PwnStar
Noob
So I'm making this thread in hopes NRS or the community can gather opinions on changes to better guide Sub Zero in future updates with rational reasons as to why.
Currently GM just got a major nerf that seemed needed to some degree...however poorly executed as overkill in a lot of minds. Prior it also seemed GM was far superior to the other stances due to stronger neutral, set ups, and even damage (in corner). So here are my thoughts on changes to the variants (and yes currently they're all buffs as he no longer has any OP attributes I can see).
Grandmaster: I personally would like to see the clone not shatter on block...however since this seems to be the direction they want, I feel the hitbox needs to be improved or another effect applied. Sub doesn't have great mix ups, so clone was a way for him to apply pressure, he can no longer do that in the same way as many characters can easily poke him through it and now enter full pressure strings as though it wasn't there.
Currently GM just got a major nerf that seemed needed to some degree...however poorly executed as overkill in a lot of minds. Prior it also seemed GM was far superior to the other stances due to stronger neutral, set ups, and even damage (in corner). So here are my thoughts on changes to the variants (and yes currently they're all buffs as he no longer has any OP attributes I can see).
Grandmaster: I personally would like to see the clone not shatter on block...however since this seems to be the direction they want, I feel the hitbox needs to be improved or another effect applied. Sub doesn't have great mix ups, so clone was a way for him to apply pressure, he can no longer do that in the same way as many characters can easily poke him through it and now enter full pressure strings as though it wasn't there.
- Improve the hitbox - Prevent some moves from being able to get at Sub such as Raiden's electric fly that has EXTREMELY inconsistent results with going through clone or getting frozen. Sub should have to keep his distance to hide behind clone, but currently some disjointed hitboxes are absurd and can reach him on what is essentially a long recovery move if it's not doing its job.
- Knockback on block shattered clone - If Sub Zero blocks, clones shatters and all nearby characters are knocked back slightly. So if Sub blocks, both characters will likely push apart and be at neutral frames.This gives the opponent an out, but doesn't let them not respect it entirely to establish an offense, as is the case now (D'vorah wrecks clones now)
- Improve Hammer recovery - Hammers are too easy to block on reaction since they're slow and currently only the EX~hammer has practical use in combos and situational armor instances (often slide and shatter are better options aside from combo conversion miscreen). If you make hammers safe, Sub now has mix up pressure.
- Increase drop speed of air Hammer and make it safe on block - This move is currently way too slow and unsafe for practical use. It really has no use aside from some very high risk/low reward shenanigans. I feel it needs to be faster to make it useful as an air movement cancel and, if BOTH hits are blocked, should be safe (should definitely NOT be safe on just the ground hit).
- An overhead string or move - Aside from hammers, Sub could also use more overhead moves to open opponents up (we already got lows). 111 currently seems like an unoptimal combo filler with no real neutral purpose (correct me if I'm wrong), possibly retweek that to be a mix up string.
- Counter works on aerial attacks - It's far too easy to make jumps at this variations to avoid the counter, which is the main sell of the variation. This will help gain more hits to offset the linear neutral options.
- Improve aura recovery - If you improve the recovery you could make more moves useful as pressure tools to cancel into aura and keep applying pressure. Since it is a long activation, it offsets the ability to abuse it repeatedly. You could also potentially up combo damage in corner if a move can cancel into aura and continue the juggle.
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