User:Mormel/sandbox: Difference between revisions

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''Useful Equipped Abilities: Deep Freeze, (Air) Polar Axe''</center>
''Useful Equipped Abilities: Deep Freeze, (Air) Polar Axe''</center>
}}
}}
* Skarlet's Back4 can be punished on block with a Reversal Slide
* Skarlet's Back4 and Back2 can be punished on block with a Reversal Slide
* Sub-Zero's Down1 can hit Skarlet before the final hit in her 124 comes out
* Sub-Zero's Down1 can hit Skarlet before the final hit in her 124 comes out
* Sub-Zero's (Air) Polar Axe can keep him in the air high enough to make Skarlet's Blood Tentacle whiff
* Sub-Zero's (Air) Polar Axe can keep him in the air high enough to make Skarlet's Blood Tentacle whiff
* Sub-Zero's Slide will go under all of her projectiles except for Blood Trail and Blood Tentacle
* Sub-Zero's Slide will go under all of her projectiles except for Blood Trail and Blood Tentacle
* While Deep Freeze will not destroy Blood Trail or Blood Tentacle, it can still freeze Skarlet on the trade which is extremely useful
* While Deep Freeze will not destroy Blood Trail or Blood Tentacle, it can still freeze Skarlet on the projectile trade
<br>
{{FP Box
| content = [[File:Mk11-kano-Ability10.png|frame|center]]
<center>'''Terminator
"An explosive matchup between mix-up heavy characters that both want to be as close to one another as possible."'''
<br>
''Useful Equipped Abilities: Rising Ice, Creeping Ice''</center>
}}
* Sub-Zero's B+142 can be punished by Terminator's 6-frame Down1
* Sub-Zero's Rising Ice helps maximize the amount of damage he can do off his 50/50's, giving Terminator less opportunities to do the same
* Sub-Zero's Creeping Ice amplified is extremely useful for pushing Terminator away on block to prevent him from beginning his offense at point blank distance

Revision as of 00:41, 14 May 2021

Normals and Strings


1

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.


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.


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 -

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.

  • Cannot be canceled into special moves if Flawless Blocked


2

Palm Strike
2
Mk11-sub-slide.png
Damage Guard Startup Active Recovery
30.00 / 4.50 / 0.45 High 8 2 14
Cancel Hit Adv Blk Adv F/Blk Adv Cost
12 22 1 1 -
Frozen Tundra
21
Mk11-sub-slide.png
Damage Guard Startup Active Recovery
30.00 / 4.50 / 0.45 Mid 16 2 33
Cancel Hit Adv Blk Adv F/Blk Adv Cost
22 1 -8 -8 -
New Threat
212
Mk11-sub-slide.png
Damage Guard Startup Active Recovery
70.00 / 10.50 / 1.05 Mid 23 2 29
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 18 -4 -4 -


Rising Axe
B+2
Mk11-sub-slide.png
Damage Guard Startup Active Recovery
50.00 / 7.50 / 0.75 Mid 14 3 26
Cancel Hit Adv Blk Adv F/Blk Adv Cost
17 35 -2 -2 -
Unchained
B+21
Mk11-sub-slide.png
Damage Guard Startup Active Recovery
70.00 / 10.50 / 1.05 Mid 28 2 32
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 16 -7 -7 -


Double Axe Slam
F+2
Mk11-sub-slide.png
Damage Guard Startup Active Recovery
30.00 / 4.50 / 0.45 Mid 14 3 26
Cancel Hit Adv Blk Adv F/Blk Adv Cost
17 35 -2 -2 -


Rising Doom
D+2
Mk11-sub-slide.png
Damage Guard Startup Active Recovery
140.00 / 21.00 / 2.10 High 10 4 42
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 24 -9 -19 -

Lorem Ipsum

  • KRUSHING BLOW: "Triggers if this ATTACK KOUNTERS or PUNISHES a HIGH ATTACK."
    • Deals a total of 190.00 damage on its own.


