What do you need help on? Cancel X

Jump to:
Would you recommend this Guide? Yes No Hide
Send Skip Hide

Sub-Zero by CGrey

Version: 4.00 | Updated: 05/06/98

    === === === === = = ===
    =  =   =   = = = =  =
   -  -   --- - - - -  - KOMBAT ZONE
  =  =   =   = = = =  =
=== === === === ===  =
MK4 Sub-Zero Guide for Arcade versions 2.1/3.0
Revision: 4.00 (FINAL UPDATE)
Created : 09/16/97
Updated : 05/06/98
By      : Charles Grey


What's New:
*Combos, combos, combos!!!!!
*Some breaker information

  BL :B  * F

2)The Moves

Unmask Sub-Zero:
At select screen, hold START, hit HP+BL+RN, and select the "Yin-Yang".
If both sides choose Sub, only the right side player will be unmasked.
Rotate Character Towers:
Tap START during "CHOOSE YOUR DESTINY" to change opponent roster.
(Try to avoid Rayden or Tanya!)

[HP]High Jab
Light face-level jab that does 4% damage and will juggle midair opponents.

[LP]Middle Jab
Hits a little lower and only 3% damage.

[HK]High Kick
A kick to the face. Best known as an anti-air counter.

[LK]Quick Kick
Quick kick with fair damage that can check nearby opponents. This
will not knock their weapon out of their hands, though.

[HP/LP rapidly]Punch Pummel
A rapid flurry of punches, and five of these will stagger. However, these
can be blocked at any time and is not a combo. One or two of these that
hit an opponent out of air "float" them up and set up a juggle combo.

[BL]High Defense
Blocks all attacks except for weapon sweeps,the B+LK sweep, and
Sonya's Leg Grab. It can be done IMMEDIATELY upon landing on the ground.

Knocks them up..way up. Do after a close HP or HP-HK for a weak one
that sets up juggle combos.

[crouch+LP]Low Jab
Just a low jab.

[crouch+HK]Donkey Kick
Think uppercut with kick, but quicker recovery.

[crouch+LK]Ankle Kick
Anemic damage and range, but useful for push outs and foiling run-in
throw/combo attempts.

[crouch+BL]Low Defense
Use to block sweeps/LK's low fireball/Sonyas' Leg Grab.

[crouch+RN]Pick Up Weapon/Throw Object
This will pick up a dropped weapon, or pick up and throw a rock or head.
The rock toss does a lot of damage and lands near you if it hits so you can
throw it again!

The swing.. SLAM!! Knocks them into the background.

[B+LK]Foot Sweep
Full-circle leg sweep. It must be blocked low!

[close HP]Face Punch
A blow to the head. Combo link starter.

[close LP]Scoop Throw
Sub will scoop and slam them, unless they used the throw block method.

[close HK]Knee Strike
Knee to the gut. Combo link starter.

[close HK,HK]Double Kick
The second kick adds 9% more damage but can only be followed by a
Weapon Draw or Special Move.

[close LK]Leg Breaker
Sub grabs their leg and twists it, and casts them away. This stuns them
for about a second.
The computer can reverse this even if it's in a combo. Dosen't count as
a hit in a combo.

[HP during jump]Air Jab
This can be followed by a ground link combo.

[LP during jump]Power Punch
A powerful punch that knocks down.

[Jump UB/UF,HK]Jumpkick
This kick "floats" them up a little before they fall down.

[Jump UB/UF,LK]Dropkick
Flying kick that knocks straight down.

[Jump U,HK or LK]Front Leg Kick
Jumps with front leg out. It does 9% damage and can be followed by a
ground combo!

[Hold B or DB]Block Throws
Their throw attempts turn into LP jabs.

Self-explanitory. There is about a 0.1 second transition time that
must be completed before you can do crouching attacks.

[UB]Jumpflip Back
Jumps backwards about 2/3 of a screen.

[U]Jump Straight Up
A medium hop upward. Good for avoiding projectiles.

[UF]Jumpflip Forward
Jumps forward about 2/3 of a screen.

[Hold(F+RN)]Run Towards
Runs for as long as you hold both F and RN. Good way to set up those
MAX DAMAGE ground combos.

