GamerBlake90
Blue Blurs for Life!
This bit of tech came to life after some PSN matches with RedRaptor10 this morning. If you absolutely hate the Ice Clone popping out after the conclusion of Sub-Zero's blockstrings, most notably 2 1 2 and 2 1 4...you will love what this topic's gonna cover, because it's a universal option for the entire roster.
Now, with this game having been out for almost three years now, I'm fairly certain this is known, but in my long memory of the matches I've watched between other players I have yet to see anyone do this. Regardless, I won't take any credit for finding this, I am just highlighting this revelation for some discussion.
As we should know, there's a fairly large gap in between the second and third hits of Sub-Zero's 2 1 2 block string. Characters with options that include godlike armor or six-frame pokes/specials can exploit this, while characters who lack those options aren't confident in their chances of interrupting the string.
But...
If Sub-Zero does 2 1 2, after you block the first two hits of the string, you can un-block, dash forward, and then cancel the dash by re-entering a blocking state quickly. This results in bringing your character closer to Sub-Zero right before he completes his string, so that when he tries to cancel into his clone, the clone won't come out because he's standing too close to you.
However, this will not work if Sub-Zero uses 2 1 4 instead, because there is no gap in that string to exploit. If you try, you'll get hit by a powerful roundhouse that takes 9% damage and sends you sailing to the other side of the screen while the Ice Clone materializes. This will not favor Sub-Zero in the least if he doesn't have the life lead, but if he does obtain the lead as a result of this scenario...well...shit. LOL.
You can do this with any character, regardless of their hitbox size. Although, again, if you have great armor options and are already consistent with interrupting 2 1 2, you may not find this necessary. To the ones who are less fortunate and are struggling against Sub-Zero, this may make all the difference.
VIDEO NOW UPLOADED!
Thanks to RedRaptor10 for helping me test this out when I figured out the tech in our matches.
EDIT: Going off my response to Shaolin 19, if you don't successfully block the third hit of 2 1 2, you'll get sent flying, but the clone will not materialize since your character's legs are occupying part of the area where the clone would appear. You'll also gain some space and some breathing room, so even if your defense is suffering, you'll come out ahead - provided Sub-Zero hasn't decided to go YOLO with an Ice Ball or Slide after you've blocked part of his string already, which shouldn't happen often because a good Sub-Zero will always hit-confirm between the clone or the Ice Ball depending on whether the opponent blocks 2 1 or gets hit by it.
And yes, to those who are curious, this option works if you should be on the wrong end of Sub-Zero's dreaded corner game.
Now, with this game having been out for almost three years now, I'm fairly certain this is known, but in my long memory of the matches I've watched between other players I have yet to see anyone do this. Regardless, I won't take any credit for finding this, I am just highlighting this revelation for some discussion.
As we should know, there's a fairly large gap in between the second and third hits of Sub-Zero's 2 1 2 block string. Characters with options that include godlike armor or six-frame pokes/specials can exploit this, while characters who lack those options aren't confident in their chances of interrupting the string.
But...
If Sub-Zero does 2 1 2, after you block the first two hits of the string, you can un-block, dash forward, and then cancel the dash by re-entering a blocking state quickly. This results in bringing your character closer to Sub-Zero right before he completes his string, so that when he tries to cancel into his clone, the clone won't come out because he's standing too close to you.
However, this will not work if Sub-Zero uses 2 1 4 instead, because there is no gap in that string to exploit. If you try, you'll get hit by a powerful roundhouse that takes 9% damage and sends you sailing to the other side of the screen while the Ice Clone materializes. This will not favor Sub-Zero in the least if he doesn't have the life lead, but if he does obtain the lead as a result of this scenario...well...shit. LOL.
You can do this with any character, regardless of their hitbox size. Although, again, if you have great armor options and are already consistent with interrupting 2 1 2, you may not find this necessary. To the ones who are less fortunate and are struggling against Sub-Zero, this may make all the difference.
VIDEO NOW UPLOADED!
Thanks to RedRaptor10 for helping me test this out when I figured out the tech in our matches.
EDIT: Going off my response to Shaolin 19, if you don't successfully block the third hit of 2 1 2, you'll get sent flying, but the clone will not materialize since your character's legs are occupying part of the area where the clone would appear. You'll also gain some space and some breathing room, so even if your defense is suffering, you'll come out ahead - provided Sub-Zero hasn't decided to go YOLO with an Ice Ball or Slide after you've blocked part of his string already, which shouldn't happen often because a good Sub-Zero will always hit-confirm between the clone or the Ice Ball depending on whether the opponent blocks 2 1 or gets hit by it.
And yes, to those who are curious, this option works if you should be on the wrong end of Sub-Zero's dreaded corner game.
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