m (fix motion tags) |
|||
(28 intermediate revisions by 5 users not shown) | |||
Line 10: | Line 10: | ||
{{MK9MoveListHeader}} | {{MK9MoveListHeader}} | ||
{{MK9MoveListRow | Front Punch | fp | | }} | {{MK9MoveListRow | Front Punch | {{fp}} | | }} | ||
{{MK9MoveListRow | Back Punch | bp | | }} | {{MK9MoveListRow | Back Punch | {{bp}} | | }} | ||
{{MK9MoveListRow | Front Kick | fk | | }} | {{MK9MoveListRow | Front Kick | {{fk}} | | }} | ||
{{MK9MoveListRow | Back Kick | bk | | }} | {{MK9MoveListRow | Back Kick | {{bk}} | | }} | ||
{{MK9MoveListRow | Crouching Front Punch | d + fp | | }} | {{MK9MoveListRow | Crouching Front Punch | {{d}} + {{fp}} | | }} | ||
{{MK9MoveListRow | Crouching Back Punch | d + bp | | }} | {{MK9MoveListRow | Crouching Back Punch | {{d}} + {{bp}} | | }} | ||
{{MK9MoveListRow | Crouching Front Kick | d + fk | | }} | {{MK9MoveListRow | Crouching Front Kick | {{d}} + {{fk}} | | }} | ||
{{MK9MoveListRow | Crouching Back Kick | d + bk | | }} | {{MK9MoveListRow | Crouching Back Kick | {{d}} + {{bk}} | | }} | ||
{{MK9MoveListRow | Angled Jumping Punch | during angled jump, fp or bp | | }} | {{MK9MoveListRow | Angled Jumping Punch | during angled jump, {{fp}} or {{bp}} | | }} | ||
{{MK9MoveListRow | Angled Jumping Kick | during angled jump, fk or bk | | }} | {{MK9MoveListRow | Angled Jumping Kick | during angled jump, {{fk}} or {{bk}} | | }} | ||
{{MK9MoveListRow | Straight Up Jumping Punch | during straight up jump, fp or bp | ?% | med groundbounce }} | {{MK9MoveListRow | Straight Up Jumping Punch | during straight up jump, {{fp}} or {{bp}} | ?% | {{med}} {{groundbounce}} }} | ||
{{MK9MoveListRow | Straight Up Jumping Kick | during straight up jump, fk or bk | ?% | med knockdown }} | {{MK9MoveListRow | Straight Up Jumping Kick | during straight up jump, {{fk}} or {{bk}} | ?% | {{med}} {{knockdown}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 27: | Line 27: | ||
{{MK9MoveListHeader}} | {{MK9MoveListHeader}} | ||
{{MK9MoveListRow | Backfist | f + fp | ?% | }} | {{MK9MoveListRow | Backfist | {{f}} + {{fp}} | ?% | }} | ||
{{MK9MoveListRow | Chest Swipe | b + bp | ?% | }} | {{MK9MoveListRow | Chest Swipe | {{b}} + {{bp}} | ?% | }} | ||
{{MK9MoveListRow | Head Chop | f + bp | ?% | }} | {{MK9MoveListRow | Head Chop | {{f}} + {{bp}} | ?% | }} | ||
{{MK9MoveListRow | Spinning Low Kick | b + fk | ?% | low }} | {{MK9MoveListRow | Spinning Low Kick | {{b}} + {{fk}} | ?% | {{low}} }} | ||
{{MK9MoveListRow | Splits Attack | u + bk | ?% | }} | {{MK9MoveListRow | Splits Attack | {{u}} + {{bk}} | ?% | }} | ||
{{MK9MoveListRow | Straight Stab | b + fp | ?% | }} | {{MK9MoveListRow | Straight Stab | {{b}} + {{fp}} | ?% | }} | ||
{{MK9MoveListRow | Back Spin Kick | f + bk | ?% | }} | {{MK9MoveListRow | Back Spin Kick | {{f}} + {{bk}} | ?% | }} | ||
{{MK9MoveListRow | Sweep | b + bk | ?% | low sweep }} | {{MK9MoveListRow | Sweep | {{b}} + {{bk}} | ?% | {{low}} {{sweep}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 40: | Line 40: | ||
{{MK9MoveListHeader}} | {{MK9MoveListHeader}} | ||
{{MK9MoveListRow | Throw (Away) | b or n + fp + fk | | throw }} | {{MK9MoveListRow | Throw (Away) | {{b}} or {{n}} + {{fp}} + {{fk}} | | {{throw}} }} | ||
