Tom Brady
Noob
SUB-ZERO:
BEST NORMALS:
*HIT LEVEL:M,M - safe 2 hit string.
*HIT LEVEL:M,M,M - 3 hit string.
*+HIT LEVEL:H,M(overhead) - safe 2 hit string. used only in combos or as a punisher.
*+HIT LEVEL:M(overhead) - safe overhead. must be blocked in stand block.
*+HIT LEVEL: L - safe sweep.
*+HIT LEVEL:M - mid palm. can be charged for an unblockable that will freeze.
SPECIALS:
*Ice Blastd+)HIT LEVEL:H - freezes the opponent granting a combo. unsafe at close ranges.
*Ice Cloned+)HIT LEVEL:N/A - if the opponent touches the clone they will be frozen. Clone is blockable. if clone is read can be punished by certain attacks.
*Ice Puddled+)HIT LEVEL:Unblockable - opponent gets stuck and and Sub-Zero gets a free combo. very easy to jump on reaction and punish.
*Slidel++)HIT LEVEL: L - low advancing slide. punished by full combo on block.
:en MOVES:
*:en Ice Blastd++)HIT LEVEL:H - shoots an ice stream. very unsafe. the opponent is frozen for much longer if they are hit wile grounded.
*:en Ice Cloned++)HIT LEVEL:N/A - stays on screen longer then standard close.
*:en Ice Puddled++)HIT LEVEL:Unblockable - reaches full screen. opponent gets stuck and and Sub-Zero gets a free combo. very easy to jump on reaction.
*:en Slidel++)HIT LEVEL: L - faster then standard low advancing slide. on hit knocks the opponent backwards. does more damage. punished by full combo on block.
STRATEGY:
String:
this is the ONLY string you use.. EVER. you can pressure with and if it hits, you can confirm the hit and link in ice blast. if its blocked finish the string. you can cancel the last hit of this string with an ice clone or slide.
Sweep and +:
there is no reason to duck Sub-Zero in open space damage wise. however some people are just stupid and do it anyway. punish them with +~ice blast. when they start taking the sweep, they have to tech back to avoid wake up, and rolling back pushes them closer to the corner.
Spacing:
the object here is to keep the opponent in front of you and move them toward the corner. this is where you use the ice clone. use it like a shield to make sure no one crosses over a certain point of the screen. this allows you to cut off the screen while you advance.
Corners:
when the opponent is cornered use the clone to keep them trapped. set the clone up just outside of the corner then come in and pressure.
Anti Air:
uppercut, ice clone, or ~ice blast.
Slide:
when opponents jump back, slide is 99% guaranteed. then can place a kick at their lowest point but this is VERY rare. if you clone, you can :en slide and if it hits the opponent will be knocked backward back into the cone and you will get a juggle.
Wake Up Attack:
slide is invincible on start up when done as a "wake up attack".
Sub-Zero's :
a non charged has no armor. by charging, will now have armor when you release it.
COMBOS
STANDARD COMBOS:
1. AA or grounded ice clone, NJ/, dash +, ~slide
2. AA ~ice blast, l+), ~slide
3. ~ice blast, NJ/, dash +, ~slide
4. ~ice blast, jump in /~~slide
5. +~ice blast, jump in /~~slide
6. +~ice blast, NJ/, dash +, ~slide
7. +~ice blast, jump in /~~slide
8. +~ice blast, NJ/, dash +, ~slide
9. :en slide into ice clone placed behind you, dash l+), ~slide
10. (opponent in corner) ~ice blast, NJ/, NJ/, +, ~slide
11. (opponent in corner) +~ice blast, NJ/, NJ/, +, ~slide
12. (opponent in corner) +~ice blast, NJ/, NJ/, +, ~slide
COMBOS:
1. AA or grounded ice clone, NJ/, dash +, dash ~
2. AA ~ice blast, l+), dash ~
3. ~ice blast, NJ/, dash +, dash ~
4. ~ice blast, jump in /~~
5. +~ice blast, NJ/, dash +, dash ~
6. +~ice blast, jump in /~~
7. +~ice blast, NJ/, dash +, dash ~
8. +~ice blast, jump in /~~
9. (opponent in corner) ~ice blast, NJ/, NJ/, +, ~
10. (opponent in corner) +~ice blast, NJ/, NJ/, +, ~
11. (opponent in corner) +~ice blast, NJ/, NJ/, +, ~
FULL CHARGE + SET UP
BEST NORMALS:
*HIT LEVEL:M,M - safe 2 hit string.
