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


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.



Axe Bash
B1
Mk11-sub-slide.png
Ya got something on yer cheek there
Damage Guard Startup Active Recovery
30.00 / 4.50 / 0.45 High 14 3 26
Cancel Hit Adv Blk Adv F/Blk Adv Cost
17 6 -2 -2 -

Far reaching poke with good forward momentum. Good tool for whiff punishing or safely getting in.

Icy Grave
B1, 4
Mk11-sub-slide-amp.png
That something was your face
Damage Guard Startup Active Recovery
30.00 / 04.50 / 0.45 Mid 22 4 22
Cancel Hit Adv Blk Adv F/Blk Adv Cost
27 10 -4 -4 -

A solid mid to follow up the high, you only normally stop here for staggering on block.

Frozen Over
B1, 4, 3
Mk11-sub-slide.png
Roundhouse!
Damage Guard Startup Active Recovery
50.00 / 7.50 / 0.75 Mid 14 3 31
Cancel Hit Adv Blk Adv F/Blk Adv Cost
18 18 -7 -7 -

Causes knockdown, can be special cancelled. On hit during a combo this can be followed up with Slide ender. Can only be punished if the opponent has a 6-frame reversal, which many don't.



Low Back Hand
D1
Mk11-sub-slide.png
He just backhanded your knees
Damage Guard Startup Active Recovery
20.00 / 3.00 / 0.30 Mid 6 2 18
Cancel Hit Adv Blk Adv F/Blk Adv Cost
17 13 -6 -6 -

Cannot be canceled into special moves if Flawless Blocked. It's a 6-frame jab that allows you to punish and challenge pressure in ways most of the kast aren't able to. Jail into your high starters if you get a hit with this attack.


Jump and Hop Attacks

All Jump attacks are mid attack earlier into their arc and then become overhead attacks later on into the jump.

Heavy Fist
J1
Mk11-sub-slide.png
Damage Guard Startup Active Recovery
50.00 / 7.50 / 0.75 Mid/Overhead 12 5 31
Cancel Hit Adv Blk Adv F/Blk Adv Cost
46 -1 -13 -13 -

Can hit the opponent earlier into the jump due to lower angle of the attack's hitbox. Used less often because of the slower startup frames and doing less damage than J2.


Straight Punch
J2
Mk11-sub-slide.png
Damage Guard Startup Active Recovery
50.00 / 7.50 / 0.75 Mid/Overhead 6 6 31
Cancel Hit Adv Blk Adv F/Blk Adv Cost
41 9 -8 -13 -

More horizontal hitbox and faster startup makes for a good air-to-air attack. Does more damage which makes this the more popular jump-in attack for Ice Ball combos.


Cold Boot
J3/J4
Mk11-sub-slide.png
Damage Guard Startup Active Recovery
90.00 / 10.35 / 1.35 Mid/Overhead 10 6 31
Cancel Hit Adv Blk Adv F/Blk Adv Cost
45 23 -8 -13 -

More horizontal hitbox and faster startup makes for a good air-to-air attack. Does more damage which makes this the more popular jump-in attack for Ice Ball combos.


Frigid Strike
U1/U2
Mk11-sub-slide.png
Damage Guard Startup Active Recovery
90.00 / 10.35 / 1.35 Overhead 10 3 31
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 29 -12 -17 -

Reaches farther than U3/U4 and is the more popular of the two Hop Attacks.


Cold Front
U3/U4
Mk11-sub-slide.png
Damage Guard Startup Active Recovery
90.00 / 10.35 / 1.35 Overhead 10 3 31
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 29 -12 -17 -

Much shorter in reach than U1/U2 and is less commonly used as a result.

Special Moves and Kustom Abilities


Ice Ball
DF1
Mk11-sub-slide.png
Damage Guard Startup Active Recovery
N/A / 16.20 / 0.30 High 28 N/A N/A
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 104 -16 -16 -

Does 45.00 damage if opponent was frozen already during the combo, first hit does 00.00 damage but stuns the opponent for a combo extension. Cannot be amplified without the Deep Freeze kustom ability.

Deep Freeze [Equipped Ability]
Amp
Mk11-sub-slide-amp.png
Damage Guard Startup Active Recovery
50.00 / 16.25 / 1.62 Mid 6 N/A N/A
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 110 -15 -15 -

Normal Regen Rate (10 seconds). Does damage while stunning, turns into a mid projectile that destroys the opponent's projectile. Great counter-zoning tool and allows you to hit-confirm from Forward2 as well.


Slide
Amp
Mk11-sub-slide-amp.png
The Right
Damage Guard Startup Active Recovery
50.00 / 16.25 / 1.62 Mid 6 N/A N/A
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 110 -15 -15 -

Does damage while stunning, turns into a mid projectile that destroys the opponent's projectile. Great counter-zoning tool and allows you to hit-confirm from Forward2 as well.


Getup Moves and Flawless Block Attacks

Strategy and Kombos

General Tactics

Popular Variations

Universal Kombos

Common Kustom Variation Kombos

Matchups