I have the strategy guide, and I’ve been screwing around with Cyber Sub a bit, and there’s a useful looking combo in there, but as far as I can tell it’s impossible. I don’t know if it’s a case of move properties changing after the guide was written, or just something I’m doing wrong.
Combo is
1,2, 1+2, jump punch, Far Divekick (Down+4),1,1, IceBeam (Down, Forward 1+Block), jump kick, Far Divekick.
So if you have Cyber Sub, see if you can do this? Being able to combo after his divekick would be amazing, but as far as I can tell you’re pushed way too far to land the 1,1 even in the corner.
This combo works. The 1st divekick is supposed to whiff (it’s used to close the distance for the 1,1 to connect). 25% damage. It’s too much work for that much damage and a waste of meter. An easier and better combo that uses no meter is 2,1 xx Ice Ball, 2,1,1+2, dash b+2,2 xx Slide. 31% damage, 33% if you want to use meter with EX Slide.
So Cyber Sub seems to be the defensive type right? Anyone come of with any good ice traps or setups yet? I notice if you want to back somone up into the corner and whatnot you can hit them with a nice punish bnb (2,1, 2+1, B+1, Slide/ or 1,1, freeze,2,1,2+1 etc. into slide) and immediately after, you throw a close bomb, and back up a step. As they are getting up they have few options, jump over it and attack = ice parry, empty jump (if your spacing is good they’ll still be hit with the bomb), jump backwards (ice slide anti-air).
CSZ is a rush down character. He is not built for defensive play, imo.
3,3,2
3,4
b+3,2
2,1
fDK
The above are some of his best tools. What you want to do with CSZ is to get close to the opponent apply 3,3,2/3,4 mix-ups. Both options at mid screen combo into Slide, which pushes the opponent further into the corner. Keeping them in the corner is the ultimate goal, because that’s where all of his most damaging options are. In the corner, they have to guess between 3,4/3,3,2/b+3,2 mix-up. 2 of these options lead to 40%+ combos meterless.
Midscreen, you can also spam safe 2,1s and hit confirm into freeze. Then you get your jump in bnb for 34% damage that also pushes them closer to the corner. Well-placed fDKs are also excellent tools to use to punish fireballs and/or get closer to the opponent for more mix-up pressure.
Ice Bombs are useless. They’re used to bait jump ins which can be anti aired by uppercut or Ice Parry if they hit a button, or to bait neutral jumps which freeze will catch or bait back jumps which slide or freeze will catch. That is it. You can’t do bomb setups on wake up or as frame traps. The bombs do not freeze during opponent’s vulnerability frames.
Ice Parry can be tacked on at the end of some strings to make them safe/safer against people that like to hit buttons after blocking a string.
In response to the above post, bomb commands are just fine. You can dash throw by hitting back during forward dashing frames and just hit 1+3 and the bomb won’t come out. Using this, you can also dash in and apply 3-kick mix-ups.
Ok cool thanks for the tips I’ll def at that to my game. What are Cyber Subs options on wakeup? It doesn’t seem like parry starts up fast enough to be viable (against jump ins that aren’t blantant of course) any moves that have any invinc?
Sort of. He doesn’t have as many options as Cyrax since he can’t lay bombs while the opponent is frozen. However, you can use them in a few interesting ways. Most obvious is tossing one under a turtle opponent and intercepting the jump with a slide or ex-freeze. If you have two meters to spend on mediocre damage you can set up an inescapable setup by doing ex-bombs then ex-freeze when they jump. Also there’s stuff like full screen (back forward forward fk) bomb and then ice slide at specific timing thereafter to get a freeze. Which is cool but I wouldn’t do it very often since a blocked slide equals eating a full combo.
You can do them one everyone I think, it’s just difficult. Landing the neutral jump punch after launcher > dash isn’t easy. The combo I came up with is much easier, but I can still only do it 25% of the time.