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| f/blk adv = -20 | | f/blk adv = -20 | ||
| kb = No | | kb = No | ||
| description = The best move in the game. | | description = The best move in the game. Advancing low hitting attack that excels at many things: whiff punishing, ending combos, low profiling, you name it! That said, don't get too spam-happy with it since it's very punishable on block. On the other hand the animation on block can cause some of the faster high punishes to whiff so test your opponent to see if they know the right punisher for it. | ||
* Can meterlessly launch in the corner after B3,2 into a D1 > S2 spam > 1,2,4 KB among other things. | * Can meterlessly launch in the corner after B3,2 into a D1 > S2 spam > 1,2,4 KB among other things. | ||
* So good that equipping the Cold Shoulder ability is considered a nerf. | * So good that equipping the Cold Shoulder ability is considered a nerf. | ||
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| f/blk adv = -4 | | f/blk adv = -4 | ||
| kb = Yes | | kb = Yes | ||
| description = Defines Sub-Zero's general gameplan. | | description = Defines Sub-Zero's general gameplan. Everyone playing Sub-Zero should aim to or threaten to trigger the Krushing Blow. End your combos with the amped version either to build up the KB or side switch your opponent into the corner. Outside of these cases, save your meter for your other specials. The threat of the KB will allow opponents to Breakaway either during the initial slide hit or the grab at the start of the amp. React accordingly. | ||
* '''KRUSHING BLOW''': "Triggers on the THIRD AMPLIFIED Slide to hit." | * '''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.'' | ** ''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.'' | ** ''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.'' | ** ''Deals a total of 319.00 damage on its own.'' | ||
}} | }} | ||
}} | }} |
Revision as of 22:17, 15 April 2021
MK11 Movedata Template Workshop - Slide
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
70.00 | Low | 11 | 14 | 30 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
22 | 29 | -20 | -20 | - | |||||||
The best move in the game. Advancing low hitting attack that excels at many things: whiff punishing, ending combos, low profiling, you name it! That said, don't get too spam-happy with it since it's very punishable on block. On the other hand the animation on block can cause some of the faster high punishes to whiff so test your opponent to see if they know the right punisher for it.
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Damage | Guard | Startup | Active | Recovery | |||||||
80.00 | Mid | 13 | 5 | 36 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 9 | -4 | -4 | - | |||||||
Defines Sub-Zero's general gameplan. Everyone playing Sub-Zero should aim to or threaten to trigger the Krushing Blow. End your combos with the amped version either to build up the KB or side switch your opponent into the corner. Outside of these cases, save your meter for your other specials. The threat of the KB will allow opponents to Breakaway either during the initial slide hit or the grab at the start of the amp. React accordingly.
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