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Download "Саб Зиро Кастом. Мортал комбат 11 - Гайд Комбо Тактика"

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Мортал комбат 11 - саб зиро гайд
mortal kombat 11
мортал комбат 11
sub-zero
mk11
мортал комбат 11 сабзиро
мк11
саб-зиро гайд
гайд
гайд mortal kombat 11
мортал комбат гайд
саб зиро кастом
mortal kombat 11 aftermath
mortal
kombat
mk 11
мк 11 сабзиро комбо
мк 11 скорпион гайд
саб зиро гайд для новичков
комбо sub zero
Сабзиро гайд
скорпион горящий призрак
Vyache_Play
Mr.Luminous
мк
сабзиромк11
subzeroмк11
mrluminous
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  • ruRussian
Download
00:00:00
[music]
00:00:09
and
00:00:10
[music]
00:00:24
[music] [applause]
00:00:27
it will come
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and
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and
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and
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hello everyone, dear friends, today we have a
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guide to the ice imba, namely
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sub-zero in the top custom build, we will
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analyze in detail its combinations,
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string series normals
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and game tactics like usually I will
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use numbers to indicate
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buttons on the gamepad when playing on ps4 so
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one is a square 2 is a triangle 3
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is a cross and 4 is a circle sub-zero
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is a real machine for mix
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above with the help of which you can easily
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hide the defense of any enemy
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besides it’s not difficult to learn, so it’s
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perfect for beginners, and so let’s
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get started
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[music]
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first, I’ll show you his build of
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special moves
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and explain why it’s top-notch, I added
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deep freezing and billowing ice,
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deep freezing takes up as many as two
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cells because it’s a very strong
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sub option. zero,
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thanks to this, we can strengthen the ice
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ball, which becomes low and the
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average throwing one, such that you
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cannot crouch under without a block; also, the
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strengthened ice ball absorbs the shells of
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your opponents, which is a strong
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anti-zone ng tool, and the most
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important thing is that the
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strengthened ice ball allows you to combo
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after overheads forward 2 what and makes
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zero himself an arsonist of the fifth points, the
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billowing ice is necessary for damage in a
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combo and also allows a combo after
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up and up to forward 2 and to all this
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sub-zero remains his standard
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fast 11 edge slide which reaches the
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floor of the map and has a crushing blow
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we move on to normals and string series of
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sub-zero first hits are 1 1 2 1 2 4
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unit start8 frames high on block 0
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can be used as anti-air 12
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high mid on block 0 is used to
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punish any unsafe
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moves by the enemy 124 high mid mid on
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block - 4 is not punished in most
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cases used as a fender combo
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since the last hit has a
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crushing blow when performing a combo
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of 8 or more hits back 1 star 14
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frames this is a hayato to
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and on block -2 continues in back 14
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second middle hit on block -4
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this series has an excellent
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area of ​​destruction and with its help you need to
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punish opponents in the vive
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and back 143
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high mid mid on block -7 is also not
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punished, most often it finds its
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use in combinations of
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two start8 frames like the one but
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on blocks plus one used in the same way as
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one rca for pressing and anti hero 2 1
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high mid on block -8 but due to a small
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minus and let bk
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not punish it, it can also be used
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to punish the enemy like 12
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since the first blow in these series has the
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same start but 21 does more
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damage and the second hit is longer, so
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kambaz 21 will do more damage 212 hai
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mit mir on block -4 this is not punishable
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and it may also seem that before the
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last hit
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there is a hole for a clean blog, but there is none,
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so this series is absolutely safe
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back 2 star 14 frames mid on block
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minus 2 due to the fact that this strike has a
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large area of ​​effect and can be
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used as anti air and also to
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punish opponents on vefa niches
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like a back strike one continues
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back 21 second strike mid on a block -7 is not
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punished forward 2 star 19 frames our
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favorite overhead on block -6 is not
