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Cyber Sub-Zero (Kuai Liang/LK-52O from Mortal Kombat 9 in MK3 style)
created by YochiThMaster333
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Well, this one isn't actually an MK3 character, but (SPOILER ALERT!) because Raiden saved Smoke (but not Sub-Zero), in
Mortal Kombat 9, Cyber Sub-Zero replaced Cyber Smoke in MK9 in retold MK3 lore chapters (Chapters 12 to 16). In that
game, Cyber SZ features Sub-Zero's moveset mixed with some of Cyrax's moves, and he also had MK3 outfit (despite him not
appearing in MK3, likely due to the fact that Smoke escaped the transformation thanks to Raiden, but latter forgot to
help Sub-Zero as well, which resulted him to fill the gap that Cyber Smoke left).
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Update history:
v1.2 FINAL UPDATE (released: November 11, 2024):
- Fixed an issue where he would become blood animation when he becomes frozen by, like, my Eevee, for example
- Now Finish Him + Round End themes depend on which stage he's on stage (originally he used The Subway FH + RE themes
  everywhere)
- Fixed an oversight in readme where I planned to add Cyrax and Sektor's Dial-a-combos, but I instead put MK3 Sub-Zero's
  combos (not related to character actually)
v1.1 (released: November 30, 2023):
(Most of these changes were done after reading feedback done by DeluxeGamer705 and PotS at MFG)
- Double Ice Backfire added
- It is now possible to use Cryo Bombs when your opponent is frozen (but it would result Double Ice Backfire)
- Fixed an issue where camera zooms out after Fatality, because I used Mike Obrecht method of hiding defeated opponent's
  body (not their leftovers)
- Fixed an issue where Finish Him/Her text is affected by PalFX
v1.0 (released: November 24, 2023):
**FIRST RELEASE**
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Gameplay:
I tried to replicate his gameplay from (Ultimate) Mortal Kombat 3 and Trilogy, including his moveset from MK9 in some
kind. However, I decided to add some Super Moves to his movelist.

So far, he has:
- Dial-a-combos from MK3 Sub-Zero
- All special moves from MK9
- Frankensprited standing animation (custom), Slide special move animation (to emulate Sub-Zero's Slide), and win pose
  (to emulate Sub-Zero's classic win pose)
- Two Fatalities (one from MK9, other one is the classic Spine Rip because... He's Sub-Zero, after all), Cyrax's Anim-
  ality from MK3, and Sektor's Friendship from MK3
- "Finish Him/Her!", "Fatality", "Flawless Victory" and various text graphics from UMK3
- Run Gauge: you can't run for too long and you can't run that far after Dial-a-combos
- Separate Run and Block buttons
- Character-dependent blood (that uses Character Trait Identifiers, with some (like other Cyber Ninjas, including this
  one) using special blood color)
- Required gore sprites for Mike Obrecht's fatalities
- Almost none of MUGEN's or custom Explods and hitsparks (because UMK3 did not have them, if you don't count the blood)
- Configurable file that allows you to:
-- Enable or disable Movelist (that is opened or closed by pressing start)
-- Move Run Gauge/Meter and "DANGER" text graphic
-- Add more female names if they lack gender-specific character trait
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Movelist below uses Numpad Notation:
https://en.wiktionary.org/wiki/Appendix:Glossary_of_fighting_games#Numpad_(Eastern)
For example, 6 becomes F, 4 becomes B, and so on.
Buttons encased in square brackets (like this: [6]) should be held down.

If you're getting used to Sega Genesis-style controls rather than more conventional ones, you can edit the cmd file,
look for "[Remap]", and uncomment the alternate buttons. However, the move list will use the more conventional buttons
(like the x button being low punch (LP), b button being high kick (HK), etc.)

Original Inputs:
(x)  (y)  (z)
(a)  (b)  (c)

Conventional:
(LP) (HP) (BLK)
(LK) (HK) (RN)

Sega Genesis-style:
(HP) (RN) (HK)
(LP) (BLK)(LK)
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Moves:
Throw - x (close)
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Dial-a-combos:
Combo 1 - 5y, 5y, 5x, 4b
^ The third hit (5x) is optional

Combo 2 - 5y, 5y, 5x, 5a, 5b, 4b
^ The third hit (5x) is optional

Combo 3 - 5a/5b, 5b, 4b
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Special Moves:
Ice Ball - 236x

Ice Slide - [4]x+a

Close Cryo Bomb - 44b

Far Cryo Bomb - 66b

Teleport - 632z

Dive Kick - [2]b
^ Can be done in air only
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Super Moves:
Ice Beam (1 power stock) - 236x+y
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Fatalities:
All fatalities can be only performed if you win the at least one round. You can perform them at any distance because I've
implemented a code that allows Cyber Sub-Zero to move to the specific distance.

Kold Fusion - 2141236y

Spine Rip - 626y
^ Fatality depends on the opponent, since if opponent does not use Mike Obrecht's Fatality sprites, the screen will fade
  in black just like UMK3 Masked!Sub-Zero's Fatality

Mercy - 222
^ Only if you won one round and lost one round

Animality - 8822
^ Requires Mercy to be activated

Friendship - 5c, 5c, 5c, 5c, 2
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Notes:
- Some sprites were taken from the original Mortal Kombat Project 4.1, because MKWarehouse skipped some of them and has
  some transparent pixels in them, not to mention about the big blood effect
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Things I'm really aware of:
- The AI code is not perfect, but I tried.
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What need to do:
- "Put an end to simple MKP-to-MUGEN characters once and for all"
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Contact:
Email: bigyochiman@gmail.com
MFG: http://mugenguild.com/forum/profile/yochithmaster333-85837
MFFA: http://mugenfreeforall.com/index.php?/profile/7183-yochiisc00lest333/
Youtube: https://www.youtube.com/channel/UCk6oHhP2OcpOWUGUMOo6poQ
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Credits:
Elecbyte - for making MUGEN
Midway/NRS - for making Mortal Kombat
OMEGAPSYCHO, Mike Obrecht, Juano16, Kazmer13, Pneophen, Scratcher - inspirations
Original developers of Mortal Kombat Project - some sprites that Mortal Kombat Warehouse did not rip
Messatsu - for making Character trait identifiers
Gumhoy - for making parts of AI template (actually parts for state overrides)
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