Okay, here's everything else. Let me know if you see anything you want me to change, before I put it all together =). Btw, since this thing is insanely long, there's no way you need to record
all these combos
@Tanno. Maybe just a highlight reel of your faves/the most useful. That way it can be an easy way for someone who doesn't read everything to get into it.
And, everyone else, please feel free to comment!
P.S. There are some new NJP combos here that I will also be adding to the meterless NJP combo area when I put it all together.
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Combo Extenders
Unbreakable Sub-Zero has three different combo extender moves: EN Ice Ball, EN Slide (with Aura), and EN Aura. In terms of max damage, for the most part, EN Ice Ball is used to extend combos where the opponent is grounded, or you don’t already have the Aura on to extend with EN Slide. EN Slide with Aura is used to extend combos where the opponent is Airborne, and EN Aura is used to get Aura mid combo, if you don’t already have it on, to then extend with EN Slide. EN Aura can also be used to extend ground based combos like EN Ice Ball, but it doesn’t do as much damage, so will be used when you value being plus over damage, if the opponent blocks your opener.
EN Ice Ball (i.e. Ice Blast)
This move is used to extend combos or win in projectile wars, since it travels faster than a regular Ice Ball and destroys other projectiles. EN Ice Ball starters, against a grounded or airborne opponent, midscreen or corner, are all the same as a regular Ice Ball, so refer to those listings. EN Ice Ball doesn’t damage scale as much as regular Ice Ball though, so the damage will be about 3% higher.
As for extending combos, you will mostly do so midscreen, since in the corner regular Ice Ball can connect off of more strings, so EN Ice Ball isn’t needed.
EN Ice Ball Midscreen - You and Opponent Grounded
12~EN Ice Ball, move slightly back, Burst (for meter and to get rid of Aura if on), JIP(1), B12~Aura, 242, run, B12~Burst
- No Aura / Aura on = 29%
- Notes: This damage is calculated using the second hit of 12 as the first hit, since that is how it will usually happen. If you connect with the 1 as well, the damage is 30%.
B2, run, F42~EN Ice Ball, dash forward, NJP, JIP(2), run, B12~Slide
- No Aura / Aura on = 29%
- Notes: It is very hard to get the EN Ice Ball to connect on females, but easy on males. If you have Aura on, you’ll use EN Slide instead.
B33~EN Ice Ball, Burst (for meter and to get rid of Aura if on), JIP(1), B12~Aura, 242, run, B12~Burst
- No Aura / Aura on = 31%
- Notes: Male only, as regular Ice Ball connects on females.
F42~EN Ice Ball, move slightly forward, Burst (for meter and to get rid of Aura if on), JIP(1), B12~Aura, 242, run, B12~Burst
- No Aura / Aura on = 32%
- Notes: None.
F33(2nd hit)~EN Ice Ball, move slightly back, Burst (for meter and to get rid of Aura if on), JIP(1), B12~Aura, 242, run, B12~Burst
- No Aura / Aura on = 33%
- Notes: None.
EN Iceball can also be useful to extend combos if you hit the opponent midscreen with a jumping kick, while they’re airborne, and you don’t have Aura on for EN Slide.
EN Ice Ball Midscreen - You and Opponent Airborne
JIK, run, F42~EN Ice Ball, move forward, NJP, JIP(2), run, B12~Slide
- No Aura / Aura on = 27%
- Notes: None.
Besides these, the only other time that EN Ice Ball is needed is to extend combos that feature other EN moves, which will be listed in those respective areas if applicable, as has already been done in the EN Burst section.
EN Slide (i.e. Icy Slide)
Besides closing out a round, or switching sides if in desperate need, EN Slide without Aura on will rarely be used, since it only does 11% damage. However, with Aura on it suddenly becomes a very useful move, as a long range punish/AA that does a decent chunk of damage, as a combo extender, or as a wakeup, if you’re worried about the 15 frame start up of EN Burst getting broken, since EN Slide has only 9.
Regular combos starting with EN Slide with Aura are fairly basic, since there is not much of a juggle property, and they barely change from Midscreen to Corner.
EN Slide (Aura on) Midscreen - You Grounded, Opponent Grounded/Airborne
EN Slide, walk/dash/run depending on distance, NJP, JIP(2), run, 123~Slide
- Aura on = 23%
- Notes: This combo only works with Aura on.
EN Slide (Aura on) Corner - You Grounded, Opponent Grounded/Airborne
EN Slide, walk/dash/run depending on distance, NJP, B2, 123~Slide
- Aura on = 25%
- Notes: This combo only works with Aura on. Also, instead of the NJP, B2, etc., you can do B2, B12~Aura for the same damage.
As mentioned previously, EN Slide, with Aura on, can also be used to extend combos, and is superior to EN Freeze for that purpose when the opponent is airborne.
Here is a breakdown of those instances, starting with B2:
EN Slide (Aura on) Midscreen - You Grounded, Opponent Grounded/Airborne
B2, F42~EN Slide, walk forward, NJP, JIP(2), run, B12~Slide
- Aura on = 34%
- Notes: This combo only works with Aura on. Delay the F42 slightly, or the EN Slide will whiff.
EN Slide (Aura on) Corner - You Grounded, Opponent Grounded/Airborne
B2, B2, 242, 123~EN Slide, NJP, JIP(2), B12~Slide
- Aura on = 43%
- Notes: This combo only works with Aura on.
Anti-air with a standing 1:
EN Slide (Aura on) Midscreen - You Grounded, Opponent Airborne
1, B12, 123~EN Slide, NJP, B12~Slide
- Aura on = 36%.
- Notes: This combo only works with Aura on.
EN Slide (Aura on) Corner - You Grounded, Opponent Airborne
1, B2, 242, 123~EN Slide, forward dash, NJP, JIP(2), B12~Slide
- Aura on = 37%.
- Notes: This combo only works with Aura on.
Air-to-air with a jumping punch:
EN Slide (Aura on) Midscreen - You and Opponent Airborne
JIP, run, B12, 123~EN Slide, NJP, B12~Slide
- Aura on = 35%.
- Notes: This combo only works with Aura on.
EN Slide (Aura on) Corner - You and Opponent Airborne
JIP, B2, 242, 123~EN Slide, forward dash, NJP, JIP(2), B12~Slide
- Aura on = 37%.
-
Notes: This combo only works with Aura on.
Jumping kick against a grounded or airborne opponent:
EN Slide (Aura on) Midscreen - You and Opponent Airborne
JIK, EN Slide, dash forward, NJP, JIP(2), run, B12~Burst
- Aura on = 27%
-
Notes: This combo only works with Aura on.
JIK, run, F42~EN Slide, walk forward, NJP, JIP(2), run, B12~Slide
- Aura on = 30%
- Notes: This combo only works with Aura on. If the opponent is too high after the F42, the EN Slide will whiff.
EN Slide (Aura on) Corner - You and Opponent Airborne
JIK, B2, 242, 123~EN Slide, forward dash, NJP, JIP(2), B12~Slide
- Aura on = 39%.
-
Notes: This combo only works with Aura on.
EN Slide (Aura on) Midscreen - You Airborne, Opponent Grounded
JIK, EN Slide, dash forward, NJP, JIP(2), run, B12~Burst
- Aura on = 28%
-
Notes: This combo only works with Aura on.
EN Slide (Aura on) Corner - You Airborne, Opponent Grounded
JIK, D1, 242, 123~EN Slide, forward dash, NJP, JIP(2), B12~Slide
- Aura on = 36%.
-
Notes: This combo only works with Aura on.
NJP against a grounded or airborne opponent:
EN Slide (Aura on) Midscreen - You Airborne, Opponent Grounded/Airborne
NJP, walk forward, B12, 123~EN Slide, B12~Burst
- Aura on = 34%.
-
Notes: This combo only works with Aura on.
EN Slide (Aura on) Corner - You Airborne, Opponent Grounded/Airborne
NJP, B2, 242, 123~EN Slide, forward dash, B12~Slide
- Aura on = 36%.
-
Notes: This combo only works with Aura on.
Other than the above, the only time you’ll be using EN Slide to extend combos is in conjunction with other EN moves, like EN Burst, which will be listed in those areas.
EN Aura (i.e Ice Aura)
As mentioned previously, this move can be used as a combo extender. In addition, it can be used to gain frame advantage off of blocked strings. Finally, it grants Sub a 33% damage reduction, so can be used for Parry setups or when close to death.
First up, a list of frame advantage. Big shout outs to
@GOL Eklectic for compiling this info. There is one plus situation you can get with regular Aura:
F4~Aura = +4
After, can win with 1, F3, D3, D4, Slide, EN Slide.
Parry will beat any advancing attack or poke.
For the record, the only other ground based move that Unbreakable Sub has that leaves him plus for no meter is F12, which is +2.
The rest are with EN Aura:
B33~EN Aura = +6
After, can win with 1, 2, D3, D4, Slide, EN Slide.
D3 and D4 will beat all pokes.
EN Slide will launch any buttons (except armor).
Hit confirmable into a combo.
Regular Parry will beat any poke or advancing attack.
F4~EN Aura = +18
Gets all follow ups, including 50/50 true block string and anti fuzzy w/12 for a true block string.
