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* '''Dive Kick:''' A strong mobility tool to get around zoning which can lead to full kombos 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 kombos 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:''' Sub has a variety of way to starts kombos once he has opened his opponent up: Enhanced Deadly Vapors after a hit-confirm, consistent meterless routes in the corner with the regular Deadly Vapors, (Enhanced) Ice Slide and its Spear extension with their own Kameo conversions, and the removal of the freeze limit on Ice Klones creating new 1 bar routes. | * '''Kombo Demon:''' Sub has a variety of way to starts kombos once he has opened his opponent up: Enhanced Deadly Vapors or (EX) Polar Palm after a hit-confirm, consistent meterless routes in the corner with the regular Deadly Vapors, (Enhanced) Ice Slide and its Spear extension with their own Kameo conversions, and the removal of the freeze limit on Ice Klones creating new 1 bar routes. | ||
|cons= | |cons= | ||
* '''Slide Standing Frames:''' Ice Slide forces him to stand up during its startup, limiting its use as a reaction to incoming fireballs; | * '''Slide Standing Frames:''' Ice Slide forces him to stand up during its startup, limiting its use as a reaction to incoming fireballs; | ||
* '''Lacks That One Kameo:''' Sub-Zero currently lacks synergy with the Kameo roster compared to other characters whom receive greater benefits from the system; | * '''Lacks That One Kameo:''' Sub-Zero currently lacks synergy with the Kameo roster compared to other characters whom receive greater benefits from the system; |
Latest revision as of 12:53, 19 May 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 Defensive/Setplay character centered around his Ice Klone (DB1), a versatile tool which serves as a defensive wall, a combo extender, and a setplay trap. The Klone, Ice Slide (BF3, which can be enhanced to add Armor) and his Ice Ball (DF1) give Sub-Zero a degree of Counterzoning gameplay as well; good defensive play will usually give him a freeze from which he can start combos. Add on top of that decently ranged buttons like S2 and F1, a launching Overhead in B2, a Mid projectile (BF2) which negates projectiles, and even a divekick (air DF4) to start combos with and Sub-Zero arguably becomes the character of choice for learning the fundamentals of Mortal Kombat 1. His toolset is well-rounded, easy to understand and teaches skills that translate well to other characters.
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