3

Lin Kuei Kick
3
Mk11-sub-slide.png
Damage Guard Startup Active Recovery
50.00 / 7.50 / 0.75 High 13 2 23
Cancel Hit Adv Blk Adv F/Blk Adv Cost
19 14 2 2 -
Below Freezing
33
Mk11-sub-slide.png
Damage Guard Startup Active Recovery
70.00 / 10.50 / 1.05 Mid 29 3 33
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 18 1 1 -


Shin Shatter
B+3
Mk11-sub-slide.png
Damage Guard Startup Active Recovery
30.00 / 4.50 / 0.45 Low 13 2 19
Cancel Hit Adv Blk Adv F/Blk Adv Cost
16 17 -4 -4 -
Permafrost
B+32
Mk11-sub-slide.png
Damage Guard Startup Active Recovery
30.00 / 4.50 / 0.45 Mid 13 1 22
Cancel Hit Adv Blk Adv F/Blk Adv Cost
15 16 -6 -6 -
Frosty
B+321
Mk11-sub-slide.png
Damage Guard Startup Active Recovery
70.00 / 10.50 / 1.05 Mid 10 2 20
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 45 -5 -5 -


Quick Kick
D+3
Mk11-sub-slide.png
Damage Guard Startup Active Recovery
10.00 / 1.50 / 0.15 Low 9 2 17
Cancel Hit Adv Blk Adv F/Blk Adv Cost
14 14 -7 -7 -


4

Roundhouse
4
Mk11-sub-slide.png
Damage Guard Startup Active Recovery
70.00 / 10.50 / 1.05 High 19 2 18
Cancel Hit Adv Blk Adv F/Blk Adv Cost
25 16 2 2 -


Chilled Sweep
B+4
Mk11-sub-slide.png
Damage Guard Startup Active Recovery
70.00 / 10.50 / 1.05 Low 12 3 23
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 21 -4 -9 -


Brutal Kick
F+4
Mk11-sub-slide.png
Damage Guard Startup Active Recovery
90.00 / 13.50 / 1.35 Mid 25 4 93
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 38 4 -6 -

Lorem Ipsum

  • KRUSHING BLOW: "Triggers if this ATTACK hits 2 times in a row or BREAKS ARMOR."


Swing Kick
D+4
Mk11-sub-slide.png
Damage Guard Startup Active Recovery
30.00 / 4.50 / 0.45 Low 11 3 23
Cancel Hit Adv Blk Adv F/Blk Adv Cost
20 15 -9 -9 -

lorem ipsum

  • Cannot be canceled into special moves if Flawless Blocked

Matchups


Mk11-kano-Ability10.png
SKARLET

"A dynamic matchup with both parties competing at every distance on the stage with each having several tools to overcome the other."

Useful Equipped Abilities: Deep Freeze, (Air) Polar Axe
  • Skarlet's Back4 and Back2 can be punished on block with a Reversal Slide
  • Sub-Zero's Down1 can hit Skarlet before the final hit in her 124 comes out
  • Sub-Zero's (Air) Polar Axe can keep him in the air high enough to make Skarlet's Blood Tentacle whiff
  • Sub-Zero's Slide will go under all of her projectiles except for Blood Trail and Blood Tentacle
  • While Deep Freeze will not destroy Blood Trail or Blood Tentacle, it can still freeze Skarlet on the projectile trade


Mk11-kano-Ability10.png
Terminator

"An explosive matchup between mix-up heavy characters that both want to be as close to one another as possible."

Useful Equipped Abilities: Rising Ice, Creeping Ice
  • Sub-Zero's B+142 can be punished by Terminator's 6-frame Down1
  • Sub-Zero's Rising Ice helps maximize the amount of damage he can do off his 50/50's, giving Terminator less opportunities to do the same
  • Sub-Zero's Creeping Ice amplified is extremely useful for pushing Terminator away on block to prevent him from beginning his offense at point blank distance