[RN,RN]Sidestep Away [D+RN,RN]Sidestep Towards
Takes two steps to the side. This is especially useful for evading
projectiles. If, for example, Liu Kang starts chucking his fireballs,
you can sidestep and attack/run in from the side, while the fireball
totally misses! 3-D Movement. Try it. It works.

[D,F,HK]Draw/Throw Weapon
This draws his Ice Staff. If used right after a close HP/HK or a
ground link combo, he will quickly draw his weapon and throw an
Uppercut Swing, which adds 9% to the combo.
To throw the weapon, do the motion while carrying it. If it's blocked,
it bounces toward the camera and is lost. If it hits, it takes off
nasty damage and lands near you, and you can throw it again!
(U Cheezball!)

[HP]Side Swipe
A powerful hit that sends them into the background. Neat camera angle.

[B+HP]Uppercut Swing
This hits them up into the air, setting them up for a Slide or
Freeze Dash juggle. If it hits in the corner you get pushed back.

Trips them up. Works just like the foot sweep.

[B+LP]Freeze Dash
Sub dashes and reaches across about 2/3 of the screen with the staff.
If it hits, they get frozen. This can catch falling opponents from
far away. Little or no recovery.
NOTE: Will not work after the 3rd hit

[HP during jump]Air Swipe
A very powerful swipe that will "float" opponents just like the
jumping HK would. Big damage but slow execution.

[LP during jump]Air Crush
Knocks them to the ground but about 3 times the damage.

[D,F,LP]Ice Ball
Now has a cool luminescent look instead of the comet look. Let me guess,
it freezes them for about 3 seconds.
STRATEGY: Don't use too often, because there is a 2 SECOND recovery if
they catch on! The CPU will often sidestep and run in, and there is
rarely time to block. Throw it mainly at FULL screen where you'll have
time to recover.
NOTE: Will not work after the 3rd hit

[D,B,LP(also during jump)]Ice Clone
Do they like to abuse the run feature or jumpkick until the cows come
home? This will stop them "cold."
STRATEGY: They have to run into this for this to freeze them.

This now goes about 5/6 screen length and flips them over his head
if it connects. If it is blocked there is about a 0.6 second recovery.
STRATEGY: Use sparingly as a surprise attack, or as a juggle finisher.
When playing the CPU, always follow this with a freeze for a sure hit.

Head Yank: F,B,F,D,HP+BL+RN(close)
Ice Smash: B,B,D,B,HP(outside sweep)(3.0 only)
Fan Stage: D,U,U,U,HK(close)*
Spikes   : D,D,D,LK(close)(In stage with rocks, 3.0 only)

*One FAQ has it as U,U,U,HK but trust me that's a lie.

The "dial-a-combos" like HK,HK,LK,B+HK and HP,HP,LP,D+HP have been
replaced with a link combo system where you "cancel" one attack into
another. Of course, the traditional MK juggles are worth learning.

"Freeze" can be Ice Ball,Ice Clone, or Freeze Dash.
There are four types of combos he can do afterwards, depending on
how is opponent is frozen.

Air Freeze Combos
(3)Freeze in air,HP,HP,Slide(13%)
(3)Freeze just off ground,Up Kick,HK(26%)

Ground Combos - use after far freeze or running in.
(7)HK,HK,Ice,Up Kick,HK,HK,..Slide(44%)/Draw(48%)

Ground Freeze Combos
(4)(weapon)Freeze,Up Kick,HK,HP(30%)
(5)Freeze,Up Kick,HK,HK,Slide(32%)
(6)Freeze,Up Kick,HK,HK,Draw,..Slide(39%)/jump+HK near corner(40%)
(7)(weapon)Freeze,HK,B+LP,Up Kick,HK,HK,Slide(36%)
(7)Freeze,HK,Ice,Up Kick,HK,HK,Slide(35%)

Guaranteed on computer only

Jump-in combos
(5)Up Kick,HK,D+HP,jump+HK,Slide(37%)

MKX - Mortal Kombat EXTREME - cool MK site
MORTAL KOMBAT 4, characters and concepts (c)MIDWAY

View in: