Mortal Kombat 1/Sub-Zero

From SuperCombo Wiki

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 straightforward, primarily defensive character who combines elements of his previous incarnations in NRS titles, including his overhead/low 50-50 game, ice ball, slide, the notorious ice clone trap and even Cyber Sub-Zero's dive kick. Many of his special moves can clash with or destroy projectiles, making it difficult to zone him out. While his primary mid, F1, has been slowed down from pre-release builds, Sub-Zero can still demand respect on offense thanks to his 50/50 game of overhead or low; he synergizes well with Kameos that help him stay safe when mixing his opponents as well as increase his reward for guessing right. His dive kick also gives him some much-needed mobility as his ground speed is lacking. Deadly Vapors, a tracking ground attack which slows opponents down, serves as both a combo extension tool and a chip damage option to close out rounds. Sub-Zero is arguably the character of choice for learning the fundamentals of Mortal Kombat 1 as his toolset is easy to understand and teaches skills that translate well to other characters.

Strengths Weaknesses
  • Brick Wall: (Enhanced) Ice Klone Charge, (Enhanced) Ice Klone and Enhanced Ice Ball can negate or even destroy projectiles, making him difficult to approach with a life deficit. Deadly Vapors can also put pressure on an opponent within chip kill territory.
  • Mid Projectile: While lacking the range of other fireballs, Ice Klone Charge hits Mid for free when most characters need to spend bar to do so.
  • Dive Kick: A strong mobility tool to get around zoning which can lead to full combos 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
  • Freezes Scale Hard: Ice Ball and Deadly Vapors incur relatively harsh damage scaling on Sub-Zero's combos, limiting his damage in his confirms or fireball trades.
  • 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.
  • Loses the Fireball War: Ice Ball's slow startup even when Enhanced coupled with the shorter stun duration make it difficult for him to win fireball wars and capitalize on trade situations.
  • Covered in Gaps: Many of his basic strings have notable gaps between hits which can be punished with armor, more so than other characters. Most of his special/Kameo Summon cancels from these strings are also unsafe against armor leading to his next issue:
  • Ice Klone Doesn't Work: Ice Klone has been nerfed severely with higher recovery frames, lowered duration, and an increased cooldown timer. There are few situations in which Sub-Zero can setup Ice Klone and not at least be punished by Armored attacks on reaction. Enhanced Ice Klone fixes none of these issues and offers little benefit for its 2 bar cost.
  • "Honest": Lacks any sort of gimmick or low-risk, high-reward strategy in an meta that is gradually revealing more instances of these amongst the rest of the cast; his more rewarding moves are easy to react to and punish.
Sub-Zero
MK1 Sub portrait.png
Base Health 1000

Normals and Strings

Grounded

1
Clammy Palm
1
Hitboxes Off
Hitboxes On

1
Standing Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
7 3 19 18 20 3 H +16 0 0 -

Lin Kuei Storm
12
Hitboxes Off
Hitboxes On

12
FP, BP
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
17 2 27 29 30 4.5 M +11 -7 -7 -

Arctic Hammer
122
Hitboxes Off
Hitboxes On

122
FP, BP, BP
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
21 3 25 - 70 10.5 OH +27 -6 -6 -


Advancing Frost
F1
Hitboxes Off
Hitboxes On

F1
Forward + Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
15 3 23 26 30 3.5 M +18 -4 -4 -

Frozen Over
F12
Hitboxes Off
Hitboxes On

F12
F+FP, BP
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
15 2 27 25 50 7.5 M +9 -7 -7 -

Freezing Point
F123
Hitboxes Off
Hitboxes On

F123
F+FP, BP, FK
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
20 5 29 - 50 7.5 L +22 -12 -12 -


Cold Front
D1
Hitboxes Off
Hitboxes On

D1
Crouching Front Punch / Crouch Jab
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
7 2 24 20 20 3 M +11 -9 -9 -

2
Quick Chill
2
Hitboxes Off
Hitboxes On

2
Standing Back Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
10 4 18 21 30 4.5 H +16 0 0 -

Blistering Blizzard
21
Hitboxes Off
Hitboxes On

21
BP, FP
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
20 4 25 30 50 7.5 M +11 -7 -7 -

212
BP, FP, BP
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
22 2 37 - 70 10.5 OH +29 -7 -7 -


Spinal Tap
B2
Hitboxes Off
Hitboxes On

B2
Back + Back Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
24 23 37 33 97.5 (50, 47.5) 15 (7.5, 7.5) OH, H +57 -23 -23 -


Brain Freeze
D2
Hitboxes Off
Hitboxes On

D2
Crouching Back Punch / Uppercut
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
11 3 42 - 140 21 H +26 -3 -13 -
  • On Kounter or Punish Hit, can be Jump Canceled with any upward direction + Block for 2 bars of Super Meter

3

3
Standing Front Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
10 2 31 20 50 7.5 H +8 -1 -1 -

Slip Slide
34
Hitboxes Off
Hitboxes On

34
FK, BK
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
10 8 21 - 70 10.5 L +27 -7 -7 -


Shin Shatter
B3
Hitboxes Off
Hitboxes On

B3
Back + Front Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
13 2 27 26 50 7.5 L +8 -7 -7 -

Permafrost
B34
Hitboxes Off
Hitboxes On

B34
B+FK, BK
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
16 8 19 - 70 10.5 L +29 -5 -5 -


D3
Crouching Front Kick / Low Poke (Short)
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
10 2 24 24 20 3 L +12 -9 -9 -

4
Harmful Heel
4
Hitboxes Off
Hitboxes On

4
Standing Back Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
12 3 26 25 70 10.5 H +14 +3 +3 -

Hail Damage
44
Hitboxes Off
Hitboxes On

44
BK, BK
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
18 2 21 - 50 7.5 L +23 -1 -1 -


Chilled Sweep
B4
Hitboxes Off
Hitboxes On

B4
Back + Back Kick / Sweep
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
13 2 37 - 70 10.5 L +7 -7 -7 -


D4
Crouching Back Kick / Low Poke (Far)
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
9 2 27 27 30 4.5 L +14 -7 -7 -

Aerial

J1
Icy Knuckles
J1
Hitboxes Off
Hitboxes On

J1
Jumping Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
7 6 39 24 50 7.5 M +4 -24 -24 -
  • Hits Overhead while descending from a jump

Slick Strike
J11
Hitboxes Off
Hitboxes On

J11
Air FP, FP
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
12 4 35 44 27 4.05 OH +17 -20 -25 -

Polar Plunge
J112
Hitboxes Off
Hitboxes On

J112
Air FP, FP, BP
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
10 2 40 45 30 4.5 OH +40 -23 -28 -

Menacing Mace
J12
Hitboxes Off
Hitboxes On

J12
Air FP, BP
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
17 2 34 46 27 4.05 OH +45 -17 -22 -

Air Lin Kuei
J13
Hitboxes Off
Hitboxes On

J13
Air FP, FK
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
13 5 33 44 27 4.05 OH +18 -19 -24 -

Frosted Frenzy
J134
Hitboxes Off
Hitboxes On

J134
Air FP, FK, BK
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
16 4 33 - 90 13.5 OH +19 -18 -23 -

J2

J2
Jumping Back Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
9 4 39 19 50 7.5 M 4 -24 -24 -
  • Hits Overhead while descending from a jump

J21
Air BP, FP
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
14 5 34 46 81 12.15 OH 40 -20 -25 -

Freezer Burn
J22
Hitboxes Off
Hitboxes On

J22
Air BP, BP
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
10 3 32 38 27 4.05 M 20 -16 -21 -

Arctic Blast
J222
Hitboxes Off
Hitboxes On

J222
Air BP, BP, BP
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
15 8 36 - 90 13.5 M 19 -25 -30 -

J3 / J4
Balanced Boot
J3 / J4
Hitboxes Off
Hitboxes On

J3 / J4
Jumping Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
11 5 39 35 70 10.5 M 22 -24 - -
  • Hits Overhead while descending from a jump