{{MK9MoveListRow | Throw (Towards) | f + fp + fk | | throw }} | {{MK9MoveListRow | Throw (Towards) | {{f}} + {{fp}} + {{fk}} | | {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 47: | Line 47: | ||
{{MK9MoveListHeader}} | {{MK9MoveListHeader}} | ||
{{MK9MoveListRow | Cyborg Assault | fp --- fp --- fp | ?% --- ?% --- ?% | 2nd hit: bufferable }} | {{MK9MoveListRow | Cyborg Assault | {{fp}} {{---}} {{fp}} {{---}} {{fp}} | ?% {{---}} ?% {{---}} ?% | 2nd hit: {{bufferable}} }} | ||
{{MK9MoveListRow | Automation | fp --- fp --- bp | ?% --- ?% --- ?% | 2nd & 3rd hit: bufferable }} | {{MK9MoveListRow | Automation | {{fp}} {{---}} {{fp}} {{---}} {{bp}} | ?% {{---}} ?% {{---}} ?% | 2nd & 3rd hit: {{bufferable}} }} | ||
{{MK9MoveListRow | Drive Power | fp --- fp --- f + bk | ?% --- ?% --- ?% | 2nd hit: bufferable }} | {{MK9MoveListRow | Drive Power | {{fp}} {{---}} {{fp}} {{---}} {{f}} + {{bk}} | ?% {{---}} ?% {{---}} ?% | 2nd hit: {{bufferable}} }} | ||
{{MK9MoveListRow | Freezing Pain | f + fp --- bk | ?% --- ?% | }} | {{MK9MoveListRow | Freezing Pain | {{f}} + {{fp}} {{---}} {{bk}} | ?% {{---}} ?% | }} | ||
{{MK9MoveListRow | Cryo Bash | f + bp --- bp --- fp | ?% --- ?% --- ?% | }} | {{MK9MoveListRow | Cryo Bash | {{f}} + {{bp}} {{---}} {{bp}} {{---}} {{fp}} | ?% {{---}} ?% {{---}} ?% | }} | ||
{{MK9MoveListRow | Frost | b + fp --- bp | ?% --- ?% | }} | {{MK9MoveListRow | Frost | {{b}} + {{fp}} {{---}} {{bp}} | ?% {{---}} ?% | }} | ||
{{MK9MoveListRow | Wildcard | b + bp --- bp | ?% --- ?% | 2nd hit: bufferable }} | {{MK9MoveListRow | Wildcard | {{b}} + {{bp}} {{---}} {{bp}} | ?% {{---}} ?% | 2nd hit: {{bufferable}} }} | ||
{{MK9MoveListRow | Upload | b + bp --- bk | ?% --- ?% | }} | {{MK9MoveListRow | Upload | {{b}} + {{bp}} {{---}} {{bk}} | ?% {{---}} ?% | }} | ||
{{MK9MoveListRow | Reboot | fk --- bk | ?% --- ?% | last hit: med , juggle }} | {{MK9MoveListRow | Reboot | {{fk}} {{---}} {{bk}} | ?% {{---}} ?% | last hit: {{med}} , juggle }} | ||
{{MK9MoveListRow | Nano Smash | bp --- fp --- bp + fp | ?% --- ?% --- ?% | 2nd hit: bufferable last hit: launch }} | {{MK9MoveListRow | Nano Smash | {{bp}} {{---}} {{fp}} {{---}} {{bp}} + {{fp}} | ?% {{---}} ?% {{---}} ?% | 2nd hit: {{bufferable}} last hit: {{launch}} }} | ||
{{MK9MoveListRow | System Error | fk --- fk --- bp | ?% --- ?% --- ?% | 2nd hit: low 2nd, 3rd hit: bufferable }} | {{MK9MoveListRow | System Error | {{fk}} {{---}} {{fk}} {{---}} {{bp}} | ?% {{---}} ?% {{---}} ?% | 2nd hit: {{low}} 2nd, 3rd hit: {{bufferable}} }} | ||
{{MK9MoveListRow | Blizzard | b + fk --- bp --- fp | ?% --- ?% --- ?% | 1st hit: low 2nd hit: launch 3rd hit: knockdown }} | {{MK9MoveListRow | Blizzard | {{b}} + {{fk}} {{---}} {{bp}} {{---}} {{fp}} | ?% {{---}} ?% {{---}} ?% | 1st hit: {{low}} 2nd hit: {{launch}} 3rd hit: {{knockdown}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 64: | Line 64: | ||
{{MK9MoveListHeader}} | {{MK9MoveListHeader}} | ||
{{MK9MoveListRow | Dual Core | fk --- bk --- tg | N/A | Sets up combo for partner }} | {{MK9MoveListRow | Dual Core | {{fk}} {{---}} {{bk}} {{---}} {{tg}} | N/A | Sets up combo for partner }} | ||
{{MK9MoveListRow | Meltdown | b + fk --- bp --- tg | N/A | Sets up combo for partner }} | {{MK9MoveListRow | Meltdown | {{b}} + {{fk}} {{---}} {{bp}} {{---}} {{tg}} | N/A | Sets up combo for partner }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 71: | Line 71: | ||