*HIT LEVEL:M,M,M - 3 hit string.
*+HIT LEVEL:H,M(overhead) - safe 2 hit string. used only in combos or as a punisher.
*+HIT LEVEL:M(overhead) - safe overhead. must be blocked in stand block.
*+HIT LEVEL: L - safe sweep.
*+HIT LEVEL:M - mid palm. can be charged for an unblockable that will freeze.
SPECIALS:
*Ice Blastd+)HIT LEVEL:H - freezes the opponent granting a combo. unsafe at close ranges.
*Ice Cloned+)HIT LEVEL:N/A - if the opponent touches the clone they will be frozen. Clone is blockable. if clone is read can be punished by certain attacks.
*Ice Puddled+)HIT LEVEL:Unblockable - opponent gets stuck and and Sub-Zero gets a free combo. very easy to jump on reaction and punish.
*Slidel++)HIT LEVEL: L - low advancing slide. punished by full combo on block.
:en MOVES:
*:en Ice Blastd++)HIT LEVEL:H - shoots an ice stream. very unsafe. the opponent is frozen for much longer if they are hit wile grounded.
*:en Ice Cloned++)HIT LEVEL:N/A - stays on screen longer then standard close.
*:en Ice Puddled++)HIT LEVEL:Unblockable - reaches full screen. opponent gets stuck and and Sub-Zero gets a free combo. very easy to jump on reaction.
*:en Slidel++)HIT LEVEL: L - faster then standard low advancing slide. on hit knocks the opponent backwards. does more damage. punished by full combo on block.
STRATEGY:
String:
this is the ONLY string you use.. EVER. you can pressure with and if it hits, you can confirm the hit and link in ice blast. if its blocked finish the string. you can cancel the last hit of this string with an ice clone or slide.
Sweep and +:
there is no reason to duck Sub-Zero in open space damage wise. however some people are just stupid and do it anyway. punish them with +~ice blast. when they start taking the sweep, they have to tech back to avoid wake up, and rolling back pushes them closer to the corner.
Spacing:
the object here is to keep the opponent in front of you and move them toward the corner. this is where you use the ice clone. use it like a shield to make sure no one crosses over a certain point of the screen. this allows you to cut off the screen while you advance.
Corners:
when the opponent is cornered use the clone to keep them trapped. set the clone up just outside of the corner then come in and pressure.
Anti Air:
uppercut, ice clone, or ~ice blast.
Slide:
when opponents jump back, slide is 99% guaranteed. then can place a kick at their lowest point but this is VERY rare. if you clone, you can :en slide and if it hits the opponent will be knocked backward back into the cone and you will get a juggle.
Wake Up Attack:
slide is invincible on start up when done as a "wake up attack".
Sub-Zero's :
a non charged has no armor. by charging, will now have armor when you release it.
COMBOS
STANDARD COMBOS:
1. AA or grounded ice clone, NJ/, dash +, ~slide
2. AA ~ice blast, l+), ~slide
3. ~ice blast, NJ/, dash +, ~slide
4. ~ice blast, jump in /~~slide
5. +~ice blast, jump in /~~slide
6. +~ice blast, NJ/, dash +, ~slide
7. +~ice blast, jump in /~~slide
8. +~ice blast, NJ/, dash +, ~slide
9. :en slide into ice clone placed behind you, dash l+), ~slide
10. (opponent in corner) ~ice blast, NJ/, NJ/, +, ~slide
11. (opponent in corner) +~ice blast, NJ/, NJ/, +, ~slide
12. (opponent in corner) +~ice blast, NJ/, NJ/, +, ~slide
COMBOS:
1. AA or grounded ice clone, NJ/, dash +, dash ~
2. AA ~ice blast, l+), dash ~
3. ~ice blast, NJ/, dash +, dash ~
4. ~ice blast, jump in /~~
5. +~ice blast, NJ/, dash +, dash ~
6. +~ice blast, jump in /~~
7. +~ice blast, NJ/, dash +, dash ~
8. +~ice blast, jump in /~~
9. (opponent in corner) ~ice blast, NJ/, NJ/, +, ~
10. (opponent in corner) +~ice blast, NJ/, NJ/, +, ~
11. (opponent in corner) +~ice blast, NJ/, NJ/, +, ~
FULL CHARGE + SET UP