Qwark28
Joker waiting room
@Tom Brady
@LionHeart V1
@Seapeople
@STB CharlieMurphy
@STB Sgt Reed
@quantum mekanikz
@long ass name
@CptXecution
@Semi Evil Ryu
@Denzell
@cyusstrike
@Avalanche
This is a matchup where subzero needs a decent lifelead, he doesn't build that much meter while ermac does, he can't turtle out ermac forever, I feel this matchup is 6-4 no matter what anyone else says , I play it with Metzos every week.
You NEED good meter management and patience, if you're not patient, don't choose subzero in this matchup.
Here's a breakdown and a further analysis later on
212, the ONLY string to clone you can use, anything else he can TKP after the clone.
22 is still useful because ermac may attempt to jump a max range D4 considering you're limited to 21 and that won't reach him but you'll put yourself at -6.
You can't play footsies with ermac unless in sweep distance, you constantly need to make up for his TKP chip and keep pushing him in the corner, be aware that that will not always happen, ermac WILL throw you and switch sides.
If you're in the corner when he throws you and he's out then he can't throw fireballs due to ex slide. He CAN tele your iceballs still but runs a greater risk of being ex slid in the corner.
TKP- Used from max to mid range, anything more is asking to come dangerously close to D4 hit distance, if he's crouching for the D4 you can go for 212/throw/F4, do test him out first incase he actually D4's you while you think he's giving you a free blockstring.
it is also used to whiff punish anything you do, deadly in the corner because you can't run away from it, you play by his rules if you have no meter.
Most important thing, every time he TKP's you get closer to him and the corner.
Air blast- Used with jik to gain the life lead by baiting an AA and condition you to block after F2 on block, air blast on hit grants a free JiP, however subs 22 is good at beating jumpkicks.
F114- ermacs favourite string, he gets a jip on you, uses this bad boy and he's just outside sweep distance, do be careful about dashing in, he can read it and throw you, you'd be suprised just how much range a throw has when you dash into it.
31/2/throw- the mixup will always come after a JiP, otherwise you can crouch after 3 and D4.
Teleport- Used to tele your iceballs in case you get too greedy trying to force a trade.
What I do, get a lifelead and get the fuck out, he can't reach you with TKP and can't chip you with fireballs, you're backing into the corner out of which you can armour and put him in it on reaction to any bullshit, if ermac gets a good enough lifelead then you either corner him or quit the round because it's extremely difficult to regain it, if he manages to wear you down or change sides then you're already finished.
Thankfully, the only true problem in this matchup is the fact that he can get the lead easier, you defend it much better and finding yourself cornered is only good for you if you have the meter to spare.
What YOU need to do is THROW, you can not expect to cover the TKP and normals chip with the typical brady do d4 do 212 get out and back in again, you HAVE to throw to not only cover the chip taken but inflict some actual damage difference of your own.
METER MANAGEMENT
Meter is exclusively used for, from most important to least
Breaker= keeps huge damage off of you
Slide= eliminates most of ermacs options when near the corner or defending the lead
Xray= last resort to armour through a projectile
POKING
Thought ermacs D3 was useless on stand block? Think again...
ermacs d3 on standing hit is -2, so you of course see the - and D4 or D3 it if point blank, right?
No. 3 frames to crouch and 7/8 frames to D3/4 means that he's always faster than you, you have to block a second poke then D4 him while if the second hits you, he got you while crouched and gains standard d3 advantage, if on the other hand you catch him crouched you get a very virtual +3, basically useless.
Will add more tomorrow.
@LionHeart V1
@Seapeople
@STB CharlieMurphy
@STB Sgt Reed
@quantum mekanikz
@long ass name
@CptXecution
@Semi Evil Ryu
@Denzell
@cyusstrike
@Avalanche
This is a matchup where subzero needs a decent lifelead, he doesn't build that much meter while ermac does, he can't turtle out ermac forever, I feel this matchup is 6-4 no matter what anyone else says , I play it with Metzos every week.
You NEED good meter management and patience, if you're not patient, don't choose subzero in this matchup.
Here's a breakdown and a further analysis later on
212, the ONLY string to clone you can use, anything else he can TKP after the clone.
22 is still useful because ermac may attempt to jump a max range D4 considering you're limited to 21 and that won't reach him but you'll put yourself at -6.
You can't play footsies with ermac unless in sweep distance, you constantly need to make up for his TKP chip and keep pushing him in the corner, be aware that that will not always happen, ermac WILL throw you and switch sides.
If you're in the corner when he throws you and he's out then he can't throw fireballs due to ex slide. He CAN tele your iceballs still but runs a greater risk of being ex slid in the corner.
TKP- Used from max to mid range, anything more is asking to come dangerously close to D4 hit distance, if he's crouching for the D4 you can go for 212/throw/F4, do test him out first incase he actually D4's you while you think he's giving you a free blockstring.
it is also used to whiff punish anything you do, deadly in the corner because you can't run away from it, you play by his rules if you have no meter.
Most important thing, every time he TKP's you get closer to him and the corner.
Air blast- Used with jik to gain the life lead by baiting an AA and condition you to block after F2 on block, air blast on hit grants a free JiP, however subs 22 is good at beating jumpkicks.
F114- ermacs favourite string, he gets a jip on you, uses this bad boy and he's just outside sweep distance, do be careful about dashing in, he can read it and throw you, you'd be suprised just how much range a throw has when you dash into it.
31/2/throw- the mixup will always come after a JiP, otherwise you can crouch after 3 and D4.
Teleport- Used to tele your iceballs in case you get too greedy trying to force a trade.
What I do, get a lifelead and get the fuck out, he can't reach you with TKP and can't chip you with fireballs, you're backing into the corner out of which you can armour and put him in it on reaction to any bullshit, if ermac gets a good enough lifelead then you either corner him or quit the round because it's extremely difficult to regain it, if he manages to wear you down or change sides then you're already finished.
Thankfully, the only true problem in this matchup is the fact that he can get the lead easier, you defend it much better and finding yourself cornered is only good for you if you have the meter to spare.
What YOU need to do is THROW, you can not expect to cover the TKP and normals chip with the typical brady do d4 do 212 get out and back in again, you HAVE to throw to not only cover the chip taken but inflict some actual damage difference of your own.
METER MANAGEMENT
Meter is exclusively used for, from most important to least
Breaker= keeps huge damage off of you
Slide= eliminates most of ermacs options when near the corner or defending the lead
Xray= last resort to armour through a projectile
POKING
Thought ermacs D3 was useless on stand block? Think again...
ermacs d3 on standing hit is -2, so you of course see the - and D4 or D3 it if point blank, right?
No. 3 frames to crouch and 7/8 frames to D3/4 means that he's always faster than you, you have to block a second poke then D4 him while if the second hits you, he got you while crouched and gains standard d3 advantage, if on the other hand you catch him crouched you get a very virtual +3, basically useless.
Will add more tomorrow.