|
Choose Your Destiny

Latest News
Games Convention
News Archive
Submit News

Message Board
Chat Room
Links

Mortal Kombat
Mortal Kombat II
Mortal Kombat 3
Ultimate MK3
MK Trilogy
Mortal Kombat 4
MK 4 Enhanced
Mortal Kombat Gold
MK Advance
MK: Deadly Alliance
MK: Tournament Edition
MK: Deception
MK: Unchained
MK: Armageddon
Ultimate MK
MK VS. DC Universe

MKM: Sub Zero
MK: Special Forces
MK: Shaolin Monks

Mortal Kombat
MK Annihilation
MK: Devastation
MK Conquest
MK: DOTR
MK: The Journey Begins

Fan Art
Fakes
Fan Fiction

Downloads
Finisher Theater
YouTube Channel
Kombat Kolumns
Emulation
Online Store

Staff
Old Versions
E-Mail
|
Ultimate Mortal Kombat 3 - Strategy Guide - Classic Sub-Zero
Basics
Special Moves,
General Gameplay Guide
Advanced Character Guides
Kabal,
Human Smoke,
Kung Lao,
Kano,
Reptile,
Ermac,
Nightwolf,
Smoke,
Sindel,
Jax,
Sonya,
Kitana,
Stryker,
Scorpion,
Sub-Zero,
Jade,
Liu Kang,
Sektor,
Classic Sub-Zero,
Cyrax,
Shang Tsung,
Mileena,
Sheeva
Classic Sub-Zero - Rank: 19
Classic Sub-zero is ranked very low in competitive play,
around 20, I don't have an exact number to give him, because he can of
course be use skillfully and be an annoying menace due to his two
containment moves, super fast, long range slide, etc. He is a defensive
character, and you should focus on baiting freeze or ground freeze
scenarios, but it is possible to go on offense with him and he has a few
tactics here and there. You can add his slide at the end of a combo in
corner which will be unblockable. Watch out on his 4 hit pop up because
if you are a hair slow on it the last hit will miss leaving him hugely
open. Of course don't forget he's a male ninja and has really great
normals.
Basic Moves:
The Male Ninjas have
excellent basic moves, good height and range on everything in relation
to their sprite proportions, their roundhouse is extra wicked and can
connect in almost any situation. The only thing that can be weird about
them is their aaHPs. Sometimes they tend to miss in situations where you
wouldn't expect them to and this is due to kara canceling with run to
speed the last hit up, in this situation, often you can do aaHP, LP and
it'll work, with slightly less damage, otherwise, always take an extra
small step in before doing aaHPs.
The Deep Freeze is an age old
move that still has some benefits to it. It has a hit limit of 1, but
breakable to 2, allowing up to 3 freezes per combo, but it's tricky
timing and usually not worth it. Some characters are easier to glitch
hit counter rule break than others, like the Robot Ninjas, Jax, and
Stryker. You can use the freeze as an anti cross up. Scout a cross up
jump kick, perhaps in a run jab situation, and run under their jump, and
do the freeze as they kick, it'll freeze them in air and set up a decent
combo. It's got a little more start up than unmasked Sub-zero's freeze
and that hurts it a bit. The freeze is OK for zoning, watch for jumping
backwards opponents and freeze as you see them jump. Often times the
freeze will hit in a situation where they are physically standing on the
ground but cannot block, so watch for these situations. It will look
like you should do an aaHPHP combo, but really you should go for a JK
starter into his pop up combo. Take note that sometimes characters can
be nabbed by a freeze when ducking, especially in close range,
especially Shang and Kano. If a person does a JK, block it and instantly
do a freeze as soon as they hit the ground. This is useful because it's
rare a person does a jump kick and lands and doesn't continue pressure,
the chance of them landing and just blocking are slim, and often time it
happens more than once. This will either work almost every time, or they
will stop doing random jump kicks altogether, making them chance their
strategy and psychologically giving Sub the upper hand. Sub can freeze
within the amount of time it takes for them to land, and even if they
block, he's relatively safe. It doesn't work quite as well as unmasked
Sub-zero but still useful.
The Ground Freeze is a neat and
somewhat unique move. A common tactic I see over abused is run jab, run
jab, ground freeze. Sometimes the person will lock up and wind up
slipping, but it's their own fault. It's always counterable, and harshly
at that. You might be able to get away with this once a match, maybe
even once a round if you do one early on and then late in the last
