Advertisement
Guest User

Untitled

a guest
Apr 13th, 2021
221
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 2.44 KB | None | 0 0
  1. Universal moves:
  2.  
  3. Jab: Standing low punch
  4. Forward tilt: Standing low kick
  5. Forward tilt angled upwards: Standing high kick
  6. Forward tilt downwards: Crouched high kick
  7. Down tilt: Crouched low kick
  8. Up tilt: Standing high punch
  9. Dash attack: Sub-Zero's slide. Yes, both of them have it.
  10. Forward Smash: Roundhouse (Backwards high kick)
  11. Down Smash: Sweep (Backwards low kick)
  12. Up Smash: Uppercut (Crouched high punch)
  13. Neutral air: Jump punch
  14. Forward air: Forwards jump kick
  15. Up air: Upwards jump kick
  16. Back/Down air: Ones based on Ryu/Terry's since classic MK doesn't really have moves suitable for them
  17. Pummel: Close kick
  18. Forward throw: Unmasked Sub-Zero's throw, with an extra spin due to the victim being thrown forwards
  19. Back throw: The palette-swap ninjas' usual throw in MK1-3
  20. Up throw: Close high punch
  21. Down throw: Scorpion/Sub-Zero's throw in MK4
  22. Side B: Dial-A-Kombo: Similar to Marth and co.'s Side B but with moves Scorpion/Sub-Zero use in their Kombos in UMK3. Animations are different depending on who's used.
  23.  
  24. Scorpion specials:
  25. Neutral B/QCB+A: Demon Fire: Comes out a little in front of him unless the FG input version is used, which will actually try to target an opponent.
  26. Down B/QCF+A: Teleport Punch: Works more like Greninja's Shadow Sneak in order to work in Smash's environment. FG Input version deals more damage/knockback.
  27. Up B/Back+Back+A: Spear: Grounded version works like it does in classic MK, FG input version is slower but tries to aim where the opponent is on the ground, and meteor smashes if it hits in the air. Aerial version aims the spear upwards in the air unless you quickly tap forward, and is used as a tether recovery.
  28. Final Smash: Welcome to the Netherrealm: His super from Injustice 1.
  29.  
  30. Sub-Zero specials:
  31. Neutral B/QCF+A: Freeze: Contrary to its name, you'll actually have to barrage an opponent with multiple Freezes to get it to actually freeze. 4 for the Smash input version, 2 for the FG input version.
  32. Down B/QCB+A: Ground Freeze: Smash input version works like it did in MK, making the victim slide backwards. FG input version makes the opponent trip, as in the infamous Brawl mechanic.
  33. Up B/Back+Forward+A: Ice Klone: Can work as a shield or a platform you can jump on to reset your jumps, but you can't make another Klone until you're back on the ground again. FG input version blows up upon making contact with an opponent, freezing them.
  34. Final Smash: Deep Freeze: His super from Injustice 2, except it stops after the hammer.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement