Take note that sometimes characters can be nabbed by a freeze when ducking in close range, especially Shang and Kano. 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. 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. The freeze is OK for zoning, watch for jumping backwards opponents and freeze as you see them jump.
#Ultimate mortal kombat 3 sub zero plus#
It's noticeably faster than Classic Sub-zero's freeze and that is a plus of course. 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. You can use the freeze as an anti cross up. Some characters are easier to glitch hit counter rule break than others, like the Robot Ninjas, Jax, and Stryker. 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. The Deep Freeze is an age old move that still has some benefits to it. 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. 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. His sweep, JK, standing HK, ducking LK, and straight up JK are all very good. His LPs have nice range and are good for run jabbing. 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 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.
His uppercut is excellent in virtually all situations, just generally hits the mark. You might actually want to block the incoming HK and then try to freeze them before they recover. 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. 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. 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. 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.
Sub-zero can be easily juggle to max potential by all characters who have good juggle combos, so that hurts him.
#Ultimate mortal kombat 3 sub zero for free#
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. Set up the best possible combos from these situations. Remember his freeze is very fast and catches character when ducking on occasion. 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. 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. Zoning is particularly important and this can be done with the ice clone and ice showers. When use to his fullest ability, he is an excellent counter character for Kabal, however, it requires a much patience and craftiness. Sub-Zero - Rank: 15Unmasked 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. Special Moves, General Gameplay Guide Advanced Character Guides Ultimate Mortal Kombat 3 Sub-Zero Strategy Guide Select Your Guide Basic Guides