Lokheit
Noob
The following document is meant to help Sub-Zero players, providing fast to find info about every single move without needing to test in the game:
In addition to stuff the game tells you (like frame data and damage), the document includes more information that the game won't tell you like:
- Damage scale for every move (the number that all following damage is multiplied by, for example everything following a B12 Iceball starter is multiplied by 0.95*0.95*0.75).
- Move properties in depth (if it's a hard knockdown instead of a regular one, if it's a restand, if the move crouches under high attacks, if it has armor, etc...). Even some "made up" terms like "Stomp" to indicate that Cryo's hammers can't be parried.
- Every special move that every command can combo into (in many cases can't be read from the provided frame data).
- Every special move that every command can jail into.
- The same but with no hit moves, providing the most optimal combo starter you can combo or jail into.
https://docs.google.com/spreadsheets/d/19oC6vP_NoSpfuhbKwPbvUSCtmbS5b0uDrS-bGLQLJDA/edit?usp=sharing
(I recommend to zoom out the browser tab a couple of hits to make it easier to read the table without needing to scroll to the sides in some pages).
As I made up some terms in the "Properties" section (like "Stomp" to indicate that Cryo's Hammer can't be parried) you can consult this document for the definition of each property (and you might find some info about more typical properties that maybe you didn't know like X-Ray Freeze allowing a second Freeze on he same combo):
https://docs.google.com/document/d/1IWOzt1rOPFrWnrEMrnBprLkRvxzjEe1dQ8kjfdYZxaQ/edit?usp=sharing
I used Sorcerer Quan Chi's armor spell timed up correctly to check the properties of some split strings, this way you can see how Icy Slide first hit isn't a Hard Knock Down (just a regular one) or Cryomancer's Air Frost Hammer first hit is a Restand (this one could also be checked in the corner).
Introduction:
I've mentioned a couple of times that I'm working on a huge Cryomancer video guide, it will still take some time because of the amount of info I'm trying to cover plus the video editing, but this is a sneak peak to help the community with stuff I already can show while I keep working on the big guide.
As part of the guide covers "universal Sub-Zero" stuff, I decided to also include in the document all the details from his other variations exclusive moves so every Sub-Zero can benefit from it. I hope it helps.
How to read the document:
Frame Data Tab:
This tab includes the frame data shown for every move in the in game move list. It's exactly as that list shows so some numbers might be wrong because the game shows them wrong (for example F4 block cancel is much better than what the list says and the X-Ray is 27 frames instead of the listed 12 that probably only refer to the first part).
Special Cancels Tab:
This tab shows which strings can cancel into each special move, marked in blue. Strings with conditions (like needing to stay close to the opponent or have him against the corner) are marked in a lighter blue with a description of the conditions ("or" indicates that only one of those conditions needs to happen and "and" requires both or more conditions).
Black cells indicate either not cancellable moves, auto block moves or strings belonging to a different variation than the special move (also marked with N/A).
Jailing Cancels Tab:
This table works like the previous one but in this case it refers to strings safely canceling into special moves (all hail F4, it's not even close as you can see).
Auto Block moves are listed here as even if they can't combo, they can jail.
No Hit Cancels:
This table shows which strings can be canceled into a no hit special move and have enough advantage for a combo. It includes special conditions when needed like the previous tables.
Each string includes the most optimal combo starter you can cancel into, but in some cases you can connect a slower move (for example in some cases where you can connect a B12, you can also connect a F4 but B12 is the better combo starter).
Many include a variant command because there are situations where one or the other can't connect properly (for example jump punches in the corner after using Unbreakable EX Ice Aura
No Hit Safety:
This table shows which strings can be canceled on block into a no hit special move and still be safe against the whole cast (tested against Reptile 6 frames armored fast advancing Slippery Slide). Cells in blue containing a command indicate that you have enough advantage to jail into that command.
Work In Progress:
In addition to stuff the game tells you (like frame data and damage), the document includes more information that the game won't tell you like:
- Damage scale for every move (the number that all following damage is multiplied by, for example everything following a B12 Iceball starter is multiplied by 0.95*0.95*0.75).
- Move properties in depth (if it's a hard knockdown instead of a regular one, if it's a restand, if the move crouches under high attacks, if it has armor, etc...). Even some "made up" terms like "Stomp" to indicate that Cryo's hammers can't be parried.
- Every special move that every command can combo into (in many cases can't be read from the provided frame data).
- Every special move that every command can jail into.
- The same but with no hit moves, providing the most optimal combo starter you can combo or jail into.
https://docs.google.com/spreadsheets/d/19oC6vP_NoSpfuhbKwPbvUSCtmbS5b0uDrS-bGLQLJDA/edit?usp=sharing
(I recommend to zoom out the browser tab a couple of hits to make it easier to read the table without needing to scroll to the sides in some pages).
