m (→Introduction) |
|||
Line 12: | Line 12: | ||
* '''Dive Kick:''' A strong mobility tool to get around zoning which can lead to full combos on hit and can be made safe on block when spaced properly; | * '''Dive Kick:''' A strong mobility tool to get around zoning which can lead to full combos on hit and can be made safe on block when spaced properly; | ||
* '''Solid Reach:''' Buttons like D1, S2, D3 and F1 have great range and/or advancing movement for counter-poking and whiff punishes. D2 is blessed with a great range and angle for anti-airs; | * '''Solid Reach:''' Buttons like D1, S2, D3 and F1 have great range and/or advancing movement for counter-poking and whiff punishes. D2 is blessed with a great range and angle for anti-airs; | ||
* '''Kombo Demon:''' The changes NRS have made to Sub-Zero across the game's lifespan have opened up his combo routes significantly; he now has consistent meterless routes in the corner with Deadly Vapors, having control over Ice Slide into Spear makes his Kameo conversions less gated, and the removal of the freeze limit on Ice Klones creates new 1 bar routes. | * '''Kombo Demon:''' The changes NRS have made to Sub-Zero across the game's lifespan have opened up his combo routes significantly; he now has consistent meterless routes in the corner with Deadly Vapors, having control over Ice Slide into Spear makes his Kameo conversions less gated and creating a more consistent armored launcher, and the removal of the freeze limit on Ice Klones creates new 1 bar routes. | ||
|cons= | |cons= | ||
* '''Freezes Scale Hard:''' Ice Ball and Deadly Vapors incur relatively harsh damage scaling on Sub-Zero's combos, limiting his damage in his confirms or fireball trades; | * '''Freezes Scale Hard:''' Ice Ball and Deadly Vapors incur relatively harsh damage scaling on Sub-Zero's combos, limiting his damage in his confirms or fireball trades; |
Revision as of 00:10, 14 January 2025
Introduction
Grandmaster of the Lin Kuei
"As the Lin Kuei's Grandmaster, Sub-Zero leads his ancient warrior clan in the defense of Earthrealm from external threats. For centuries, it has been their solemn task. But Earthrealm hasn't been threatened in generations, and Sub-Zero sees no point in limiting his clan to preparing for dangers that may never come. Under his leadership, the Lin Kuei will come out of the shadows and fight for its place as one of Earthrealm's great nations."
Sub-Zero is a straightforward, primarily defensive character who combines elements of his previous incarnations in NRS titles, including his overhead/low 50-50 game, ice ball, slide, the notorious ice clone trap and even Cyber Sub-Zero's dive kick. Many of his special moves can clash with or destroy projectiles, making it difficult to zone him out. While his primary mid, F1, has been slowed down from pre-release builds, Sub-Zero can still demand respect on offense thanks to his 50/50 game of overhead or low; he synergizes well with Kameos that help him stay safe when mixing his opponents as well as increase his reward for guessing right. His dive kick also gives him some much-needed mobility as his ground speed is lacking. Deadly Vapors, a tracking ground attack which slows opponents down, serves as both a combo extension tool and a chip damage option to close out rounds. Sub-Zero is arguably the character of choice for learning the fundamentals of Mortal Kombat 1 as his toolset is easy to understand and teaches skills that translate well to other characters.
Strengths | Weaknesses |
---|---|
|
|