Sub-Zero #MK11_SUB | |
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REDEMPTION
Grandmaster of the Lin Kuei clan. Kuai Liang beat death to redeem his clan for the evil committed by Sektor and the Cyber Lin Kuei. He rebuilt the Lin Kuei and brokered peace with their Shirai Ryu rivals. Now, he hopes to finally close the book on sins of Lin Kuei past. | |
Data | |
Health | 1000.00 |
Hitbox | Male |
Introduction
Sub-Zero is an aggressive, mix-up oriented character who can also compete at range thanks to his signature Ice Ball and Slide. His kustom abilities complement him well by improving his 50/50s (either giving him better rewards or reducing his risks) or improving his options for approaching opponents. He is a strong character at all skill levels, being easy to pick up for beginners and a viable character at the higher levels of competition.
Pros | Cons |
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Movement
Movelist
Normals and Strings
S1
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. |
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. |
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. |
B1
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. It is a high though so irresponsible use against ducking opponents can make you eat a D2 KB when you're not expecting it. |
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. This is the only part of this string that can cancel into Ice Ball while grounded. |
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. |
D1
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
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. |
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. |
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. |
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. |
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. |
Getup and Flawless Block Attacks
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
50.00 / 7.50 / 0.75 | Mid | 11 | 5 | 21 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 49 | -9 | -9 | 1 OFF and 1 DEF | |||||||
Launches opponent into the air for a juggle kombo. It is unsafe on block and has no invincibility unlike U+3 but otherwise a very good hitbox that cannot be ducked or low profiled.
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Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
90.00 / 13.50 / 1.35 | Mid | 10 | 3 | 21 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 15 | -7 | -12 | 1 OFF and 1 DEF | |||||||
Invincible during the animation of this attack. Can only be punished if the opponent has a 6-frame reversal attack. The opponent needs to be a little closer to get hit unlike other U+3's but otherwise a serviceable getup/block attack.
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Special Moves
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 kombo, first hit does no damage but stuns the opponent for a combo extension. Cannot be amplified without the Deep Freeze kustom ability. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
70.00 / 18.75 / 1.87 | Low | 11 | 14 | 30 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
22 | 29 | -20 | -20 | - | |||||||
A very fast, low-profiling forward moving attack that lets you whiff punish from far away. Great for checking movement and going under projectiles and high attacks. It is unsafe on block so don't be too reckless. A nice gimmick to check the opponent's reactions is to cancel this out of F2 to create a challenging overhead to low mix. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
146.00 / N/A / N/A | Mid | 13 | 5 | 36 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 9 | -4 | -4 | 1 OFF | |||||||
Amped Slide's Krushing Blow is a vital part of Sub's gameplan and something that the opponent must respect and break away from. Cannot amplify if Slide is blocked. Opponent can Breakaway from Slide before the Amplify catches them. Use if you need the side switch or need the extra damage or stacks for Krushing Blow, otherwise save your meter for your other specials.
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Fatal Blow
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
340.00 / 15.00 / 1.50 | Mid | 25 | 3 | 42 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 16 | -23 | -28 | FB Charge On Hit, 10 Sec CD On Miss | |||||||
Absolute robbery after a confirmed F2 or B2, 3, massive unbreakable damage after Freeze > J2 > S4, on top of the regular shenanigans that Fatal Blows enable. |
Kustom Abilities
Deep Freeze
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 | 1 OFF | |||||||
Does damage while stunning, turns into a mid projectile that destroys the opponent's projectile. Great counter-zoning tool and adds new combo opportunities, most importantly off F2. |
Rising Ice
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
60.00 / 17.50 / 1.75 | Mid | 21 | 10 | 21 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
31 | 38 | -24 | -24 | - | |||||||
Causes knockdown and launches opponent away. Typically used amplified to extend kombos. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
80 / 17.50 / 1.75 | Mid | 6 | 10 | 21 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 53 | -4 | -4 | 1 OFF | |||||||
Causes knockdown and pops opponent straight into the air. Allows you to continue your kombo, vastly increasing Sub-Zero's overall damage potential. |
Ground Ice
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
70.00 / 0.00 / 0.00 | Unblockable | 49 | 0 | 0 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
44 | 88 | 0 | 0 | - | |||||||
Freezes the opponent's legs, giving you a free mix-up. Best used as a set up after winning a knockdown. The opponent can use their Wakeup U3 to stop you if they're close enough. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
0.00 / 0.00 / 0.00 | Low | 2 | 85 | 0 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 60 | -54 | -54 | 1 OFF | |||||||
Increases the range of the ground ice but now becomes crouch blockable. |
Strategy and Kombos
General Tactics
- Sub-Zero has one of the best shimmy and whiff-punish capabilities in the game due to his high mobility and plethora of forward-moving buttons such as Back3, Back1, Forward2 and Back2. This combination allows him to walk or dash in and out of the opponent's effective range and force a whiff for a whiff punish or a block check on them since both his Low starter and Overhead starter move Sub-Zero forward.
- Even at farther distances Sub-Zero can block check your opponent with Slide, which is pretty much unreactable at most distances. Coupled with the space control of Ice Ball that also wins any projectile trade with a full-screen combo confirmation, Sub-Zero can condition the opponent into ducking and crouch blocking at farther distances which can help shape the pace of the game to your advantage.
- If the opponent is frozen while standing, a popular strategy is to use the [B+1, 4] string for a standing reset with 10 frames of hit advantage for continued pressure instead of knocking down the opponent. [B+3, 2] is also a useful string for standing resets after freeze with 16 frames of hit advantage.
- If you want to better enforce the Overhead/Low mixup game, you may want to consider slotting either Deep Freeze or Rising Ice for your variation. Either of these two Equipped Abilities allow you to convert your Forward2 overhead into a full combo, and Rising Ice lets you do more damaging combos in general. Mixups that do more damage will weigh more heavily on an opponent's mind.
Popular Variations
- An overall well-rounded variation. The combination of Creeping Ice for added safety, Rising Ice for added reward from 50/50's and the (Air) Polar Axe for space control and counter zoning should give any player the tools to seize an advantage at any distance or opportunity with their opponent.
- A variation that focuses especially on getting Sub-Zero within mixup distance of their opponent. Deep-Freeze gives the player multiple projectile speeds to anti-air with as well as counterzone. Rising Ice is used to maximize a player's overall damage potential from any hit once they are at their ideal distance.