B12~EN Aura = +4
After, can win with 1, F3, D3, D4, Slide, EN Slide.
Hit confirmable into combo.
Regular parry beats any poke or advancing attack.
F42~EN Aura = +4
After, can win with 1, F3, D3, D4, Slide, EN Slide.
Hit confirmable into combo (e.g. F42~EN Aura, F4~Ice Ball, etc.).
Parry beats all pokes or advancing attacks.
B1~EN Aura = +4
After, can win with 1, F3, D3, D4, Slide, EN Slide.
Parry beats any poke or advancing attack.
F3~EN Aura = +3
After, can with with 1.
Parry beats any poke or advancing attack.
11~EN Aura = +10
After, can win with 1, 2, 4, D3, D4, B3, F3, F4, Slide, Ex Slide.
11 and 12 follow up are a true block strings.
B2 can beat anything slower than 7 frames, except armor obviously.
12~EN Aura = +6
After, can win with 1, 2, D3, D4, F3, Slide, EN Slide.
Hit confirmable into combo (e.g. 12~EN Aura, b12~Ice Ball, etc.)
Parry will beat any poke or advancing attack.
As mentioned above, EN Aura can be used to extend combos. However, if this is done against grounded opponents, it will lead to less damage than EN Ice Ball. On the flip side, if the opponent blocks, EN Ice Ball is -8, while EN Aura is positive, as just shown. In addition, the EN Aura of course grants you chip immunity and damage reduction. So, if you don’t have Aura on already, and want to play it safe, using the EN Aura to extend combos over EN Ice Ball can be preferable.
If you do decide to extend a ground based combo using EN Aura, there are a few things to know:
- In most cases you will go directly into B12~Ice Ball, etc., right after. There are two exceptions to this, F42 and B33. More info on them below.
- Due to the damage reduction EN Aura offers, you won’t want to end in Burst, but instead Slide, to make it last longer.
- You also won’t want to Burst mid combo to build meter/get rid of Aura, because you won’t want to lose the EN Aura and it’s impossible to get two Aura links on the ground in one combo.
Here are the combo exceptions:
F42~EN Aura, B12 can be done, but it’s very tight, so, if you prefer consistency, this is the combo for you:
F42~EN Aura, F4~Ice Ball, back dash, JIP, 242, run, 123, Slide
- No Aura = 25%.
-
Notes: This combo only works with no Aura.
B33~EN Aura, B12 work no problem, but you can sneak in an instant air JIP, which is superior, because it does more damage and leaves you plus if the opponent blocks the B33. Whereas if you go straight into the B12 without hit confirming, you’ll be negative. This combo is:
B33~EN Aura, JIP(1), B12~Ice Ball, back dash, JIP, 242, run, 123~Slide
- No Aura = 29%.
- Notes: This combo only works with no Aura.
You can also get an instant air JIP off of 12~EN Aura, but it’s crazy tight and so isn’t consistent enough to list.
The only other time that EN Aura will be used as an extender is if the opponent is airborne. This can be used in two ways: one, for Parry setups, and, two, to get Aura on to then extend with EN Slide.
Parry Setups
This can be done off of any regular combo, but instead of using an Aura cancel early to link strings together, you’ll use an EN Aura late as an aerial juggle to setup plus frames and damage reduction so the Parry isn’t as risky. For example.
B12~Ice Ball, walk back, Burst (for meter and to get rid of Aura if on), JIP(1), 242, run, B12~EN Aura, 123~Slide
- No Aura / Aura on = 30%.
-
Notes: None.
The Slide leaves you at plus 30, and can’t be rolled out of, at which point you can run up and Parry. If the Parry connects, you can do one of the Parry combos listed in the meterless section. If the wait and then combo you, you’re only taking ⅔ of the damage.
EN Aura into EN Slide
This combination is used when you’re comboing an airborne opponent, you don’t have Aura on, and you want max damage. There are two main ways that you will do this:
1) Early in the combo, when the B12 connects, instead of continuing as normally listed, cancel into EN Aura, then 123, EN Slide. For example, let’s say you hit with an air-to-air jump in punch and you want max damage for two bars, but don’t have Aura on. You’d do this:
JIP, run, B12~EN Aura, 123~Slide, NJP, walk forward, B12~Slide
- No Aura = 32%.
- Notes: If you had Aura on, you wouldn’t have bothered with the EN Aura.
One other example of the B12 that might not be as obvious, since it’s not normally part of the combo, is if you’re hitting with B2 in the corner, don’t have Aura on yet, and are looking for max damage for two bars. You’d do:
B2, B2, B12~EN Aura, 123~EN Slide, forward dash, NJP, JIP(2), B12~Slide
- No Aura = 43%.