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punished, this is one of the main attacks of
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sub-zero in the game, it is very difficult to react to it,
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especially with a high ping, you
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can hit it with a zak after it only by making
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billowing ice or if you strengthen the
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ice ball with the normal version
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it will work and remember that forward 2 and a
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reinforced ice ball or for example a slide
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cannot be confirmed in a hit, this is done
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only for luck, continues at 4 and
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two medium hits are added on the block
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-19 and this is heavily punished, but this
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series has a crushing blow when
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punished or counter-attacked therefore,
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use this only to punish
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some
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very unsafe techniques of the enemy
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or to vive in a niche just don’t
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click on for three stars 13 frames a low
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blow on a block -4 is not punished
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continues in the back 32 low mid on a block
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at minus 6 this is still one of our main
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safe series which, together with up
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and up to forward 2, allows a wild mix of
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opponents again for 3 2 1 low mid mid on a
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block minus 5, this is not punishable
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triple star 13 frames high on blocks plus
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2 used in combinations continues
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in 33
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second mid blow on block is also a plus with an
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excellent Uzbek has a hole for a clean
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block but not every character can punish for this
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four star 19 frames this is a high attack on
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blocks plus 2 can be used in
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some combinations back 4-star 12
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frames on block -4 normal far
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-reaching
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forward sweep 4 star 25 frames mid on blocks
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plus 4 can be used to get closer to the
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enemy and further pressure and
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also has a crushing blow
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if you hit it twice in a row,
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and most importantly, this blow penetrates the
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enemy’s armor, it goes well
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when you make an uppercut and received a
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crushing blow if you read what the
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enemy will do from the gate then feel free to
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press forward 4
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you will receive another crushing blow
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a lot of damage and positive
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and the enemy will be left without a protective
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meter and health,
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besides with the right timing he
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can punch the enemy’s fatal blow down
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1 average .
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star 6 frames one of the fastest
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pokes in the game but at the same time short down
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three
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low. star 9 frames is the same short
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as down one but has one frame
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more advantage on the shield down four
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also laut testicle start 11 frames can be
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used to break the distance with the
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enemy down two uppercut star 10
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frames
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is a high attack and has the same effect as uppercuts in the
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game a crushing blow during a
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counterattack or a high punishment for
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attacks in a jump, I just want to say
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that if you jump and in
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combinations, then use a deuce in
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all other situations, it is better to use
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only the orca because it reaches better and
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so we move on to the special move ice ball
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down forward 1 start 28 frames on block
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-16 is punished by our high projectile when
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strengthened, it becomes average on block -15
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and is also punished if strengthened, then the
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ice ball will fly faster and, as I
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said earlier, will interrupt your
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opponent’s projectile, therefore it is used as an anti-
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zone ng and also for combinations
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especially after overheads period 2 slide
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back forward 1 start 11 frames
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very fast reaching far with its
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help you can punish many things
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that other characters simply have nothing to
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respond to on the third boost a
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crushing blow is activated which
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does quite a bit of damage on a
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-20 block and of course punishes
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the heaving ice down for three
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average take a star 21 frames with a boost of
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6 frames
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and you can also continue the combination for
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more damage this is the main