Throws

F1+3
Forward Throw / Shove
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
10 2 33 - 20 (10, 10) - Throw (H) 11 - - -
  • Performed when Kameo is unavailable
  • Break with 2 or 4

Negative Zero
1+3
Hitboxes Off
Hitboxes On

1+3
Back Throw
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
10 2 33 - 110 (10, 30, 70) - Throw (H) 11 - - -
  • Break with 1 or 3

Special Moves

Grounded

Ice Ball

DF1
Down, Forward + Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
39 - - - 20 12.5 H +74 -11 -11 -
  • Advantage values derived from point blank hit
DF1+BLK
Down, Forward + Front Punch + Block
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
39 - - - 40 15 M +74 -11 -11 1 Bar
  • Destroys opponent's projectiles
  • Advantage values derived from point blank hit

Ice Klone

DB1
Down, Back + Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
9 70 - - 20 12.5 M +59 -22 -22 -
  • Negates opponent's projectiles
  • All versions of Ice Klone share a 3.5 second cooldown after the Klone disappears
DB1+BLK
Down, Back + Front Punch + Block
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
11 - - - 90 (30, 30, 30) 41.25 M +92 -25 -25 2 Bars
  • Negates opponent's projectiles
  • All versions of Ice Klone share a 3.5 second cooldown after the Klone disappears

Ice Klone Charge
Ice Klone Charge
BF2
Hitboxes Off
Hitboxes On

BF2
Back, Forward + Back Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
20 11 26 - 80 20 M +31 -16 -16 -
  • Negates opponent's projectiles
BF2+BLK
Back, Forward + Back Punch + Block
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
20 11 26 - 110 23.75 M +31 -16 -16 1 Bar
  • Destroys opponent's projectiles

Ice Slide

BF3
Back, Forward + Front Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
14 19 36 - 90 (30, 20, 40) 13.75 L +15 -22 -22 -
BF3+BLK
Back, Forward + Front Kick + Block
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
14 19 36 - 110 23.75 L +31 -16 -16 1 Bar
  • Has armor
  • Switches sides on hit

Deadly Vapors
Deadly Vapors
DF4
Hitboxes Off
Hitboxes On

DF4
Down, Forward + Back Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
31 6 10 - 20 12.5 M -40 -20 -15 -
  • Slows the opponent
DF4+BLK
Down, Forward + Back Kick + Block
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
31 6 10 - 40 15 M -40 -20 -15 1 Bar
  • Slows the opponent

Aerial

(Air) Ice Klone
(Air) Ice Klone
JDB1
Hitboxes Off
Hitboxes On

JDB1
Jump, Down, Back + Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
4 70 - - 20 12.5 M +52 -29 -29 -
  • Negates opposing projectiles
  • Only available while rising from a jump
  • All versions of Ice Klone share a 3.5 second cooldown after the Klone disappears
JDB1+BLK
Jump, Down, Back + Front Punch + Block
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
4 - - - 90 (30, 30, 30) 41.25 M +106 -11 -11 2 Bars
  • Negates opposing projectiles
  • Only available while rising from a jump
  • All versions of Ice Klone share a 3.5 second cooldown after the Klone disappears

(Air) Diving Glacier
(Air) Diving Glacier
JDB4
Hitboxes Off
Hitboxes On

JDB4
Jump, Down, Back + Back Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
16 14 24 - 50 16.5 M +6 to +20 -16 to -2 -16 to -2 -
  • Frame advantage increases when connecting lower against grounded opponents
  • Can link to grounded buttons at +7 and higher on hit against a grounded opponent
JDB4+BLK
Jump, Down, Back + Back Kick + Block
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
25 6 41 - 50 16.25 M +57 -29 -29 1 Bar

Fatal Blow

BLK+SS
Block + Flip Stance
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
14 7 72 - 350 22.5 M +17 -30 -40 See note
  • Character must be at 30% health or less, Kameo must be available


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