

A player using this type revolves around frustrating the opponent into making hasty and stupid mistakes. Pure damage projectiles wont stop the freeze and full combo afterward. This style works best against characters without "special" projectiles that say freeze or trap sub zero on hit. This type likes to get an ice clone out to stop fast rushes and will throw ice ball from cover. Sub is an adaptable character that's is typically used in two main ways, neither is "better" as they're just a different style and depending on the opponent should be switched between. One hit of armor AFTER releasing the charge, it doesn't have armor before that.Ĭan be charged to delay the attack to hit jumpers or to mix up the opponents timing. Slow start and only use with mind games and heavy blockers.ĭoes an extra hit and swaps sides with the opponent, good when trapped in a corner to turn the momentum. Instead of a small puddle this version freezes the entire ground in front of Sub. Rather than a ball, this freeze comes out as a beam, use this if the opponent likes to jump your balls and it'll hit when they come back down. Lasts on screen 5 seconds as opposed to 3 for the standard clone. On hit the opponent can't roll recovery either. Hits low and is a staple to Sub's mind games and his entire strategy. Best cancelled into after the b+1 2 4 string to catch them blocking on wake up. Very unsafe, only to be used for mind games against other players.

Try to bait them into projectile wars and you will most likely tag them with a ball.Īfter patch the freeze is now 10 frames longer! Remember you can shoot them while a clone is out. Use it to control space and keep opponents in corner and pressured. On block or hit can be cancelled into a safe clone.Can be finished with an ice ball on hit to get another dash up kombo.Easy hit confirmable string into ice ball.On block finish with and throw a clone.On hit cancel the third hit into ice ball.Use Ice ball if connects, use ice clone if it's blocked.
