Mortal Kombat 11/Sub-Zero: Difference between revisions

From SuperCombo Wiki
Line 550: Line 550:
* Even at farther distances Sub-Zero can block check your opponent with Slide, which is pretty much unreactable at most distances. Coupled with the space control of Ice Ball that also win any projectile trade with a full-screen combo confirmation, Sub-Zero can condition the opponent into crouching and crouch blocking at farther distances which would help shape the pace of the game to his advantage.
* Even at farther distances Sub-Zero can block check your opponent with Slide, which is pretty much unreactable at most distances. Coupled with the space control of Ice Ball that also win any projectile trade with a full-screen combo confirmation, Sub-Zero can condition the opponent into crouching and crouch blocking at farther distances which would help shape the pace of the game to his advantage.
* If the opponent is frozen while standing, a popular strategy is to use the [B+1, 4] string for a standing reset with 10 frames of hit advantage for continued pressure instead of knocking down the opponent. [B+3, 2] is also a string for this.
* If the opponent is frozen while standing, a popular strategy is to use the [B+1, 4] string for a standing reset with 10 frames of hit advantage for continued pressure instead of knocking down the opponent. [B+3, 2] is also a string for this.
* If you want to better enforce the Overhead/Low mixup game, you may want to consider slotting either Deep Freeze or Rising Ice for your variation. These two Equipped Abilities allow you to convert your Forward2 overhead into a full combo, and Rising Ice lets you do more damaging combos in general. Mixups that do more damage will weigh more heavily on an opponent's mind.
* If you want to better enforce the Overhead/Low mixup game, you may want to consider slotting either Deep Freeze or Rising Ice for your variation. Either of these two Equipped Abilities allow you to convert your Forward2 overhead into a full combo, and Rising Ice lets you do more damaging combos in general. Mixups that do more damage will weigh more heavily on an opponent's mind.
 
=== Popular Variations ===
=== Popular Variations ===
{{FP Box
{{FP Box

Revision as of 12:25, 12 May 2021

Sub-Zero
#MK11_SUB
Mk11-sub-splash.png
REDEMPTION

Grandmaster of the Lin Kuei clan. Kuai Liang beat death to redeem his clan for the evil committed by Sektor and the Cyber Lin Kuei. He rebuilt the Lin Kuei and brokered peace with their Shirai Ryu rivals. Now, he hopes to finally close the book on sins of Lin Kuei past.

Data
Health 1000.00
Hitbox Male


Introduction

Sub-Zero is an aggressive, mix-up oriented character who can also compete at range thanks to his signature Ice Ball and Slide. His kustom abilities complement him well by improving his 50/50s (either giving him better rewards or reducing his risks) or improving his options for approaching opponents. He is a strong character at all skill levels, being easy to pick up for beginners and a viable character at the higher levels of competition.

PictureHereSoon
Pros Cons
  • placeholder
  • placeholder
  • placeholder
  • placeholder
  • placeholder
  • placeholder



Movelist

Normals and Strings


S1

Straight Chop
1
Mk11-sub-slide.png
The Left
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.

Chinese Ninja Warrior
1, 2
Mk11-sub-slide-amp.png
The Right
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.

Cold Encounter
1, 2, 4
Mk11-sub-slide.png
And the Goodnight!
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

Axe Bash
B+1
Mk11-sub-slide.png
Ya got something on yer cheek there
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. It is a high though so irresponsible use against ducking opponents can make you eat a D2 KB when you're not expecting it.

Icy Grave
B+1, 4
Mk11-sub-slide-amp.png
That something was your face
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. This is the only part of this string that can cancel into Ice Ball while grounded.

Frozen Over
B+1, 4, 3
Mk11-sub-slide.png
Roundhouse!
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

Low Back Hand
D+1
Mk11-sub-slide.png
He just backhanded your knees
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


Heavy Fist
J1
Mk11-sub-slide.png
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.


Straight Punch
J2
Mk11-sub-slide.png
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.


Cold Boot
J3/J4
Mk11-sub-slide.png
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.


Frigid Strike
U+1/U+2
Mk11-sub-slide.png
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.


Cold Front
U+3/U+4
Mk11-sub-slide.png
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.


Getup and Flawless Block Attacks


Axe Swipe
U+2
Mk11-sub-slide.png
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

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.

  • Fast Regen Rate (8.5 seconds).


Chilled Heel
U+3
Mk11-sub-slide.png
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

Invincible 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.

  • Fast Regen Rate (8.5 seconds).


Special Moves


Ice Ball
D, F+1
Mk11-sub-slide.png
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.


Slide
B, F+3
Mk11-sub-slide-amp.png
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, low-profiling 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.

