Mortal Kombat 11/Sub-Zero: Difference between revisions

From SuperCombo Wiki
(→‎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 and Kustom Abilities ===
=== 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 00.00 damage but stuns the opponent for a combo extension. Cannot be amplified without the Deep Freeze kustom ability.
   | 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
 
| name    = Deep Freeze [Equipped Ability]
| 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 = Normal Regen Rate (10 seconds). Does damage while stunning, turns into a mid projectile that destroys the opponent's projectile. Great counter-zoning tool and allows you to hit-confirm from Forward2 as well.
}}
}}
<br>
{{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 (Equipped Ability)
| 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 Amp (Equipped Ability)
| 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 = Normal Regen Rate (10 seconds). Causes knockdown and pops opponent straight into the air. Allows you to continue your kombo, vastly increasing Sub-Zero's overall damage potential.
   | 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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Pros Cons
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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.

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.

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.

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, 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.

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

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.

  • 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.


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.


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

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.


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

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.

Strategy and Kombos

General Tactics

Popular Variations

Universal Kombos

Common Kustom Variation Kombos

Matchups