(→Jump and Hop Attacks: The bit about jump attacks might need to be moved to the offense page, keeping them in the listing might be fine tho) |
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}} | }} | ||
=== Special Moves | === Special Moves=== | ||
<br> | <br> | ||
{{MoveData | {{MoveData | ||
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| blk adv = -16 | | blk adv = -16 | ||
| f/blk adv = -16 | | f/blk adv = -16 | ||
| description = Does 45.00 damage if opponent was frozen already during the kombo, first hit does | | description = Does 45.00 damage if opponent was frozen already during the kombo, first hit does no damage but stuns the opponent for a combo extension. Cannot be amplified without the Deep Freeze kustom ability. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
| name = Slide | | name = Slide | ||
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| blk adv = -20 | | blk adv = -20 | ||
| f/blk adv = -20 | | f/blk adv = -20 | ||
| description = A very fast, unreachable forward moving attack that lets you whiff from far away. Great for checking movement and going under projectiles and high attacks. It is unsafe on block so don't be too reckless. | | description = A very fast, unreachable forward moving attack that lets you whiff punish from far away. Great for checking movement and going under projectiles and high attacks. It is unsafe on block so don't be too reckless. A nice gimmick to check the opponent's reactions is to cancel this out of F2 to create a challenging overhead to low mix. | ||
}} | }} | ||
}} | }} | ||
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** ''Deals a total of 319.00 damage on its own.'' | ** ''Deals a total of 319.00 damage on its own.'' | ||
}} | }} | ||
}} | |||
<br> | |||
===Kustom Abilities=== | |||
<br> | |||
====Deep Freeze==== | |||
{{FP Box | |||
| content = [[File:Mk11-kano-Ability10.png|frame|center]] | |||
<center>'''"Modifies Ice Ball. Can amplify Ice Ball Special Move. Absorbs other projectiles."''' | |||
<br> | |||
''2 Slots, No Conflicts, No Requirements</center> | |||
}} | |||
<br> | |||
{{MoveData | |||
| name = Deep Freeze | |||
| input = D, F+1, Amp | |||
| image = Mk11-sub-slide-amp.png | |||
| caption = | |||
| data = | |||
{{AttackData-MK11 | |||
| damage = 50.00 / 16.25 / 1.62 | |||
| guard = Mid | |||
| startup = 6 | |||
| active = N/A | |||
| recovery = N/A | |||
| cancel = N/A | |||
| hit adv = 110 | |||
| blk adv = -15 | |||
| f/blk adv = -15 | |||
| cost = 1 OFF | |||
| description = Does damage while stunning, turns into a mid projectile that destroys the opponent's projectile. Great counter-zoning tool and adds new combo opportunities, most importantly off F2. | |||
}} | |||
}} | |||
<br> | |||
====Rising Ice==== | |||
{{FP Box | |||
| content = [[File:Mk11-kano-Ability10.png|frame|center]] | |||
<center>'''"Adds Rising Ice Special Move. Leap upward with rising ice spikes."''' | |||
<br> | |||
''1 Slot, No Conflicts, No Requirements</center> | |||
}} | }} | ||
<br> | <br> | ||
{{MoveData | {{MoveData | ||
| name = Rising Ice | | name = Rising Ice | ||
| input = D, B+3 | | input = D, B+3 | ||
| image = Mk11-sub-slide.png | | image = Mk11-sub-slide.png | ||
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}} | }} | ||
{{MoveData | {{MoveData | ||
| name = Rising Ice | | name = Rising Ice (Amplify) | ||
| input = D, B+3, Amp | | input = D, B+3, Amp | ||
| image = Mk11-sub-slide.png | | image = Mk11-sub-slide.png | ||
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| f/blk adv = -4 | | f/blk adv = -4 | ||
| cost = 1 OFF | | cost = 1 OFF | ||
| description = | | description = Causes knockdown and pops opponent straight into the air. Allows you to continue your kombo, vastly increasing Sub-Zero's overall damage potential. | ||
}} | }} | ||
}} | }} |
Revision as of 09:09, 12 May 2021
Introduction
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Playstyle
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PictureHereSoon | |
Pros | Cons |
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Movelist
Normals and Strings
S1
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 8 | 2 | 15 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
11 | 6 | 0 | 0 | - | |||||||
Use for jailing, very good for staggering. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
30.00 / 04.50 / 0.45 | Mid | 9 | 2 | 20 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
13 | 18 | 0 | 0 | - | |||||||
Good auto shimmy, the mid will catch ducking opponents who were expecting a throw from the similar animation. The window to input the 2 here can be pretty tight. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
70.00 / 10.50 / 1.05 | Mid | 15 | 2 | 39 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 30 | -4 | -4 | - | |||||||
Causes knockdown, cannot be special cancelled. Extra safe on block with the added pushback if you need some space. |
B1
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
30.00 / 4.50 / 0.45 | High | 14 | 3 | 26 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
17 | 6 | -2 | -2 | - | |||||||
Far reaching poke with good forward momentum. Good tool for whiff punishing or safely getting in. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
30.00 / 04.50 / 0.45 | Mid | 22 | 4 | 22 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
27 | 10 | -4 | -4 | - | |||||||
A solid mid to follow up the high, you only normally stop here for staggering on block. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