Slide Amplified
B, F+3, Amp
Mk11-sub-slide-amp.png
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

Amped Slide's Krushing Blow is a vital part of Sub's gameplan and something that the opponent must respect and break away from. Cannot amplify if Slide is blocked. Opponent can Breakaway from Slide before the Amplify catches them. Use if you need the side switch or need the extra damage or stacks for Krushing Blow, otherwise save your meter for your other specials.

  • KRUSHING BLOW: "Triggers on the THIRD AMPLIFIED Slide to hit."
    • With Krushing Blow Held Check set to ON, this activates at the player's discretion after previously landing at least two successful amplified Slides.
    • An amped Slide is considered successful after the grab animation is activated. Throwing the opponent into an Arctic Trap counts as a successful amped Slide while the opponent using Breakaway to avoid the grab does not.
    • Deals a total of 319.00 damage on its own.


Fatal Blow


Chill Out
BLK + SC
Mk11-sub-fatal.png
Damage Guard Startup Active Recovery
340.00 / 15.00 / 1.50 Mid 25 3 42
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 16 -23 -28 FB Charge On Hit, 10 Sec CD On Miss

Absolute robbery after a confirmed F2 or B2, 3, massive unbreakable damage after Freeze > J2 > S4, on top of the regular shenanigans that Fatal Blows enable.


Kustom Abilities


Deep Freeze

Mk11-kano-Ability10.png
"Modifies Ice Ball. Can amplify Ice Ball Special Move. Absorbs other projectiles."


2 Slots, No Conflicts, No Requirements


Deep Freeze
D, F+1, Amp
Mk11-sub-slide-amp.png
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

Mk11-kano-Ability10.png
"Adds Rising Ice Special Move. Leap upward with rising ice spikes."


1 Slot, No Conflicts, No Requirements


Rising Ice
D, B+3
Mk11-sub-slide.png
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.

Rising Ice (Amplify)
D, B+3, Amp
Mk11-sub-slide.png
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.


Ground Ice

NOTE: This ability is currently disabled for competitive play. You may still use it in casual matchmaking and all PVE modes.


Mk11-kano-Ability10.png
"Adds Ground Ice Special Move. Create a hazardous zone that can freeze."


2 Slots, No Conflicts, No Requirements


Ground Ice
D, B+1
Mk11-sub-slide.png
Damage Guard Startup Active Recovery
70.00 / 0.00 / 0.00 Unblockable 49 0 0
Cancel Hit Adv Blk Adv F/Blk Adv Cost
44 88 0 0 -

Freezes the opponent's legs, giving you a free mix-up. Best used as a set up after winning a knockdown. The opponent can use their Wakeup U3 to stop you if they're close enough.

Ground Ice (Amplify)
D, B+1, Amp
Mk11-sub-slide.png
Damage Guard Startup Active Recovery
0.00 / 0.00 / 0.00 Low 2 85 0
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 60 -54 -54 1 OFF

Increases the range of the ground ice but now becomes crouch blockable.


Strategy and Kombos

General Tactics

  • Sub-Zero has one of the best shimmy and whiff-punish capabilities in the game due to his high mobility and plethora of forward-moving buttons such as Back3, Back1, Forward2 and Back2. This combination allows him to walk or dash in and out of the opponent's effective range and force a whiff or a block check on them since both his Low starter and Overhead starter move Sub-Zero forward.
  • Even at farther distances Sub-Zero can block check your opponent with Slide, which is pretty much unreactable at most distances. Coupled with the space control of Ice Ball that also win any projectile trade with a full-screen combo confirmation, Sub-Zero can condition the opponent into crouching and crouch blocking at farther distances which would help shape the pace of the game to his advantage.
  • If the opponent is frozen while standing, a popular strategy is to use the [B+1, 4] string for a standing reset with 10 frames of hit advantage for continued pressure instead of knocking down the opponent. [B+3, 2] is also a string for this.
  • If you want to better enforce the Overhead/Low mixup game, you may want to consider slotting either Deep Freeze or Rising Ice for your variation. Either of these two Equipped Abilities allow you to convert your Forward2 overhead into a full combo, and Rising Ice lets you do more damaging combos in general. Mixups that do more damage will weigh more heavily on an opponent's mind.

Popular Variations

Lumbar Check Rack Off Manhandled
Creeping Ice, Rising Ice, (Air) Polar Axe

  • An overall well-rounded variation. The combination of Creeping Ice for added safety, Rising Ice for added reward from 50/50's and the (Air) Polar Axe for space control and counter zoning should give any player the tools to seize an advantage at any distance or opportunity with their opponent.


Lumbar Check Rack Off
Rising Ice, Deep Freeze

  • A variation that focuses especially on getting Sub-Zero within mixup distance of their opponent. Deep-Freeze gives the player multiple projectile speeds to anti-air with as well as counterzone. Rising Ice is used to maximize a player's overall damage potential from any hit once they are at their ideal distance.


Universal Kombos

Common Kustom Variation Kombos

Matchups