Cyber Sub Zero
This is one of Liu Kang’s worst matchups.
Fullscreen, Noob will keep you away by throwing clones. Simply jump over them to close distance. You can trade projectiles if you have the lead in an attempt to bait his teleport.
EX Flying Kick can go through Noob’s projectiles and score a knockdown. However, it knocks Noob away. It’s most useful when you are both fullscreen and Noob is next to the corner so you can stay in his face
Just outside of jump distance is where it is no longer safe for Noob to throw projectiles. If you manage to jump over one here, you can quickly dash forward and land a combo.
At jump in attack range, Noob has a few options:
He can keep throwing clones. It’s risky for him, but if you blocks it you get pushed back, eat chip, and give Noob more meter. It can be hard to react to with a jump, although Liu Kang’s X-Ray can catch him easily here.
If he walks back and tries to throw clones, neutral jump and try to work him into the corner without risking being hit by an up-clone.
He may try to anticipate your jump in. If he throws an up-clone before you jump, throw a low fireball to punish.
Noob might jump at you. Reacting with an uppercut is your best option. If he tries to fake the jump in and cancels into teleport, the teleport will whiff due to the uppercut’s hitbox. (or something)
On his wake up, his up-clone has invincibility. Standing just out of it’s range and throwing a low fireball is the safest way for Liu Kang to apply pressure.
(Will continue this later today)
In this matchup, Liu Kang’s fireball is especially useful. Whenever Sub Zero is outside of jump distance, you can throw a no risk low fireball, which will stuff any of his options other than blocking/jumping, as long as you throw it before his Iceball startup.
You can throw a no risk fireball on reaction to a raw Ice Clone at any range.
Sub Zero has strong anti air options. Jumping in at your max jump distance can easily be caught by his Ice Clone. However, jumping over his head will cause the Ice Clone to not come out, allowing you to punish him. Even so, the second hit of his 2,2 string will catch you even if you are jumping behind him.
On your wakeup, blocking high is your best option. All of Sub Zero’s strings start high and he has an overhead that cancels into his Iceball for a full combo. During his strings, he can cancel almost any hit into his slide, hitting low and scoring a knockdown. It’s a risk for Sub Zero and he knows it, so try to read the player and find out what he likes to do.
When you score a knockdown, the usual Liu Kang mixups apply, although Sub Zeros wakeup slide is always a threat. You can attempt to bait it, as blocking it will give you a combo and give you another knockdown. If you want to pressure him on his wakeup, f+1 is a good choice. It’s low damage, but players that know the Liu Kang matchup will always block low on wakeup to avoid b+3,1,2 and change to stand block on reaction if they see 2,1,3.