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Ultimate Mortal Kombat 3 - Strategy Guide - 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
Sub-Zero - Rank: 15
Unmasked Sub-zero is considered a low tier character in the
20s, perhaps even last, but there is a a certain level of effort behind
this generally defensive character that can make him into a beast. When
use to his fullest ability, he is an excellent counter character for
Kabal, however, it requires a much patience and craftiness. Zoning is
particularly important and this can be done with the ice clone and ice
showers. Sub has some decent corner traps I will get into later, but
overall his damage is low and requires some creativity to make up for
it. In UMK3 his iceclone is relatively limited compared to that of MK3
since you cannot get the freeze effect from it if you are too close.
Remember his freeze is very fast and catches character when ducking on
occasion. Set up the best possible combos from these situations. You can
eek out a little extra damage in the corner on his combos by putting in
ducking LKs on everyone, but for example, Kabal can spin you for free
after that, and the Robots can teleport uppercut you, so on Kabal, kara
jab (cancel a LP with block) and try to bait a spin out of him, and then
capitalize with a combo, and against the Robots you can stick in a
standing LK after his combo to add 6% giving him a reasonable 40% off a
freeze in or near the corner. Sub-zero can be easily juggle to max
potential by all characters who have good juggle combos, so that hurts
him. Remember that his 6 hit ground combo does less damage on its own
than his 5 hit, but off a jump punch or JK starter, the 6 hit combo does
a tad more than the 5 hit. Against the female ninjas you cannot link a
starter to combo midscreen, so this is a time specifically when the 5
hit combo is beneficial. It is sometimes a good idea to leave off the
roundhouse part of that combo and then stick in a HK afterwards as a
wake up, or even blocked it will do more damage than the comboed
roundhouse. Make sure you time this correctly or the other person will
be able to HK you first if they what you're going to do. You might
actually want to block the incoming HK and then try to freeze them
before they recover.
Basic Moves:
Sub-zero's basics are very
good. His uppercut is excellent in virtually all situations, just
generally hits the mark. His roundhouse is a bit sluggish and hits just
a tad late, when used as anti air you have to be a bit early with it and
a good distance away, or directly underneath. It would be a better idea
to go for the anti air HP instead because his HPs are very good, and off
them you can easily link a freeze even if you kara cancel the HP to
avoid being hit during a snuffed HP, or if you aren't good at timing
that yet, a standing HK will work just fine. His LPs have nice range and
are good for run jabbing. His sweep, JK, standing HK, ducking LK, and
straight up JK are all very good. His jump punch is a bit awkward, as
the collision for it is very high in relation to where he can be hit, so
it might be a good idea to cancel early HPs to ice clones whenever
possible, but watch out for being scouted and countered. It is possible
to freeze off his throw in the corner before they hit the ground and set
up some tricky, but damage combos this way.
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 noticeably faster than Classic Sub-zero's freeze and
that is a plus of course. 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 6 hit ground combo. Take note that sometimes characters
can be nabbed by a freeze when ducking 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.
The Slide is good for adding damage to to
juggle combos and as a wake up, but don't over abuse it, as it's easily
punishable. It's the second fastest of the three slides with average
range, making it questionable to use on juggle combos depending on
distance. Sometimes you can stick one in for free after an uppercut as
people tend to jump away, or sticking in an extra slide after one
because often times people do not anticipate a second slide. Unmasked
Sub's slide does not have the same collision detection trouble with
certain characters like Classic Sub and Reptile's do. 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. You can also
use the slide to escape run jabs and counter various basic moves before
they recover, or on early jump kicks you can slide under and hit them
from the other side. It has a lot of different uses.
The Ice
Clone is a very unique and useful move. It is most important to use for
zoning, and it should be out on the screen as often as possible. Cancel
attacks with it and put it in the middle of the air to make the freezing
area larger. Cancel standings HPs with it on jump ins just outside of
the no freeze distance, this way they will land on the Clone in the air.
If you do a Clone on the ground, it is possible for your opponent to
jump on it and block it, if they do this, take this opportunity to start
run jabbing them. When in the corner, it is a good idea to mix up run
jabs with the Ice Clone by staying just outside the no freeze range,
alternate single and double run jabs, then Ice Clone. Their options are
now limited so you can move back in on them and continue. Mix in some
standing HKs and uppercuts on possible jump outs when the Ice clone is
near the wall. Try to use the Ice Clone specifically against teleporters
but setting them up to land on it as they teleport. You might take a hit
but it is worth giving sometimes back 40+%. It is possible to set up the
ice clone high enough so that your opponent will run towards you, try
and time and uppercut, roundhouse, or his 3 hit kick combo to knock them
into the ice clone, then juggle from there.
