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[[File:bp.png]] , [[File:fp.png]] | [[File:bp.png]] , [[File:fp.png]] | ||
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 | 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. | ||
Revision as of 02:42, 5 June 2011
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
N/A
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 starter 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 to punish projectiles from midscreen.
Ice Ball
Sub's standard ice ball. Can be punished upclose. Can be blocked 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 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
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
- N/A
Matchups
N/A