UsedForGlue
"Strength isn't everything"
I know we are all sick of these threads, but I feel I have a respectable knowledge on Sub Zero to give an educated opinion for Unbreakable and Cryomancer balance changes.
With KP2 on the horizon, I am still holding hope that the devs at NRS will continue to look into the weaker variations in the game and bring about a new meta for MKX. With the new releases of characters, we know that the chance for balance patches is inevitable, if and when that happens, here is a list of any changes I would hope to see for Sub Zero, obviously not all of them, but any of them would be a result.
NERFS:
Grandmaster: For Klone shatters to launch from the ground in the corner, they must be meter burned, I think 48% for an armour shattering, safe low launcher to be a bit much.
Frost bomb DB1 and MB DB1 to be much more punishable on block and on wiff.
Slides on wiff should have much more recovery frames to promote better play from Sub Zero players, it shouldn't be an excuse for bad mobility on the player's behalf.
GENERAL:
F4 - Has better recovery, allowing for F4 staggering.
B12 at -3, with a third hit added to the string.
112 = 0 on block, good amount of push back as he literally has no strings to push the opponent off.
114 = -6 on block, currently doesn't have a HKD quality, nor is it safe or damaging.
B334 = -8 on block.
MB Ice Ball should have a much faster start up.
GRAND MASTER:
Slightly more hit advantage on raw grounded klone shatters, possible damage over time effect added?
Increased block advantage on raw MB Klone shatters (not from block strings or strings on hit)
Klone throws on hit shouldn't launch the opponent back, it should leave them standing.
CRYOMANCER:
D2 to be high and much faster on start up, currently mid and 13 frames, never in a competitive game will anyone gamble on landing a Sub Zero D2, it is a death wish…also, it is mid but fully punishable on block…
NJP and J2 to include a Cryomancer Sword animation, same for every other weapon character in the game. Other characters with weapons have them added to the range on their NJP and J2, but for some reason, Cryo doesnt…even Lasher has this added.
Why Sub Zero Cyromancer wasn't given Erron Black’s impale move still boggles me to this day considering they already have this animation in stock with his MK9 Throw (which was amazing, and included a sword being broken off in the chest), I never seen a charcater with a sword and dagger variation with less sword and dagger moves centred around the variation.
F12 = +2 On block, for an offensive character, he literally has no or stagger game whatsoever.
MB Air Hammer should be Overhead then low, and launch. This is basic, judging by the animation.
UNBREAKABLE:
Parry should recover instantly on projectiles, and build Sub Zero meter for absorbing them.
MB Parry should be 1 frame, as its a parry, not an armoured move. Currently the slowest MB parry in the game.
Aura should build meter while blocking, same as Kotal.
MB Aura should build the same amount of meter Kotal Kahn does while taking damage.
MB Aura should have the same damage reduction that Kotal Kahn has.
Grounded aura shatters on hit should allow a follow up combo.
MB Aura shatters should be advantage on block.
MB Aura shatter should do much more damage on hit.
F4, 11, F42 into Aura on hit should allow a follow up combo, same as B12.
I understand that some of you might be saying “what? An armoured move that launches and is plus on block”, I hear you, but moves of this nature are already in the game.
Every single one of these hopes for a change to Sub Zero’s weak variations is already in the game currently, if it isn't Kung Lao’s MB Hat Spin, Tremors ground blast, Cassie’s Flip, Erron Black’s Sand Grenade, Tanya’s Safe armour etc etc, Sub Zero just appears to have lost the lottery on the properties and potential for his move set.
Does anyone disagree as to how any of these couldn’t help his weaker Cryomancer and Unbreakable variations or if any of these hopes/suggestions would be over powered? Of course, I don't expect every member on here to be an Unbreakable or Cryomancer expert, but I do assume there will be some pocket Cryo players.
Of course the last option would be to combine Unbreakable and Cryo, and make a whole new variation...never gonna happen.
With KP2 on the horizon, I am still holding hope that the devs at NRS will continue to look into the weaker variations in the game and bring about a new meta for MKX. With the new releases of characters, we know that the chance for balance patches is inevitable, if and when that happens, here is a list of any changes I would hope to see for Sub Zero, obviously not all of them, but any of them would be a result.
NERFS:
Grandmaster: For Klone shatters to launch from the ground in the corner, they must be meter burned, I think 48% for an armour shattering, safe low launcher to be a bit much.
Frost bomb DB1 and MB DB1 to be much more punishable on block and on wiff.
Slides on wiff should have much more recovery frames to promote better play from Sub Zero players, it shouldn't be an excuse for bad mobility on the player's behalf.
GENERAL:
F4 - Has better recovery, allowing for F4 staggering.
B12 at -3, with a third hit added to the string.
112 = 0 on block, good amount of push back as he literally has no strings to push the opponent off.
114 = -6 on block, currently doesn't have a HKD quality, nor is it safe or damaging.
B334 = -8 on block.
MB Ice Ball should have a much faster start up.
GRAND MASTER:
Slightly more hit advantage on raw grounded klone shatters, possible damage over time effect added?
Increased block advantage on raw MB Klone shatters (not from block strings or strings on hit)
Klone throws on hit shouldn't launch the opponent back, it should leave them standing.
CRYOMANCER:
D2 to be high and much faster on start up, currently mid and 13 frames, never in a competitive game will anyone gamble on landing a Sub Zero D2, it is a death wish…also, it is mid but fully punishable on block…
NJP and J2 to include a Cryomancer Sword animation, same for every other weapon character in the game. Other characters with weapons have them added to the range on their NJP and J2, but for some reason, Cryo doesnt…even Lasher has this added.
Why Sub Zero Cyromancer wasn't given Erron Black’s impale move still boggles me to this day considering they already have this animation in stock with his MK9 Throw (which was amazing, and included a sword being broken off in the chest), I never seen a charcater with a sword and dagger variation with less sword and dagger moves centred around the variation.
F12 = +2 On block, for an offensive character, he literally has no or stagger game whatsoever.
MB Air Hammer should be Overhead then low, and launch. This is basic, judging by the animation.
UNBREAKABLE:
Parry should recover instantly on projectiles, and build Sub Zero meter for absorbing them.
MB Parry should be 1 frame, as its a parry, not an armoured move. Currently the slowest MB parry in the game.
Aura should build meter while blocking, same as Kotal.
MB Aura should build the same amount of meter Kotal Kahn does while taking damage.
MB Aura should have the same damage reduction that Kotal Kahn has.
Grounded aura shatters on hit should allow a follow up combo.
MB Aura shatters should be advantage on block.
MB Aura shatter should do much more damage on hit.
F4, 11, F42 into Aura on hit should allow a follow up combo, same as B12.
I understand that some of you might be saying “what? An armoured move that launches and is plus on block”, I hear you, but moves of this nature are already in the game.
Every single one of these hopes for a change to Sub Zero’s weak variations is already in the game currently, if it isn't Kung Lao’s MB Hat Spin, Tremors ground blast, Cassie’s Flip, Erron Black’s Sand Grenade, Tanya’s Safe armour etc etc, Sub Zero just appears to have lost the lottery on the properties and potential for his move set.
Does anyone disagree as to how any of these couldn’t help his weaker Cryomancer and Unbreakable variations or if any of these hopes/suggestions would be over powered? Of course, I don't expect every member on here to be an Unbreakable or Cryomancer expert, but I do assume there will be some pocket Cryo players.
Of course the last option would be to combine Unbreakable and Cryo, and make a whole new variation...never gonna happen.
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