The Ice Shower is
another interesting twist on his freeze move. It is excellent for zoning
as people who jump forward and back are always in danger of being hit by
it. If you choose to finish his 5 and 6 hit combos you might want to
throw out an "in front of opponent" Ice Shower against non teleporters
because of the tendency to jump forward. This sets up decent combo
situations for sub. Against teleporters it's kind of a 50/50 situation.
If they see you start to go for an ice shower, they have the choice to
do a teleport punch and hit you for the free 9.5% and go into rub jabs,
but if they hesitate and you do the "behind the opponent" Ice Shower,
there is a chance you will hit them with it, and a teleport would not be
worth it. If you do an in front of, or normal Ice Shower, you will get
hit with the teleport punch no matter what, however if they think you
might do the behind Ice Shower, they will instead commit to running in
and comboing you, or doing a containment, which will result in more
damage. It's all mind games with Sub-zero and it is important you know
all your options, and their options. Occasionally in the corner you
might want to intentionally do 3 LP run jabs in a row to force push
back, then cancel this push back with an In Front Of Ice Shower, this
way the person sees they are free to move, and they will either jump, or
run in, with the results being an air freeze (very good situation in the
corner for Sub) them getting frozen mid attack (good situation for Sub)
or them having to block it and get stuck in run jabs again, and this
also leaves time for you to recharge and Ice Clone.
Sub-zero has
an infinite on Sheeva in the corner using his ice shower. If you catch
Sheeva in the air with a HP, do a regular freeze, and push her close to
the corner. Do HPHP, and cancel the second HP instantly with his air
freeze, it will catch her feet. Jump over her, push her out of the
corner, jump back over her, and repeat. It's very complicated, but it
works.
Soon was found that this infinite can work vs Robots in
mid-screen and on some arenas only (lost, pit3, etc). The mid-screen
variation is a lot harder than the corner one and its not recommended to
use it.
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Basic Juggles:
1. aa freeze, aaHP,
freeze, aa(HP,HP), JK, slide, 5 hits 43% 2. freeze, cross up
jump kick, freeze, aa (HP HP), JK, slide 5 hits 33% 3. aaHP,
freeze, cross up JK, aaHK or JK 36 and 37% (works well on
characters who are harder to aaHPHP juggle)
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Advanced Juggles:
1. aa freeze, aaHP,
freeze, aaHP freeze(breaks a rule by canceling before the punch hits
but still connecting)HP,HP, JK, slide, 6 hits 50% (BP) 2. aaHP,
freeze, push corner, aaHP, (gc)freeze, aaHPHP, JK, HK, LK 7 hits 69%
(leave off the last LK sometimes if the HK doesn't hit high enough,
but a lot of position can be done during freezes, and if you aren't
good at glitch canceling (gc) leave out the extra HP and you still
get 50% 3. (freeze in air near corner), aaHP, freeze, aaHP (gc)freeze,
aaHPHP, JK, HK, (6 hits 56%) it is possible on some characters to
add a LK after the HK for 12% more (7 hits 69%) 4. aaHP, Freeze,
JK, aaLP, JK 4 hits 42%
Pointlessly Complicated Corner Throw
Set Up Juggles that work against Jax, Stryker and some other
characters.
1. throw into corner, freeze before opponent
hits the ground, deep JK, freeze, RH, R+HK 3 hits 47% 2. throw
into corner, freeze before opponent hits the ground, deep JK, if too
low to get a juggled HP, do a straight up JK into his 6 hit combo
for 8 hits 50% 3. throw into corner, freeze before opponent hits
the ground, deep JK, freeze, jump over opponent, aaHP glitch cancel
to freeze out of corner, jump over opponent again, aa(HP HP), JK, aa
HP, Slide 7 hits 65% 4. throw into corner, freeze before
opponent hits the ground, deep JK, freeze, jump over opponent, aaHP
glitch cancel to freeze out of corner, jump over opponent again, aa(HP
HP), JK, HK, LK 7 hits 78%
Essentially what this does is
gives you a free undamaged protected air freeze in the corner,
however very low to the ground. With the right timing, this will set
up potentially big combos.
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Ultimate Mortal Kombat 3 - Strategy Guide Sub-Zero Corner Juggle Example
File Size: 1,77 MB |
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Ultimate Mortal Kombat 3 - Strategy Guide Sub-Zero Throw Juggle Example
File Size: 2,32 MB |
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Last Update
10.22.2009
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