match, but it's probably better to do it when they have less than 50%
life left because that will be a guaranteed victory if they do manage to
not avoid or counter it. You can try doing something like, 4 hit pop up,
deep JK, let them hit the ground, run jab LP to get them blocking and
semi stuck, ground freeze. This move also has a hit limit of 1, but
breakable at 2, and it's very difficult to do for some reason. You
cannot do freeze, aaHP, freeze, aaHP ground freeze because the game
looks at it very mathematically. When you freeze them, you cannot ground
freeze. If you already have one hit out before the freeze, and go to
glitch break a second hit on the frame it connects, the game never sees
them as unfrozen during the time the ground freeze would be activated,
and a frame too late means the game has accepted 2 hits and locked the
ground freeze. The ground freeze cannot be done if your opponent is
within a certain distance from the wall with their back facing it (about
a character body width), so if you are trying to do ground freezes and
they aren't coming out, that might be why. The real factor here is their
actually collision box, which moves slightly back and forth during their
stance, and sometimes you can let them stand there, do a ground freeze,
and nothing will happen several attempts in a row, but then it will
work. (just some technical data)
The Slide is good for adding
damage to combos, as a wake up, but don't over abuse it, as it's easily
punishable. It's the fastest of the three slides with the most range, so
it's easier to link into juggle combos. Sometimes you can stick one in
for free after an upper as people tend to jump away, or sticking in an
extra slide after one because often times people do not anticipate a
second slide. Also watch for some misbehaving frames with Kung Lao,
Sonya and the Female Ninjas especially. The slide will sometimes simply
not hit them at all like Nightwolf's shoulder tackle against a blocking
Stryker for example, so if you have someone at danger, a slide is not
always the safest route to victory. It is possible to break through the
recovery of a comboer while blocking and slide in-between hits, for
example the female ninjas kick combo. It has a point of lag in the
middle where you can actually go from standing block to ducking block,
and if you time it right, the slide will come out here and you can beat
them to their next hit. It's a great way to end a match if they are on
danger, run in for a chip damage combo that will beat you, and you
interrupt their last hit with a slide and win.
Classic Sub has
one semi-infinite, he can relaunch: Sheeva, Robots, Kabal, Nightwolf,
Kung Lao, Jax, Sub-zero, Shang Tsung, Male Ninjas, Liu Kang, Sonya, and
Kano.
|
Basic Juggles:
1. aaHP, freeze,
aaHP, HP, JK, slide 5 hits 43% 2. aaHP, ground freeze, JK
starter, HP, HP, D+LP, D+HP, JK, slide 9 hits 51% (try a deep
JK, to standing HK at the end for 55%, might be more of an
advanced juggle)
|
 |
Advanced Juggles:
1. aaHP, freeze, cross
up JK, standing HK 3 hits 36% (sometimes you can get a second JK for
3 hits 37%) This combo is good against characters whom you can't
always basic combo #1 against due to collision boxes. 2. aaHP,
freeze, aaHP, freeze, aaHP, HP, JK slide 6 hits 50% 3. aaHP, HP,
ground freeze, JK starter, HP, HP, D+LP, D+HP, JK, HK 10 hits 62%
Corner Juggles:
1. freeze, (reposition
if necessary) HK starter, HP, HP, D+LP, D+HP, JK, RH, run in HK 8
hits 57% 2. aaHP, freeze, aaHP, HP, JK, HK 5 hits 50% 3.
aaHP, freeze, aaHP, HP, JK, RH, slide 6 hits 60% (or LK on some
characters for 6 hits 65%) 4. if too close to the wall to
reposition try aaHP, freeze, JK, RH, run in HK 4 hits 54% (slide or
LK is good too, or a straight up JK to start, will all result in
slightly lower damage)
 |
Ultimate Mortal Kombat 3 - Strategy Guide Classic Sub-Zero Corner Counter
File Size: 1,46 MB |
Download It
Watch It
|
 |
Ultimate Mortal Kombat 3 - Strategy Guide Classic Sub-Zero Punisher
File Size: 1,82 MB |
Download It
Watch It
|
|
Information

Basic Information
Arcade
Articles
Story
Bios
Endings
Special Moves
Kodes and Secrets
Strategy Guide
Glitches
Behind The Scenes
In Development
Multimedia
Box Art
Art
Character Images
Advertisements
Screenshots
Finisher Theater
Videos
DS Version
Buy Ultimate Mortal Kombat 3
Last Update
10.22.2009
 |