UsedForGlue
"Strength isn't everything"
If Reo can make a balance fix list for the whole game, then I feel its ok to make a small list of adjustments for one character that I would hope to see for Unbreakable and Cryomancer. Since the start of the game, I have only main-ed Sub Zero, and I have a UK major win under my belt, I feel I know this character inside and out as early as this game is.
Lets be serious, Grandmaster is totally fine, lets not worry about that anymore, hopefully the community can put that to bed now.
These are not huge buffs, these are just small adjustments to strings, push back and hit levels, and if you have any knowledge of the character, you will understand, none of this will break the game.
UNIVERSAL:
112: Should remain -9 on block, but should have slightly more added pushback, as currently, it can only be used for combo enders, and nothing trumps the slide, or cold blooded.
114: Should be -6, the recovery frames should remain, to deny any shenanigans after ward by Sub Zero players who would attempt to misuse the string on the block.
MB Ice Ball; Faster on start up, as it doesn't really work as intended, it isn't as free as you would think to react to a projectile and blow through it with a 21 frame start up, most times, you get hit out of the MB ice ball completely, and lose the bar in the process.
CYRO:
D2: 9-10 frame start up, down from 13.
F421+3: On block should push the opponent back out of D4 range, but stay -11. On hit should be slightly plus on hit with way less knock back on the re-stand, giving you enough advantage for a standing 1, but not enough for B3, or B2, (14 and 17 frames) which means you would need to be +8, guaranteeing a standing 1, but nothing else. This would still allow a dash back on a B3. And if that is somehow too much to ask, then maybe consider an enhanced version of the string.
111: The last hit should be overhead, it should give enough stagger on hit for a RC F4, and on a full hit confirm you should be able to combo a normal ice ball without using a MB ice ball. Even if this was applied, there will be no 11, 11, 111 nonsense, as 11 is -5 with pushback and 31 recovery frames. 111 should stay -5 on block. It is currently only +1 on hit, nothing comes of this variation specific string without meter, not even a normal hammer on hit.
F122: The string should be -6, down from -8 on block, and pop up a tiny bit higher to allow the NJP easier.
F4 Hammer: Should be a 100% true block string, as right now, you can armour the hammer as it hits on block, even from F4.
Regular Hammer: Should be 0 on block as it 100% punishable when cancelled from every single string before the hammer lands, by everyone without armour (apart from F4). F4 hammer is punishable vs anyone with an armoured move, and certain characters can punish it on block without meter anyway, (Jax for example) I don't feel it should be punishable on block AND punishable before it hits, something has to give.
So I feel it should be 0 on block, and a true block string from F4, meaning you could still normally punish the hammer from any other string before it hits, even without armour.
MB Hammer should push back all opponents on block, even characters with short pushback, like Scorpion, Jax and Kotal.
Air Hammer: Should be Overhead then Low, and -6, down from -8, and possibly grant a hard knock down, either way, the hard knock down doesn't matter.
UNBREAKABLE:
MB Aura should reduce throw damage from 8% to 5%.
Aura cancel from F42, B12 and 123 should also be plus on block, just like it is from F4. Sub Zero's options from this can still be armoured.
When Aura is active, Sub Zero's throw damage should be buffed.
Faster uppercut in unbreakable variation.
Can anyone give me feedback on what they think might be too much? Considering these two variations will never be used by the majority while Grandmaster is a thing.
EDIT: I don't think B33 should combo into a normal ice ball, as right now it is fair that you use meter to combo from it. If you have access to a 50/50, you should have to spend meter to compensate. It is fine how it is, and it means you have to manage your meter. If Sub zero didn't use meter for a B33 hit confirm, then he wouldn't need meter for combos at all.
Lets be serious, Grandmaster is totally fine, lets not worry about that anymore, hopefully the community can put that to bed now.
These are not huge buffs, these are just small adjustments to strings, push back and hit levels, and if you have any knowledge of the character, you will understand, none of this will break the game.
UNIVERSAL:
112: Should remain -9 on block, but should have slightly more added pushback, as currently, it can only be used for combo enders, and nothing trumps the slide, or cold blooded.
114: Should be -6, the recovery frames should remain, to deny any shenanigans after ward by Sub Zero players who would attempt to misuse the string on the block.
MB Ice Ball; Faster on start up, as it doesn't really work as intended, it isn't as free as you would think to react to a projectile and blow through it with a 21 frame start up, most times, you get hit out of the MB ice ball completely, and lose the bar in the process.
CYRO:
D2: 9-10 frame start up, down from 13.
F421+3: On block should push the opponent back out of D4 range, but stay -11. On hit should be slightly plus on hit with way less knock back on the re-stand, giving you enough advantage for a standing 1, but not enough for B3, or B2, (14 and 17 frames) which means you would need to be +8, guaranteeing a standing 1, but nothing else. This would still allow a dash back on a B3. And if that is somehow too much to ask, then maybe consider an enhanced version of the string.
111: The last hit should be overhead, it should give enough stagger on hit for a RC F4, and on a full hit confirm you should be able to combo a normal ice ball without using a MB ice ball. Even if this was applied, there will be no 11, 11, 111 nonsense, as 11 is -5 with pushback and 31 recovery frames. 111 should stay -5 on block. It is currently only +1 on hit, nothing comes of this variation specific string without meter, not even a normal hammer on hit.
F122: The string should be -6, down from -8 on block, and pop up a tiny bit higher to allow the NJP easier.
F4 Hammer: Should be a 100% true block string, as right now, you can armour the hammer as it hits on block, even from F4.
Regular Hammer: Should be 0 on block as it 100% punishable when cancelled from every single string before the hammer lands, by everyone without armour (apart from F4). F4 hammer is punishable vs anyone with an armoured move, and certain characters can punish it on block without meter anyway, (Jax for example) I don't feel it should be punishable on block AND punishable before it hits, something has to give.
So I feel it should be 0 on block, and a true block string from F4, meaning you could still normally punish the hammer from any other string before it hits, even without armour.
MB Hammer should push back all opponents on block, even characters with short pushback, like Scorpion, Jax and Kotal.
Air Hammer: Should be Overhead then Low, and -6, down from -8, and possibly grant a hard knock down, either way, the hard knock down doesn't matter.
UNBREAKABLE:
MB Aura should reduce throw damage from 8% to 5%.
Aura cancel from F42, B12 and 123 should also be plus on block, just like it is from F4. Sub Zero's options from this can still be armoured.
When Aura is active, Sub Zero's throw damage should be buffed.
Faster uppercut in unbreakable variation.
Can anyone give me feedback on what they think might be too much? Considering these two variations will never be used by the majority while Grandmaster is a thing.
EDIT: I don't think B33 should combo into a normal ice ball, as right now it is fair that you use meter to combo from it. If you have access to a 50/50, you should have to spend meter to compensate. It is fine how it is, and it means you have to manage your meter. If Sub zero didn't use meter for a B33 hit confirm, then he wouldn't need meter for combos at all.
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