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#SUB ZERO ULTIMATE MORTAL KOMBAT 3 PLUS#
It's noticably 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.
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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 iceclones 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.