50.00 / 7.50 / 0.75 | Mid | 14 | 3 | 31 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
18 | 18 | -7 | -7 | - | |||||||
Causes knockdown, can be special cancelled. On hit during a combo this can be followed up with Slide ender. Can only be punished if the opponent has a 6-frame reversal, which many don't. |
D1
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | Mid | 6 | 2 | 18 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
17 | 13 | -6 | -6 | - | |||||||
Cannot be canceled into special moves if Flawless Blocked. It's a 6-frame jab that allows you to punish and challenge pressure in ways most of the kast aren't able to. Jail into your high starters if you get a hit with this attack. |
Jump and Hop Attacks
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
50.00 / 7.50 / 0.75 | Mid/Overhead | 12 | 5 | 31 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
46 | -1 | -13 | -13 | - | |||||||
Can hit the opponent earlier into the jump due to lower angle of the attack's hitbox. Used less often because of the slower startup frames and doing less damage than J2. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
50.00 / 7.50 / 0.75 | Mid/Overhead | 6 | 6 | 31 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
41 | 9 | -8 | -13 | - | |||||||
More horizontal hitbox and faster startup makes for a good air-to-air attack. Does more damage which makes this the more popular jump-in attack for Ice Ball combos. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
90.00 / 10.35 / 1.35 | Mid/Overhead | 10 | 6 | 31 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
45 | 23 | -8 | -13 | - | |||||||
More horizontal hitbox and faster startup makes for a good air-to-air attack. Does more damage which makes this the more popular jump-in attack for Ice Ball combos. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
90.00 / 10.35 / 1.35 | Overhead | 10 | 3 | 31 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 29 | -12 | -17 | - | |||||||
Reaches farther than U3/U4 and is the more popular of the two Hop Attacks. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
90.00 / 10.35 / 1.35 | Overhead | 10 | 3 | 31 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 29 | -12 | -17 | - | |||||||
Much shorter in reach than U1/U2 and is less commonly used as a result. |
Special Moves
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / 16.20 / 0.30 | High | 28 | N/A | N/A | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 104 | -16 | -16 | - | |||||||
Does 45.00 damage if opponent was frozen already during the kombo, first hit does no damage but stuns the opponent for a combo extension. Cannot be amplified without the Deep Freeze kustom ability. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
70.00 / 18.75 / 1.87 | Low | 11 | 14 | 30 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
22 | 29 | -20 | -20 | - | |||||||
A very fast, unreachable forward moving attack that lets you whiff punish from far away. Great for checking movement and going under projectiles and high attacks. It is unsafe on block so don't be too reckless. A nice gimmick to check the opponent's reactions is to cancel this out of F2 to create a challenging overhead to low mix. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
146.00 / N/A / N/A | Mid | 13 | 5 | 36 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 9 | -4 | -4 | 1 OFF | |||||||
Normal Regen Rate (10 seconds). Cannot amplify if Slide is blocked. Opponent can Breakaway from Slide before the Amplify catches them. Use if you need the side switch or badly need the extra damage/Krushing Blow.
|
Kustom Abilities
Deep Freeze
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
50.00 / 16.25 / 1.62 | Mid | 6 | N/A | N/A | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 110 | -15 | -15 | 1 OFF | |||||||
Does damage while stunning, turns into a mid projectile that destroys the opponent's projectile. Great counter-zoning tool and adds new combo opportunities, most importantly off F2. |
Rising Ice
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
60.00 / 17.50 / 1.75 | Mid | 21 | 10 | 21 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
31 | 38 | -24 | -24 | - | |||||||
Causes knockdown and launches opponent away. Typically used amplified to extend kombos. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
80 / 17.50 / 1.75 | Mid | 6 | 10 | 21 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 53 | -4 | -4 | 1 OFF | |||||||
Causes knockdown and pops opponent straight into the air. Allows you to continue your kombo, vastly increasing Sub-Zero's overall damage potential. |
Getup and Flawless Block Attacks
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
50.00 / 7.50 / 0.75 | Mid | 11 | 5 | 21 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 49 | -9 | -9 | 1 OFF and 1 DEF | |||||||
Fast Regen Rate (8.5 seconds). Launches opponent into the air for a juggle kombo. It is unsafe on block and has no invincibility unlike U+3 but otherwise a very good hitbox that cannot be ducked or low profiled. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
90.00 / 13.50 / 1.35 | Mid | 10 | 3 | 21 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 15 | -7 | -12 | 1 OFF and 1 DEF | |||||||
Fast Regen Rate (8.5 seconds). Does not take damage during the animation of this attack. Can only be punished if the opponent has a 6-frame reversal attack. The opponent needs to be a little closer to get hit unlike other U+3's but otherwise a serviceable getup/block attack. |