolve with longer combos , but Sub-zero is just too ridiculous. He's a combo machine. The last one at the end was 10 hits not including the freezeball. The thought of Subzero doing a 8 hit combo with an x-ray linked in must be around 60 percent damage.
However, I might be wrong. Maybe to pull off the big combos it takes a lot of skill and a lot of your meter. The other factor is that Subby could have a strong offensive and low offense. Although every character has the same amount of health in MK so they would have to change that rule. Still to early to really tell, and they should have time to balance this crap out. But IMO I would rather have short combos that are easy to remember. Combos that are deadly and give the player and advantage, but no more than 30 percent on the weakest character(health wise). It would also be nice to have combos that are good depending on the situation. I want one for a turtler, a spammer, a jumper, and a teleporter.
I'm dissapointed by the gameplay. It looks like the combos are too damn long. I would rather have a challenging 4 or 5 hit combo that does a little less than a quarter of damage. Mk2 was so popular because combos where challenging, damaging, and easy to remember. I do think the series needs to evolve with longer combos , but Sub-zero is just too ridiculous. He's a combo machine. The last one at the end was 10 hits not including the freezeball. The thought of Subzero doing a 8 hit combo with an x-ray linked in must be around 60 percent damage.
However, I might be wrong. Maybe to pull off the big combos it takes a lot of skill and a lot of your meter. The other factor is that Subby could have a strong offensive and low offense. Although every character has the same amount of health in MK so they would have to change that rule. Still to early to really tell, and they should have time to balance this crap out. But IMO I would rather have short combos that are easy to remember. Combos that are deadly and give the player and advantage, but no more than 30 percent on the weakest character(health wise). It would also be nice to have combos that are good depending on the situation. I want one for a turtler, a spammer, a jumper, and a teleporter.
Don't be disappointed with the gameplay. What you're not taking into account is a combo like the one performed vs Kung Lao would use up a persons entire Super Meter, thus stopping the use of an X-Ray attack until the Meter rebuilds to the maximum again. These bigger combos are only available if someone chooses to utilize the Enhance Special Moves over the X-Ray Attack.
Sub-Zero performs the following Super Meter depleting Enhanced Special Moves during the combo which would stop him from performing an X-Ray attack:
Icebeam (at least once, if not twice)
Swap-Attack using Kitana's Fan throw
Powerslide
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