Mortal Kombat 11/Sub-Zero

From SuperCombo Wiki

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.