MK11 Movedata Template Workshop - Slide
Damage | Guard | Startup | Active | Recovery | |||||||
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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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