As I made up some terms in the "Properties" section (like "Stomp" to indicate that Cryo's Hammer can't be parried) you can consult this document for the definition of each property (and you might find some info about more typical properties that maybe you didn't know like X-Ray Freeze allowing a second Freeze on he same combo):
https://docs.google.com/document/d/1IWOzt1rOPFrWnrEMrnBprLkRvxzjEe1dQ8kjfdYZxaQ/edit?usp=sharing
I used Sorcerer Quan Chi's armor spell timed up correctly to check the properties of some split strings, this way you can see how Icy Slide first hit isn't a Hard Knock Down (just a regular one) or Cryomancer's Air Frost Hammer first hit is a Restand (this one could also be checked in the corner).
Introduction:
I've mentioned a couple of times that I'm working on a huge Cryomancer video guide, it will still take some time because of the amount of info I'm trying to cover plus the video editing, but this is a sneak peak to help the community with stuff I already can show while I keep working on the big guide.
As part of the guide covers "universal Sub-Zero" stuff, I decided to also include in the document all the details from his other variations exclusive moves so every Sub-Zero can benefit from it. I hope it helps.
How to read the document:
- You will find multiple tabs, each of them providing different kinds of info about Sub-Zero's moves. On each tab you will always find on the left side the moves listed by name, parent move, command and variation.
- The list slightly alters the order shown in the game move list as some moves there like some Cryomancer strings don't follow a logical order next to their parent moves.
- If a move variation reads "ALL (REPLACED)" it means that it's an universal move that is replaced by a different one on some variations.
- If a move variation reads "ALL (ENHANCED)" it means that it's an universal move that some variations could enhance through certain means.
- Split strings (strings that contain multiple moves with different properties using a single command) are shown in parts to consult the properties of each one separatedly.
- Multi-Hit moves are shown as single moves because technically they count as the same move, with no damage penalty or altering properties from one hit to another until the last one (but the fact that they're Multi-Hit moves is listed on their properties along with the number of hits).
- Type: The type of the move, generally High, Mid, Overhead, Low or Throw. There are some special cases like Parry, Buff or Sequence that I made up to illustrate the move effects.
- Properties: Everything that the move does when it hits.
- Cancel: Indicates if the move can be cancelled or not. Some moves are listed as "YES" but the cell is colored in dark gray. This is because technically they can be cancelled, but they trigger Auto Block so you can't combo from them unless the opponent is airborne.
- Damage Scale: The damage scale applied by the move over all following damage. I'm preparing another exhaustive video guide explaining everything related to damage scale (will come sooner than the Cryomancer guide), for now just know that the natural damage of every hit in a combo is multiplied by the penalty of every single move that came before it.
I used Ice Klone setups to learn some non cancelable strings damage scale, but it wasn't possible with all of them.
Moves with damage scale including a '?' were checked using aditional stuns in custom combat and comparing the results with known moves, because I didn't have access to the exact decimal numbers I can't confirm 100% they're true.
Moves that I couldn't test even through custom combat are marked as N/A.
You will also notice that jumping attacks damage scale refers to the type of jumping attack. This will be explained when I release the Damage Scale Guide (it changes depending on the number of times you hit an airborne target with a jumping attack, jumping attacks against standing opponents is 0.9).
- Damage and Block Damage: As shown in the in game move list.
Frame Data Tab:
This tab includes the frame data shown for every move in the in game move list. It's exactly as that list shows so some numbers might be wrong because the game shows them wrong (for example F4 block cancel is much better than what the list says and the X-Ray is 27 frames instead of the listed 12 that probably only refer to the first part).
Special Cancels Tab:
This tab shows which strings can cancel into each special move, marked in blue. Strings with conditions (like needing to stay close to the opponent or have him against the corner) are marked in a lighter blue with a description of the conditions ("or" indicates that only one of those conditions needs to happen and "and" requires both or more conditions).
Black cells indicate either not cancellable moves, auto block moves or strings belonging to a different variation than the special move (also marked with N/A).
Jailing Cancels Tab:
This table works like the previous one but in this case it refers to strings safely canceling into special moves (all hail F4, it's not even close as you can see).
Auto Block moves are listed here as even if they can't combo, they can jail.
No Hit Cancels:
This table shows which strings can be canceled into a no hit special move and have enough advantage for a combo. It includes special conditions when needed like the previous tables.
Each string includes the most optimal combo starter you can cancel into, but in some cases you can connect a slower move (for example in some cases where you can connect a B12, you can also connect a F4 but B12 is the better combo starter).
Many include a variant command because there are situations where one or the other can't connect properly (for example jump punches in the corner after using Unbreakable EX Ice Aura
No Hit Safety:
This table shows which strings can be canceled on block into a no hit special move and still be safe against the whole cast (tested against Reptile 6 frames armored fast advancing Slippery Slide). Cells in blue containing a command indicate that you have enough advantage to jail into that command.
Work In Progress:
- No Hit Safety is tested against the fastest move in the game to be sure each move will be safe against the whole cast. I plan to add the frame disadvantage of the unsafe ones as they can still be safe against slower moves.
- I also plan to add the X-Ray Run Cancel on both No Hit tables just to be 100% informative but I'm not making it a top priority because it's more a gimmick than something you're going to use.
For now I can tell you that there is enough hit advantage that B12 into X-Ray Run Cancel can be followed up by a Jump In Punch 2 or a B2.
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