His ice powers, while perhaps too similar to Captain Cold's in some ways, still fit in nicely with the other heroes and villains of Injustice 2. However, Mortal Kombat creator Ed Boon told us that guest characters far outsell standard DLC characters in NetherRealm fighting games.Īt any rate, Sub-Zero has canonically interacted with DC Universe characters before. Some players feel that the energy spent on guests would be better spent creating new non-guest characters. He is a fairly easy fighter to get a handle on and there are some really intriguing combos you can use on enemies.Guest DLC characters are a subject of some debate among NetherRealm fighting game fans. It may take a bit of time, but if you are finding some of the characters heroes hard to play consider grabbing Sub-Zero in Injustice 2. They can be obnoxious to fight, however, it’s possible to win if you manage to freeze them in place. What you need to watch out for are heroes like Deadshot who can pump out more projectiles than you can ice clones and those that can teleport past your ice clones like Darkseid. However, given how essential his meter burns are, don’t feel like you need to use your ultimate in a battle. Use your clones to catch your foe and immobilize them long enough for your ultimate attack to hit. When it comes to Sub-Zero’s ultimate this is a fairly easy one to land since you have multiple ways of freezing your foes. Another solid combo is wall bouncing your foe and then catching them with either a meter burned Ice Ball or Chill Out. Moves like Chill Out and Tundra knock foes away, so try sliding after them as soon as you finish this basic combo. Since you slide a fair amount of distance, you can use this move to quickly close the gap between you and your foe. His Slide is also quite useful as it can be Special Move Cancelled into, allowing players to chase after opponents they are applying pressure to. but they are great basic strings to learn. You will need to Special Move Cancel for these to reliably hit. Moves like Icy Death and Cold-Blooded are great to combo into his Ice Burst or Ice Ball. However, his special abilities are potent without being meter burned, as they act as great ways to finish combos. Sub-Zero’s meter burns are very powerful, as they almost always set him up to either begin/continue a combo or gain some space if you’re being pressured. Moves like Ice Ball and Polar Puncture both freeze foes if they’re meter burned, while Ice Burt and Frost Hammer knock foes away when meter burned. One of his most powerful abilities is he can freeze opponents in place, allowing for a brief window to grab, ultimate, or begin a combo. It’s absolutely important, but this character is more forgiving than other fighters like Red Hood or Catwoman. Unlike other fighters, Sub-Zero isn’t as reliant on nailing every one of his juggles and long combos in order to succeed. I typically like to end a string by throwing out a clone so I can back off and gain some space. Being able to deny and zone enemies is critical for Sub-Zero as it will give him some much-needed breathing room between combos. The latter is especially potent for fighters like Batman who can glide down, as the meter burned version of this produces a second clone behind the first. Try to predict your opponent’s movements, as you can drop ice clones both on the ground and in the air. When you’re not fighting, using this ability should always be in the back of your mind. If they touch an ice clone the opponent will freeze in place for a second, allowing players to lay on some damage. His ice clones are fantastic for zoning aggressive opponents like Bane or Atrocitus who want to close the gap with more nimble fighters. This is one of the fastest charging Character Powers in Injustice 2, so there is almost no reason to not use it liberally. They can be either then be destroyed, thrown, or used as a shield to block attacks/projectiles from opponents. Sub-Zero’s Character Power is called Cryomancer and it allows this fighter to create an ice clone of himself.
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