Sub-Zero

Move List


INPUT COMMANDS
Straight Chop
1
Axe Bash
Back+1
Low Back Hand
Down+1
Palm Strike
2
Rising Axe
Back+2
Double Axe Slam
Forward+2
Rising Doom
Down+2
Lin Kuei Kick
3
Shin Shatter
Back+3
Quick Kick
Down+3
Roundhouse
4
Chilled Sweep
Back+4
Brutal Kick
Forward+4
Swing Kick
Down+4
JUMPING ATTACKS
Heavy Fist
1
Straight Punch
2
Cold Boot
3or4
HOP ATTACKS
Frigid Strike
Up,1orUp,2
Cold Front
Up,3orUp,4
GETUP ATTACKS
Axe Swipe
Up+2
Chilled Heel
Up+3
FLAWLESS BLOCK ATTACKS
Axe Swipe
Up+2
Chilled Heel
Up+3
THROWS
Toward Throw
1+3+ForwardorForward+1+3
Back Throw
1+3or1+3
ROLL ESCAPES
Forward Roll Escape
Forward+Stance Switch
Away Roll Escape
Back+Stance Switch
AIR ESCAPE
(Air) Breakaway
Down+Block
MOVE DATA
DAMAGE BLOCK DAMAGE F/BLOCK DAMAGE
N/A N/A N/A
MOVE TYPE VARIATION
N/A N/A
PROPERTIES
N/A N/A
DESCRIPTION
N/A
FRAME DATA
START-UP ACTIVE RECOVERY
N/A N/A N/A
CANCEL ADVANTAGE
N/A
HIT ADVANTAGE BLOCK ADVANTAGE F/BLOCK ADVANTAGE
N/A N/A N/A

Strategy


Combos


Dead of Winter

Sub-Zero - Dead of Winter - Beginner Combos

Sub-Zero – Dead of Winter – Beginner Combos


Sub-Zero - Dead of Winter - Beginner Combos
Sub-Zero - Dead of Winter - Advanced Combos

Sub-Zero – Dead of Winter – Advanced Combos


Sub-Zero - Dead of Winter - Advanced Combos

Thin Ice

Sub-Zero - Thin Ice - Beginner Combos

Sub-Zero – Thin Ice – Beginner Combos


Sub-Zero - Thin Ice - Beginner Combos
Sub-Zero - Thin Ice - Advanced Combos

Sub-Zero – Thin Ice – Advanced Combos


Sub-Zero - Thin Ice - Advanced Combos

Avalanche

Sub-Zero - Avalanche - Beginner Combos

Sub-Zero – Avalanche – Beginner Combos


Sub-Zero - Avalanche - Beginner Combos
Sub-Zero - Avalanche - Advanced Combos

Sub-Zero – Avalanche – Advanced Combos


Sub-Zero - Avalanche - Advanced Combos

Guides


General

How to Fight Sub-Zero - Beginner Guide

How to Fight Sub-Zero – Beginner Guide


Defending Against Sub-Zero’s 50/50 Sub-Zero’s primary mixup comes from his and . The way to defend against this mixup is to fuzzy guard it. Since comes out in 13 frames and comes out in 19 frames, the will come out faster by 6 frames. To fuzzy guard this you must first block low then block high. Another important part to defending against Sub-Zero’s mixup is to always pay attention to his Offensive Meter. ...
Anti-Delayed Getup Option Select

Anti-Delayed Getup Option Select


When going for an attack on knockdown with Sub-Zero, it can be risky because of Delayed Getup. Sub-Zero relies on hitting the opponent with his 50/50 mixup, however if the opponent does a Delayed Getup then both and will whiff leaving Sub-Zero vulnerable. In order to prevent from being punished by Delayed Getup, you must complete the entire string. When meatying with , react to whether the opponent did a Delayed Getup or not. ...
How to Fight Sub-Zero

★ How to Fight Sub-Zero


Punishing Axe Bash Sub-Zero’s Axe Bash () is a forward-advancing high. Throwing out low pokes in the neutral is a great way to deal with this string because you will be in a crouching state. You can also duck and punish with a jab on a read, however this can be a bit difficult and will leave you vulnerable to being hit by Sub-Zero’s 50/50. Defending Against Sub-Zero’s 50/50 Sub-Zero’s primary mix-up comes from his and . ...
Meaty Double Axe Slam

Meaty Double Axe Slam


After knocking the opponent down, Sub-Zero can combo off of his Double Axe Slam, or , without having to spend a bar of Offensive meter. In order to do this, you must do into Ice Ball as a meaty so that it hits during its latest active frames. In other words, you must attack with as the opponent is getting up off the ground, making sure that only the end of the ...
Sub-Zero - Advanced Guide

Sub-Zero – Advanced Guide


Footsies Sub-Zero’s best move to use in footsies is . can be hit confirmed into Ice Ball or a combo. The downside to using is that it starts with a high attack so it will lose to ducking opponents. If your opponent is ducking, you can then hit them with Sub-Zero’s or . If blocked, it leaves Sub-Zero at only -4. Since Sub-Zero has a 6 frame poke, using a after will ...

Dead of Winter

Conserving Meter with Ice Ball

Conserving Meter with Ice Ball


In Sub-Zero’s Dead of Winter variation, he can Amplify Ice Ball, or , to combo off of his overhead . Amplifying costs 1 bar of Offensive Meter, so it can be a waste if the is blocked. To conserve your Offensive Meter, you must hit confirm the Amplified Ice Ball and only Amplify it if the hits. The reason this works is because Amplified Ice Ball requires 2 inputs: . This allows enough time ...

Thin Ice

Avalanche

Arctic Trap Setup

Arctic Trap Setup


When knocked down by Sub-Zero, your opponent must defend against his overhead and low mixups. However, these mixups can be avoided using Delayed Getup or Roll Escape, which can leave Sub-Zero very punishable on whiff. If you think that your opponent will use a Delayed Getup or Roll Escape, you can then set up Sub-Zero’s Arctic Trap. This is done by ending combos with and walking backwards. If your opponent does a Roll Escape, they will ...