{{MK9MoveListHeader}} | {{MK9MoveListHeader}} | ||
{{MK9MoveListRow | Dry Ice | fp --- fp --- tg | Based on Teammate | }} | {{MK9MoveListRow | Dry Ice | {{fp}} {{---}} {{fp}} {{---}} {{tg}} | Based on Teammate | }} | ||
{{MK9MoveListRow | Glacier | bp --- fp --- tg | Based on Teammate | }} | {{MK9MoveListRow | Glacier | {{bp}} {{---}} {{fp}} {{---}} {{tg}} | Based on Teammate | }} | ||
{{MK9MoveListRow | Ice Over | f + bp --- bp --- tg | Based on Teammate | }} | {{MK9MoveListRow | Ice Over | {{f}} + {{bp}} {{---}} {{bp}} {{---}} {{tg}} | Based on Teammate | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 84: | Line 84: | ||
{{MK9MoveListHeader}} | {{MK9MoveListHeader}} | ||
{{MK9MoveListRow | Ice Bomb (Close) | b , b + fk | ?% | unblockable }} | {{MK9MoveListRow | Ice Bomb (Close) | {{b}} , {{b}} + {{fk}} | ?% | {{unblockable}} }} | ||
{{MK9MoveListRow | Ice Bomb (Medium) | f , f + fk | ?% | unblockable }} | {{MK9MoveListRow | Ice Bomb (Medium) | {{f}} , {{f}} + {{fk}} | ?% | {{unblockable}} }} | ||
{{MK9MoveListRow | Ice Bomb (Far) | b , b , f + bk | ?% | unblockable }} | {{MK9MoveListRow | Ice Bomb (Far) | {{b}} , {{b}} , {{f}} + {{bk}} | ?% | {{unblockable}} }} | ||
{{MK9MoveListRow | Ice Ball | d , f + fp | ?% | }} | {{MK9MoveListRow | Ice Ball | {{d}} , {{f}} + {{fp}} | ?% | }} | ||
{{MK9MoveListRow | Slide | b , f + bk | ?% | low sweep }} | {{MK9MoveListRow | Slide | {{b}} , {{f}} + {{bk}} | ?% | {{low}} {{sweep}} }} | ||
{{MK9MoveListRow | Ice Parry | d , b + bp | ?% | Parries all highs }} | {{MK9MoveListRow | Ice Parry | {{d}} , {{b}} + {{bp}} | ?% | Parries all highs and throws }} | ||
{{MK9MoveListRow | Teleport | d , b + fp | ?% | }} | {{MK9MoveListRow | Teleport | {{d}} , {{b}} + {{fp}} | ?% | }} | ||
{{MK9MoveListRow | Divekick (Close) | in air: d + fk | ?% | }} | {{MK9MoveListRow | Divekick (Close) | in air: {{d}} + {{fk}} | ?% | }} | ||
{{MK9MoveListRow | Divekick (Far) | in air: d + bk | ?% | }} | {{MK9MoveListRow | Divekick (Far) | in air: {{d}} + {{bk}} | ?% | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 98: | Line 98: | ||
{{MK9MoveListHeader}} | {{MK9MoveListHeader}} | ||
{{MK9MoveListRow | Ice Beam | d , f + fp + bl | ?% | fullscreen }} | {{MK9MoveListRow | Ice Beam | {{d}} , {{f}} + {{fp}} + {{bl}} | ?% | fullscreen }} | ||
{{MK9MoveListRow | Cyber Slide | b , f + bk + bl | ?% | low sweep }} | {{MK9MoveListRow | Cyber Slide | {{b}} , {{f}} + {{bk}} + {{bl}} | ?% | {{low}} {{sweep}} }} | ||
{{MK9MoveListRow | Cryo Bomb (all versions) | (Close) b b + fk + bl | ?% | Unblockable Drops 3 bombs }} | {{MK9MoveListRow | Cryo Bomb (all versions) | (Close) {{b}} {{b}} + {{fk}} + {{bl}} | ?% | Unblockable Drops 3 bombs }} | ||
{{MK9MoveListRow | | (Medium) f f + fk + bl | ?% | }} | {{MK9MoveListRow | | (Medium) {{f}} {{f}} + {{fk}} + {{bl}} | ?% | }} | ||
{{MK9MoveListRow | | (Far) b b f + fk + bl | ?% | }} | {{MK9MoveListRow | | (Far) {{b}} {{b}} {{f}} + {{fk}} + {{bl}} | ?% | }} | ||
{{MK9MoveListRow | Bangport | d , b + fp + bl | ?% | hits opponent up close }} | {{MK9MoveListRow | Bangport | {{d}} , {{b}} + {{fp}} + {{bl}} | ?% | hits opponent up close }} | ||
{{MK9MoveListRow | Frozen Parry | d , b + bp + bl | ?% | Parries any hit and freezes }} | {{MK9MoveListRow | Frozen Parry | {{d}} , {{b}} + {{bp}} + {{bl}} | ?% | Parries any hit and freezes }} | ||
{{MK9MoveListRow | Power Kick (Close) | in air: d + fk + bl | ?% | }} | {{MK9MoveListRow | Power Kick (Close) | in air: {{d}} + {{fk}} + {{bl}} | ?% | }} | ||
{{MK9MoveListRow | Power Kick (Far) | in air: d + bk + bl | ?% | }} | {{MK9MoveListRow | Power Kick (Far) | in air: {{d}} + {{bk}} + {{bl}} | ?% | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 113: | Line 113: | ||
{{MK9MoveListHeader}} | {{MK9MoveListHeader}} | ||
{{MK9MoveListRow | Slide | b , f + bk | ?% | low sweep }} | {{MK9MoveListRow | Slide | {{b}} , {{f}} + {{bk}} | ?% | {{low}} {{sweep}} }} | ||
{{MK9MoveListRow | Ice Parry | d , b + bp | ?% | Parries all highs }} | {{MK9MoveListRow | Ice Parry | {{d}} , {{b}} + {{bp}} | ?% | Parries all highs }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 120: | Line 120: | ||
{{MK9MoveListHeader}} | {{MK9MoveListHeader}} | ||
{{MK9MoveListRow | Cool Down | in air: fk + bk + bl | | }} | {{MK9MoveListRow | Cool Down | in air: {{fk}} + {{bk}} + {{bl}} | | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 126: | Line 126: | ||
{{MK9FatalityHeader}} | {{MK9FatalityHeader}} | ||
{{FatalityRow | Fatality 1 | d b d f + bp | Jump}} | {{FatalityRow | Fatality 1 | {{d}} {{b}} {{d}} {{f}} + {{bp}} | Jump}} | ||
{{FatalityRow | Fatality 2 | d d b d + fp | Jump}} | {{FatalityRow | Fatality 2 | {{d}} {{d}} {{b}} {{d}} + {{fp}} | Jump}} | ||
{{FatalityRow | Stage Fatality | d d u + bl | Varies}} | {{FatalityRow | Stage Fatality | {{d}} {{d}} {{u}} + {{bl}} | Varies}} | ||
{{FatalityRow | Babality | d b f + bl | Jump}} | {{FatalityRow | Babality | {{d}} {{b}} {{f}} + {{bl}} | Jump}} | ||
</div> | </div> | ||
Line 138: | Line 138: | ||
=== Command Normals === | === Command Normals === | ||
[[File:B.png]] + [[File:fp.png]] | |||
Good for pokes, use only to keep opponents from advancing in. Unsafe on block upclose. | |||
<br> | |||
=== Kombo Attacks === | === Kombo Attacks === | ||
Line 145: | Line 149: | ||
[[File:fk.png]] , [[File:bk.png]] | [[File:fk.png]] , [[File:bk.png]] | ||
Safe | Safe high-mid hit string. Overheads and juggles. Good for corner combos. | ||
[[File:fk.png]] , [[File:fk.png]] , [[File: | [[File:fk.png]] , [[File:fk.png]] , [[File:bp.png]] | ||
Safe string. Gives advantage on hit but pushes opponent back. Use from corner to mid screen. | Safe high-low-high string. Mix up this string with the above string. Gives advantage on hit but pushes opponent back. Use from corner to mid screen range. | ||
[[File:bp.png]] , [[File:fp.png]] | [[File:bp.png]] , [[File:fp.png]] | ||
Easy hit confirmable string. Hits crouchers. Buffers into all specials. Tack on [[File:fp.png]] + [[File:bp.png]] to launch them | Easy hit confirmable string. Hits crouchers. Buffers into all specials. Use for mixups into throws often. Tack on [[File:fp.png]] + [[File:bp.png]] to launch them for juggles. | ||
[[File:B.png]] + [[File:fk.png]] , [[File:bp.png]] | |||
Low launcher string. Completely unsafe on the ground. Use only in crossover Jump in punch combo starters. | |||
<br> | <br> | ||
Line 163: | Line 172: | ||
'''Dive Kick''' | '''Dive Kick''' | ||
