Unbreakable's damage is low, takes a bar to reduce damage, and is missing the armor launcher. Cryomancer normal hammer is completely worthless, the uppercut is to slow to be a consistent anti-air, and the Cold Blooded string needs to be advantage on hit.
I agree that GM needs F42~ex clone to be adv and keep in mind that several characters use meter for adv. Shinnok, KL, Erron Black, Quan Chi, etc but not SZ. Nope, SZ has to use the bar and still block while the clone again goes away. But the real issue is the the clone's collision was clearly designed for a clone that does not go away on block. The collision needs fixing... I dont understand how anyone can argue that the clone should not freeze you of you attack it with a punch or kick.
Absolutely, too much time was spent trying to nerf the klone, while his other variations have completely suffered. I am still confident that NRS will look at the rest of him and just round him off.
Unbreakable needs a damage buff while in MB Aura, or something to make his Aura viable, possibly give him frame traps from F4, F42 and B12 into Aura on block. The parry seriously needs look at, especially when you parry a projectile, you need too instantly recover and break out, and maybe the MB version parrying a jump in.
Cryomancer needs a safe block string with the normal hammer, Cold Blooded needs to be advantage on hit, F122 needs to be -6 and allow a MB hammer block string that opponents can't jump out of, the D2 around 9-10 frames, and the Air hammer really should be Overhead then Low, and safe on block, like earth shaker.
These are not buffs, anyone that has a clue will look at the moves of character and realise this is how his move set should work. He remains me of Cyber Sub Zero at the moment...