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purpose of this special move and on block the
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normal and enhanced versions have -24
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and this is heavily punished but
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note that in the special moves tab and in the
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frame data it says -4 on the block, this is an
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error fatal blow star 25 frames on the
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block -23
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and of course is punished, it is notable
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for the fact that it does a lot of damage 340 for a
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scorpion, for example 310
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back 14 ice ball on a double jump
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back 143
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reinforced slide
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back 32 ice ball on double jump
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3 enhanced heaving ice two back
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143 slide
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21 enhanced heaving years ago 32
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enhanced ice ball on double jump
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back 143 slide on
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double jump back 32
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enhanced ice ball on
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double jump 124 crushing blow
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period 2
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enhanced ice ball on the double jump
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3 enhanced heaving ice
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give in front 2 dash forward 124
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smash
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back 32
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ice ball on the double jump 3
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enhanced heaving ice give forward
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two back 143
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enhanced slide crush
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on behind 32
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enhanced ice ball give forward 3
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enhanced heaving ice 3 fatal blow
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sorry uppercut down two
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crushing blow 3 fatal blow
00:14:56
uppercut down two
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crushing blow back two
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ice ball on jump with deuce back
00:15:04
143
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enhanced slide
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uppercut down two
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crushing blow back 14 enhanced
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uplifting years ago 143
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enhanced slide
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uppercut down two
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crushing blow back 143
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enhanced slide smash
00:16:06
uppercut down two
00:16:08
smash back 14 reinforced
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heaving ice 3 reinforced slide
00:16:15
crushing blow
00:16:26
on jumping builder 2 2 2 2 2 1 slide
00:16:45
back 32 boosting ice ball on jumping
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with two 4 reinforced heaving ice 2 2
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2 2 2
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124 crushing blow back 32
00:17:12
slide. down 1 2 1 reinforced slide
00:17:16
crushing blow
00:17:32
back 32
00:17:34
slide. down 1 2 1
00:17:37
reinforced heaving ice 22 124
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crushing blow
00:17:55
back 32
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slide . down 1 2 1 empowered
00:18:00
heaving ice 212 enhanced
00:18:03
heaving ice 2124 smash
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blow
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on for 32
00:18:30
enhanced heaving ice 3
00:18:33
empowered heaving ice 3 fatal blow
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uppercut down two
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crushing blow 3
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empowered heaving ice 2221
00:19:00
empowered slide smash
00:19:24
uppercut without 2 crush blow
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3 empowered heaving ice 3 reinforced
00:19:34
heaving years ago one ceiling blow
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a little tactics of the game she is behind the sub-zero
00:19:42
extremely simply you need to notice the
00:19:44
enemy with the help and in the main series
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it is up from forward 2
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yellow series back 32 while actively
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using stagger and for example we hit 12 and
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back 32 or 112 overhead forward 2 or
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we do a grab,
00:20:05
all this needs to be alternated
00:20:08
and sometimes the series 12 is completed to the end
00:20:10
so that it is more difficult for the enemy to read
00:20:13
your stagger and either we hit lo with a strike for
00:20:18
three
00:20:19
and overhead forward 2 or we do a grab and
00:20:27
vice versa first forward 2 then back 32
00:20:30
or after that as the opponent is used to being on
00:20:33
top, you can hit two lows for
00:20:35
three back 32, and the slide after overheads
00:20:38
forward 2 has not been canceled, the main thing is not
00:20:41
to do it often and predictably because
00:20:44
if it is blocked, I will punish it severely,
00:20:46
especially if the opponent plays well, the
00:20:50
difficulty of the game against the sub- zero is precisely
00:20:53
that you need to guess at the
00:20:55
very beginning that he will hit overhead or
00:20:58
low and try to use all this
00:21:01
as varied as possible
00:21:02
so that your opponent cannot read you and
00:21:05
guess your next actions. I also
00:21:10
advise you in training to practice the
00:21:12
hit confirm after hits 12
00:21:22
21 and back 32 so that you don’t
00:21:39
make an ice ball on the blog,
00:21:41
otherwise the battle for you may end
00:21:44
too quickly behind sub-zero’s zone g, I
00:21:47
think it’s not possible thanks to his
00:21:50
fast slide that covers almost the entire map, and of
00:21:52
course the ice ball, which, when
00:21:55
exchanged, will fall into the enemy and freezes
00:21:58
him, besides, when this ball is strengthened,
00:22:00
it will interrupt the projectile and you generally
00:22:03
play the exchange cleanly, and even have time to punish,
00:22:06
so I think there will be few people willing to zone sub-zero,
00:22:09
but that’s all if the video
00:22:14
somehow helped you or you liked it then
00:22:16
support the channel by subscribing and liking,
00:22:18
click on the bell so you don’t
00:22:20
miss the next videos and also
00:22:22
write in the comments how you like sub-zero and
00:22:25
who you would like to see in the next
00:22:26
guides with you there was a ball and play everyone bye
00:22:32
[music]

Description:

Хотите выигрывать в онлайне и при этом особо не напрягаться? Тогда вам сюда, потому что Sub-Zero как раз и является таким бойцом. В этом гайде мы подробно рассмотрим одного из культовых персонажей, его комбинации, тактику игры и возможности. 0:00 - Вступление 01:55 - Сборка спец приёмов 02:57- Основные удары и стринг серии 09:51- Спец приёмы 11:34 - Комбинации 16:23- Угловые комбинации 19:40 - Тактика игры Канал twitch - https://www.twitch.tv/mrlumlnous

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