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JuiceboxAbel

MK11 - Sub-Zero Notes

May 31st, 2019
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  1. Sub-Zero
  2. -------------
  3. FATALS
  4.  
  5. 1 - bfb2 (mid)
  6. 2 - fdf4 (mid)
  7. ----------------------
  8. V1 - Dead of Winter
  9.  
  10. df1 Amp
  11. - only amp-able in V1
  12. - VERY FAST MID fireball
  13.  
  14. bf3 Amp
  15. - replaces slide
  16. - unsafe mid attack, midscreen KND
  17. - Amp: adds good dmg
  18. - can be done VERY late to discourage punishment
  19. - Amp extender also unsafe
  20. ---
  21. V2 - Thin Ice
  22.  
  23. db2
  24. - step back into mid
  25.  
  26. fireballs
  27. - unsafe if too close
  28.  
  29. air db2
  30. - angled air fireball
  31. - good for annoyance
  32. - landing recovery
  33.  
  34. df2
  35. - full-screen mid fireball
  36. - HAOH SHOKOKEN!
  37. ---
  38. generics
  39.  
  40. df1
  41. - high fireball
  42. - Kombo on hit
  43. - great for fireball wars
  44.  
  45. bf3 Amp
  46. - unsafe low slide
  47. - VERY FAST, very hard to
  48.  
  49. react to
  50. - Amp: only on hit
  51. - adds damage+side switch
  52. ---------
  53. strings
  54. 12 x
  55. 124
  56. b14 x
  57. b143 x
  58. 21 x
  59. 212
  60. b21
  61. f24
  62. 33
  63. b32 x
  64. b321
  65.  
  66. GAPS:
  67. 3 # 3
  68.  
  69. lows
  70. - d3/d4/b4
  71. - b3
  72.  
  73. overheads
  74. - hops
  75. - f2
  76.  
  77. Notable normals
  78.  
  79. - f2 O/i19/-3/-6
  80. - safe on its own
  81. - great range
  82. - major mixup tool
  83. - xx bf3/-20
  84. - xx FB/-23
  85. - f24 KND/-19
  86.  
  87. - f4 M/i28/KND/+4
  88. - far-range approach tool
  89. - mixup on block!
  90.  
  91. - b1 H/i14/+6/-2
  92. - mid-range poke
  93. - stagger options
  94. - b14 M/-4
  95. - b143 M/-7
  96.  
  97. - b2 M/i14/KND/-2
  98. - safe launcher!
  99. - good antiair
  100.  
  101. - b3 L/i13/+17/-4
  102. - low starter
  103. - major mixup tool
  104. - b32 hitconfirm/-6
  105. - b321/-5
  106. ----
  107. Ranges:
  108.  
  109. f4 >>> f2 > b1 > b2/d4
  110.  
  111. block advantage
  112. - 1 H/0
  113. - 12 M/0
  114. - 2 H/+1
  115. - 33 M/+1
  116. - 3 H/+2
  117. - 4 H/+2
  118. - f4 M/+4
  119.  
  120. Frame Trap after d1(+9):
  121. highs <= i9
  122. - 1 i8 A
  123. - 2 i8 B
  124.  
  125. mids/lows <= i14
  126. - b2 i14
  127. - b3 i13 C
  128.  
  129. - d1 i6
  130. - d3 i9
  131. - d4 i11
  132. - b4 i12
  133.  
  134. Post-FT Strategy:
  135.  
  136. A - 1 /+0
  137. - 12 /+0 + hc
  138. - 124*/-4 + push away
  139.  
  140. B - 2 /+1
  141. - 21 /-8 + hc
  142. - 212*/-4 + push away
  143. - feels a bit slower
  144.  
  145. than 124
  146.  
  147. C - b3 /-4
  148. - b32 /-6 + hc
  149. - b321/-5, CLOSE
  150. ---------
  151. Krushing Blows
  152.  
  153. d2
  154. - Kounter a high
  155. - Punish a high
  156. *launch
  157.  
  158. B throw
  159. - after failed throw escape
  160. *310
  161.  
  162. 124
  163. - Kombo of 8+
  164. *varies based on Kombo
  165.  
  166. f24
  167. - Kounter
  168. - Punish
  169. *309 (full string)
  170.  
  171. V1
  172.  
  173. Amp-bf3
  174. - Kounter
  175. - Punish
  176. *267
  177.  
  178. V2
  179.  
  180. Amp-bf3
  181. - 3rd success
  182. *319
  183. ---------
  184. V2-KOMBOS
  185.  
  186. [Non-Launch]
  187. [Non-Freeze]
  188. 12 / b14 / b143 / 21 / b32
  189.  
  190. b143 xx bf3 = 157/215A
  191. - midscreen KND
  192. - Amp: far KND
  193.  
  194. b32 xx FB = 394
  195. - close KND
  196.  
  197. [Freeze/Launch]
  198.  
  199. d2 KB/FBu2
  200.  
  201. - midscreen
  202.  
  203. - MODERATE
  204. - b2 xx df1, j2, b143
  205. - xx bf3 = 347/375A
  206.  
  207. - b2 xx df1, j2
  208. - dash 124(KB) = 407
  209.  
  210. - EASY
  211. - b143
  212. - xx bf3 = 315/362A
  213.  
  214. - corner
  215.  
  216. - 2 (x5)
  217. - 12 xx bf3 = 367/410A
  218. - 124(KB) = 472
  219.  
  220. - 2 (x3)
  221. - xx FB = 513
  222.  
  223. b2 (tip range)
  224.  
  225. - midscreen
  226.  
  227. - immediate bf3 = 106/166A
  228.  
  229. - corner
  230.  
  231. - HARD
  232. - 2 (x4)
  233. - 12 xx bf3 = 211/256A
  234. - 124(KB) = 321
  235.  
  236. - EASY
  237. - 2 (x3)
  238. - 12 xx bf3 = 195/242A
  239.  
  240. raw df1
  241.  
  242. - midscreen
  243.  
  244. - j2, b143
  245. - xx bf3 = 183/227A
  246.  
  247. - corner
  248.  
  249. - jK, 2 (x4)
  250. - 12 xx bf3 = 244/290A
  251. - 124(KB) = 356
  252.  
  253. jump kick
  254.  
  255. - midscreen
  256.  
  257. - HARD
  258. - short dash, b2 xx df1, j1*, b143
  259. - xx bf3 = 254/286A
  260.  
  261. *opponent is low to the ground, need the downward angle
  262.  
  263. - EASY
  264. - short dash, b143
  265. - xx bf3 = 231/285A
  266.  
  267. - corner
  268.  
  269. - HARD
  270. - 2 (x4)
  271. - 12 xx bf3 = 272/322A
  272. - 124(KB) = 395
  273.  
  274. - EASY
  275. - 2 (x3)
  276. - 12 xx bf3 = 253/306A
  277.  
  278. -(crossup)
  279.  
  280. - HARD
  281. - b32 xx df1, j1*, b143
  282. - xx bf3 = 272/322A
  283.  
  284. *opponent is low to the ground, need the downward angle
  285.  
  286. - EASY
  287. - 212 = 199
  288. - 2 xx FB = 435
  289.  
  290. antiair b2
  291.  
  292. - midscreen
  293.  
  294. - xx df1, j2, b143
  295. - xx bf3 = 196/232A
  296.  
  297. - corner
  298.  
  299. - xx df1, jK, 2 (x3)
  300. - 12 xx bf3 = 225/261A
  301. - 124(KB) = 314
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