-Stay out of his D1 range after the clone trap is up.....make a read and go for f4 if you think d1 is coming.So apparently, Johnny Cage is immune to Sub-Zero's ice clone corner prison.
-Can D1 past the clone and hit Sub-Zero's hurtbox, busting the clone and going for an escape
-Can also use D1 to avoid any jump-ins
-D1 can out-reach a 22 combo attempt; he can also bait into a guard and then punish the combo
-Shadow Clone (no EX) when it's propped close enough
-And if he's going for D1, he's ducking without blocking, so attempting a grab is pointless
With all these, you could slide, but that's only if he's not anticipating it. And then what do you do when you're prone to being counterattacked on his wakeup and you can't pop a new clone in time?
Did you even read the first page?Is there any midscreen meterless combo that causes more damage than 2, 2, Ice Ball, NJP, dash, 1, dash, b1, 2, 2, 1, 2, Slide (32%)?
I mean, not just changing the starter (b1, 2 causes more damage, I think).
Also, which are the most damaging combos with meter and with X on midscreen and on the corner?
MidScreen Meterless(with Jip):Is there any midscreen meterless combo that causes more damage than 2, 2, Ice Ball, NJP, dash, 1, dash, b1, 2, 2, 1, 2, Slide (32%)?
I mean, not just changing the starter (b1, 2 causes more damage, I think).
Also, which are the most damaging combos with meter and with X on midscreen and on the corner?
I did. That's when I realized that I knew more damaging midscreen meterless combos.Did you even read the first page?
The midscreen combos without X-ray are not as damaging as the b1, 2 version of the one I posted with a jip as a starter, thanks anyway. The corner combos are better than the ones I already knew, so thank you very much.MidScreen Meterless(with Jip):
Jip B12 Freeze Jip 214 Slide - 36%
MidScreen 1 bar:
Jip B12 Freeze Jip 214 Ex Slide - 39%
MidScreen X-Ray:
Jip B12 Freeze Jip 214 X-Ray - 53%
Corner Meterless:
Jip 214 Freeze 4 224 Slide - 41%
Corner 1 bar :
Jip 214 Freeze 4 224 Ex Slide - 43%
Corner X-Ray:
Jip 214 Freeze 4 244 X-Ray - 52%
The timing for the 4 in the corner might be diffcult for you at first,but once you get the timing down,it should be much easier on you.
You should NEVER do the combo you posted earlier, the reason the combos in the first post are lower damage is because the B121 ender is better in every way, the guaranteed chip in the end makes up for the damage.I did. That's when I realized that I knew more damaging midscreen meterless combos.
The midscreen combos without X-ray are not as damaging as the b1, 2 version of the one I posted with a jip as a starter, thanks anyway. The corner combos are better than the ones I already knew, so thank you very much.
I don't entirely understand, yet.You should NEVER do the combo you posted earlier, the reason the combos in the first post are lower damage is because the B121 ender is better in every way, the guaranteed chip in the end makes up for the damage.
B121 is +30 something, you get a guaranteed blockstring in the end of it or a throw mixup. 212 being guaranteed means you get 5% chip anyway and 33% of a bar.I don't entirely understand, yet.
How come that you have guaranteed chip damage at the end of a combo? I thought you could only have chip damage before the first hit confirmed.
You welcome!I did. That's when I realized that I knew more damaging midscreen meterless combos.
The midscreen combos without X-ray are not as damaging as the b1, 2 version of the one I posted with a jip as a starter, thanks anyway. The corner combos are better than the ones I already knew, so thank you very much.
You mean that ending with b121 you don't have knockdown, so you don't have to deal with wake up attacks, plus the opponent doesn't recover in time for anything, so you can add more pressure, right?B121 is +30 something, you get a guaranteed blockstring in the end of it or a throw mixup. 212 being guaranteed means you get 5% chip anyway and 33% of a bar.
Yes.You mean that ending with b121 you don't have knockdown, so you don't have to deal with wake up attacks, plus the opponent doesn't recover in time for anything, so you can add more pressure, right?
You have to time it. Go to practice and set the AI to auto block. After you land b1,2,1 on the opponent, approach and do standing 2.You mean that ending with b121 you don't have knockdown, so you don't have to deal with wake up attacks, plus the opponent doesn't recover in time for anything, so you can add more pressure, right?
Thanks a lot for the info, it's really useful.Yes.
Good tip. Thanks a bunch!You have to time it. Go to practice and set the AI to auto block. After you land b1,2,1 on the opponent, approach and do standing 2.
If the 2 whiffs, you're too early. If the 2 hits, you're too late. If the AI blocks the 2, you timed it right.
Thanks! It helps a bitOK. Pretty advanced Sub-Zero player.That midscreen carry combo where you dash 1 five times in a row that you're looking for......its not worth your time.Doing more then one Dash 1 in a Sub-Zero midscreen combo is just gonna reduce the overall damage of the combo and best you can get probably is two to three dash 1s before they drop out of the combo. Its meant for style & flash....nothing else.
Punish for a roll is: 212 xx freeze->Dash->B1(2)->22 xx Slide: 25% or 29%
Punish for Jax's Dash Punch: NJP B1(2) 212 xx slide: 25% or 26%
If you don't whether or not if you can do B1(2)(1) on a frozen opponent then just do: NJP B1(2) 212 slide or 214 slide.
Hope this helps.
Well actually they should work as they are described. You gotta make sure two thingsMidscreen Deep Jumpkick:
jk 22~slide = 20%
jk 22~ex freeze, (b1)2, 212~slide = 32%
That's also one thing that I don't understand yet. Does those combos apply when the opponent is frozen or not?
It seems I can't get those to land no matter how "deep" my jumpkick lands. Could anyone shed some light on how these are supposed to be done? Is there any special trick like small dash or anything that I could be missing?
Ok thanks I've just done it for the first time thanks to your instructions. The guide is not exactly perfect due to the fact that those dashes aren't mentioned at all. But yeah, I find those type of combos extremely hard to do. The hardest sub combos IMO are ATA like atap, dash, 21 freeze and so on, this one is extremely difficult. Plus those:Well actually they should work as they are described. You gotta make sure two things
a) the jk must be so deep that you can barely see the jk animation.
b)make sure that you dash foward to get the opponent bro ^^