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. If the opponent does a Delayed Getup, quickly input to complete the +,, string. This will stop your opponent from attacking after a Delayed Getup because the last hit of +,, will come out as they are getting up from the ground.
When meatying with +, you must option select the string so that on whiff you will get Sub-Zero’s +, string to come out. To do this, you must input it as:
In Sub-Zero’s Dead of Winter variation, input it as:
What will happen is if the opponent does not do a Delayed Getup, then you will get +AMP or AMP. If the opponent does do a Delayed Getup, then Sub-Zero will do his +, string. What makes this even better is that +, becomes a Krushing Blow if it is a Kounter or Punish. Opponents trying to whiff punish + will be hit by the 2nd hit of +, which will become a Krushing Blow.