His best weapon because its so damn safe. Learn to use them at lower levels of the jump. High dives can be punished by a fast special. Very good | His best weapon because its so damn safe. Learn to use them at lower levels of the jump. High dives can be punished by a fast special. Very good for punishing projectiles from midscreen. | ||
'''Ice Ball''' | |||
Sub's standard ice ball. Can be punished upclose. Can be crouched low without blocking. | |||
'''Ice Parry''' | '''Ice Parry''' | ||
Surprising good counter because it comes out fast. Ground and anti-air. Use this to stop rushdowners. Remember that lows and projectiles do not parry. | Surprising good counter because it comes out fast. Ground and anti-air. Throw attempts also get parried. Use this to stop rushdowners. You can use this to make unsafe bufferable strings safe, but use sparingly or you will eventually get punished. Remember that lows and projectiles do not parry. | ||
<br> | <br> | ||
Line 183: | Line 196: | ||
Parries all. Lows, mids, and highs. Leaves opponent completely frozen so follow up with a free combo. | Parries all. Lows, mids, and highs. Leaves opponent completely frozen so follow up with a free combo. | ||
<br> | <br> | ||
Line 196: | Line 208: | ||
== Advanced Strategy == | == Advanced Strategy == | ||
'''Dash Cancelling''': | |||
Cyber Sub can cancel his dashes directly into other dashes, making him very quick on the ground. This works going both forward and backward. This is a unique ability that you should take advantage of. | |||
'''Corner 2-Meter Trap''' | |||
Doing the enhanced Bombs directly followed by the enhanced Ice Beam creates a trap that only teleporters will escape. If the opponent remains grounded, the bombs will freeze them, and if they jump, they will be caught by the Ice Beam. Also, you must make sure you are close enough to the corner before employing this trap, because otherwise the opponent can escape the bombs by moving backwards and then block the Ice Beam. | |||
<br> | |||
== Combos == | == Combos == | ||
Line 211: | Line 232: | ||
'''10-Hits''': [[File:bp.png]] , [[File:fp.png]] [[File:---.png]] Iceball [[File:---.png]] Jump in Punch [[File:---.png]] [[File:bp.png]] , [[File:fp.png]] , [[File:fp.png]] + [[File:bp.png]] [[File:---.png]] Dash [[File:---.png]] [[File:B.png]] + [[File:bp.png]] , [[File:bp.png]] [[File:---.png]] Slide | '''10-Hits''': [[File:bp.png]] , [[File:fp.png]] [[File:---.png]] Iceball [[File:---.png]] Jump in Punch [[File:---.png]] [[File:bp.png]] , [[File:fp.png]] , [[File:fp.png]] + [[File:bp.png]] [[File:---.png]] Dash [[File:---.png]] [[File:B.png]] + [[File:bp.png]] , [[File:bp.png]] [[File:---.png]] Slide | ||
'''11-Hits''': Jump in Punch [[File:bp.png]] , [[File:fp.png]] [[File:---.png]] Iceball [[File:---.png]] Jump in Punch [[File:---.png]] [[File:bp.png]] , [[File:fp.png]] , [[File:fp.png]] + [[File:bp.png]] [[File:---.png]] Dash [[File:---.png]] [[File:F.png]] + [[File:fp.png]] , [[File:bk.png]] | |||
=== Jump-in Combos === | === Jump-in Combos === | ||
Line 230: | Line 253: | ||
=== Style === | === Style === | ||
* | * Combines Human Sub-Zero's ice lockdown with Cyrax's bomb traps and teleports to create an advanced style of trap character. | ||
== Matchups == | == Matchups == | ||
N/A | N/A | ||
[[Category:Mortal Kombat 9]] |
Latest revision as of 00:59, 9 December 2020
not available
Moves
Basic Attacks
























Command Normals



















Throws









Kombo Attacks

























































































Fast Tags











Tag Kombos
















Tag Specials
Special Attacks































Enhanced Special Attacks





































Wake Up Moves








X-Ray Attack



Finishing Moves


















Move Analysis
Basic Attacks
N/A
Command Normals
Good for pokes, use only to keep opponents from advancing in. Unsafe on block upclose.
Kombo Attacks
Safe high-mid hit string. Overheads and juggles. Good for corner combos.
Safe high-low-high string. Mix up this string with the above string. Gives advantage on hit but pushes opponent back. Use from corner to mid screen range.
Easy hit confirmable string. Hits crouchers. Buffers into all specials. Use for mixups into throws often. Tack on +
to launch them for juggles.
Low launcher string. Completely unsafe on the ground. Use only in crossover Jump in punch combo starters.
Special Attacks
Dive Kick
His best weapon because its so damn safe. Learn to use them at lower levels of the jump. High dives can be punished by a fast special. Very good for punishing projectiles from midscreen.
Ice Ball
Sub's standard ice ball. Can be punished upclose. Can be crouched low without blocking.
Ice Parry
Surprising good counter because it comes out fast. Ground and anti-air. Throw attempts also get parried. Use this to stop rushdowners. You can use this to make unsafe bufferable strings safe, but use sparingly or you will eventually get punished. Remember that lows and projectiles do not parry.
Enhanced Special Attacks
Power Kick
Damaging move, it does 18% if all hits connect. 3rd hit is a overhead. Use in mixups.
Frozen Parry
Parries all. Lows, mids, and highs. Leaves opponent completely frozen so follow up with a free combo.
X-Ray Attack
N/A
Basic Strategy
N/A
Advanced Strategy
Dash Cancelling:
Cyber Sub can cancel his dashes directly into other dashes, making him very quick on the ground. This works going both forward and backward. This is a unique ability that you should take advantage of.
Corner 2-Meter Trap
Doing the enhanced Bombs directly followed by the enhanced Ice Beam creates a trap that only teleporters will escape. If the opponent remains grounded, the bombs will freeze them, and if they jump, they will be caught by the Ice Beam. Also, you must make sure you are close enough to the corner before employing this trap, because otherwise the opponent can escape the bombs by moving backwards and then block the Ice Beam.
Combos
Bread and Butters
10-Hits: ,
Iceball
Jump in Punch
,
,
+
Dash
+
,
Slide
11-Hits: Jump in Punch ,
Iceball
Jump in Punch
,
,
+
Dash
+
,
Jump-in Combos
Combos With Enhanced Specials
12-Hits: Jump in Punch
+
Jump Punch
Far Divekick
Ice Beam
Jump Kick
Far Powerkick
Combos With X-Ray Attacks
Corner-Only Combos
Style
- Combines Human Sub-Zero's ice lockdown with Cyrax's bomb traps and teleports to create an advanced style of trap character.
Matchups
N/A