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- Sub-Zero
- -------------
- FATALS
- 1 - bfb2 (mid)
- 2 - fdf4 (mid)
- ----------------------
- V1 - Dead of Winter
- df1 Amp
- - only amp-able in V1
- - VERY FAST MID fireball
- bf3 Amp
- - replaces slide
- - unsafe mid attack, midscreen KND
- - Amp: adds good dmg
- - can be done VERY late to discourage punishment
- - Amp extender also unsafe
- ---
- V2 - Thin Ice
- db2
- - step back into mid
- fireballs
- - unsafe if too close
- air db2
- - angled air fireball
- - good for annoyance
- - landing recovery
- df2
- - full-screen mid fireball
- - HAOH SHOKOKEN!
- ---
- generics
- df1
- - high fireball
- - Kombo on hit
- - great for fireball wars
- bf3 Amp
- - unsafe low slide
- - VERY FAST, very hard to
- react to
- - Amp: only on hit
- - adds damage+side switch
- ---------
- strings
- 12 x
- 124
- b14 x
- b143 x
- 21 x
- 212
- b21
- f24
- 33
- b32 x
- b321
- GAPS:
- 3 # 3
- lows
- - d3/d4/b4
- - b3
- overheads
- - hops
- - f2
- Notable normals
- - f2 O/i19/-3/-6
- - safe on its own
- - great range
- - major mixup tool
- - xx bf3/-20
- - xx FB/-23
- - f24 KND/-19
- - f4 M/i28/KND/+4
- - far-range approach tool
- - mixup on block!
- - b1 H/i14/+6/-2
- - mid-range poke
- - stagger options
- - b14 M/-4
- - b143 M/-7
- - b2 M/i14/KND/-2
- - safe launcher!
- - good antiair
- - b3 L/i13/+17/-4
- - low starter
- - major mixup tool
- - b32 hitconfirm/-6
- - b321/-5
- ----
- Ranges:
- f4 >>> f2 > b1 > b2/d4
- block advantage
- - 1 H/0
- - 12 M/0
- - 2 H/+1
- - 33 M/+1
- - 3 H/+2
- - 4 H/+2
- - f4 M/+4
- Frame Trap after d1(+9):
- highs <= i9
- - 1 i8 A
- - 2 i8 B
- mids/lows <= i14
- - b2 i14
- - b3 i13 C
- - d1 i6
- - d3 i9
- - d4 i11
- - b4 i12
- Post-FT Strategy:
- A - 1 /+0
- - 12 /+0 + hc
- - 124*/-4 + push away
- B - 2 /+1
- - 21 /-8 + hc
- - 212*/-4 + push away
- - feels a bit slower
- than 124
- C - b3 /-4
- - b32 /-6 + hc
- - b321/-5, CLOSE
- ---------
- Krushing Blows
- d2
- - Kounter a high
- - Punish a high
- *launch
- B throw
- - after failed throw escape
- *310
- 124
- - Kombo of 8+
- *varies based on Kombo
- f24
- - Kounter
- - Punish
- *309 (full string)
- V1
- Amp-bf3
- - Kounter
- - Punish
- *267
- V2
- Amp-bf3
- - 3rd success
- *319
- ---------
- V2-KOMBOS
- [Non-Launch]
- [Non-Freeze]
- 12 / b14 / b143 / 21 / b32
- b143 xx bf3 = 157/215A
- - midscreen KND
- - Amp: far KND
- b32 xx FB = 394
- - close KND
- [Freeze/Launch]
- d2 KB/FBu2
- - midscreen
- - MODERATE
- - b2 xx df1, j2, b143
- - xx bf3 = 347/375A
- - b2 xx df1, j2
- - dash 124(KB) = 407
- - EASY
- - b143
- - xx bf3 = 315/362A
- - corner
- - 2 (x5)
- - 12 xx bf3 = 367/410A
- - 124(KB) = 472
- - 2 (x3)
- - xx FB = 513
- b2 (tip range)
- - midscreen
- - immediate bf3 = 106/166A
- - corner
- - HARD
- - 2 (x4)
- - 12 xx bf3 = 211/256A
- - 124(KB) = 321
- - EASY
- - 2 (x3)
- - 12 xx bf3 = 195/242A
- raw df1
- - midscreen
- - j2, b143
- - xx bf3 = 183/227A
- - corner
- - jK, 2 (x4)
- - 12 xx bf3 = 244/290A
- - 124(KB) = 356
- jump kick
- - midscreen
- - HARD
- - short dash, b2 xx df1, j1*, b143
- - xx bf3 = 254/286A
- *opponent is low to the ground, need the downward angle
- - EASY
- - short dash, b143
- - xx bf3 = 231/285A
- - corner
- - HARD
- - 2 (x4)
- - 12 xx bf3 = 272/322A
- - 124(KB) = 395
- - EASY
- - 2 (x3)
- - 12 xx bf3 = 253/306A
- -(crossup)
- - HARD
- - b32 xx df1, j1*, b143
- - xx bf3 = 272/322A
- *opponent is low to the ground, need the downward angle
- - EASY
- - 212 = 199
- - 2 xx FB = 435
- antiair b2
- - midscreen
- - xx df1, j2, b143
- - xx bf3 = 196/232A
- - corner
- - xx df1, jK, 2 (x3)
- - 12 xx bf3 = 225/261A
- - 124(KB) = 314
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