- Notes: If you had Aura on, you wouldn’t have bothered with the EN Aura.
2) If you hit with F42 against a female character, which means EN Ice Ball will probably whiff, unfortunately, F42~EN Aura, 123 will probably whiff too. So, you’ll need to do F42~EN Aura, D4~EN Slide. It’s tight, but works. For example:
B2, run, F42~EN Aura, D4, EN Slide, NJP, walk forward, B12~Slide
- No Aura = 32%.
- Notes: If you had Aura on, you wouldn’t have bothered with the EN Aura.
So, again, if you ever don’t have Aura on, are hitting an airborne opponent, and want max damage for two bars, switch what you’re doing after the B12 or F42 to EN Aura, etc.
EN Parry (i.e. Barrier of Ice)
EN Parry is, unfortunately, rather useless in its current incarnation. It is 3 frames faster than regular Parry (3, instead of 6) and stays active for 3 frames longer, but it takes just as long to recover. Because of these minor differences, it is almost never worthwhile to spend the bar on. If it had instant start up, however, it would be, as then it could interrupt all gaps in strings, like armored moves. As is, below are the only interrupts for Parry and EN Parry. Major props to
@Braindead for making this list!
Legend:
* = Gap that can be parried using EX parry
** = Gap that can be parried using normal parry.
(more stars = larger gap)
Cassie Cage
B1 2 * 4
3 3 * 2
1 2 * 1 (Exactly a 2-frame gap, extremely hard to time it. Also inconsistent - might depend on the stance)
Goro
B1 2 ** U2
Ermac
F2 1 * D2
F3 * 4
Jacqui Briggs
2 3 3 ** 4
Jax
B3 * D2
Wrestler:
F3 ** 1+3
F4 ** 1+3
Kano
Cybernetic:
F3 * 2+4
Kenshi
4 4 * 1
Kung Lao
4 ** 4
Liu Kang
1 1 * 3
F4 4 * 4
Mileena
F4 * 4
Ravenous:
B1 2 ** 1+3
Quan Chi
Warlock:
1 2 ** 1+3
Raiden
Thunder God:
1 1 2 ** 2 (Switch inputs direction when doing the parry because Raiden switches sides)
B1 1 2 ** 2 (Also switch sides, otherwise you'd get an ice ball)
Reptile
1 4 ** 1
Shinnok
1 1 2 * 3
Takeda
B2 1 ** 2+4
Beyond the above, the only other thing to say about Parry is that, since it starts with a freeze, it’s damage can’t be extended much beyond what is already listed in the Meterless section. Using EN Burst or EN Slide will add a few percent, but generally not worth it for the meter loss. The only exception is X-Ray. Ironically though, if you try to do a long combo with X-Ray, you get less damage. The most I’ve found is:
Parry, back dash, JIP(2), B2, run, B12~X-Ray
- No Aura / Aura on = 46%.
-
Notes: Only works on males.
For females, this is the highest I can find:
Parry, back dash, JIP, B12~Aura, B12~X-Ray
- No Aura = 43%.
-
Notes: If you have Aura on, just doing the one rep of B12 will still get you 41%.
X-Ray
Speaking of X-Ray, it’s time to talk about X-Ray combos! Generally, as just mentioned, the fewer hits before the X-Ray, the better. In other words, don’t bother knocking the opponent into the air with 242, just do your ground based string, with a regular Aura cancel if the starter was B12 and you don’t already have Aura on, and then hit that X-Ray. The max damage midscreen is the same as the max damage Parry:
JIP(2), B2, run, B12~X-Ray
- No Aura / Aura on = 48%.
- Notes: Listed with the JIP, as you need to hit with the B2 that close for the rest to combo. Only works for males.
For females, again, same as Parry:
B12~Aura, B12~X-Ray
- No Aura = 43%.
-
Notes: If you have Aura on, just doing the one rep of B12 will still get you 41%.
In the corner though, you can get the B2 combo on both sexes. That is:
B2, B12~X-Ray
- No Aura / Aura on = 47%.
- Notes: Starting with a JIP(2) pushes the damage to 48%, which, as seen in other combos, is Unbreakable's max.
The other interesting property of Sub’s X-Ray is that it can be held, is dash cancelable, and has a Parry property. Unlike his regular Parry, this one works against jump-ins! If you hit the opponent with this Parry, you can dash out of it and do a full combo. In fact, the Parry freeze doesn’t count as one of the freezes, so you can do another! While this is cool and all, sadly, it doesn’t lead to more damage than just doing the X-Ray, especially midscreen. If you see the freeze against an aerial or grounded opponent, just let the X-Ray rip for 31%.
In the corner though, if you want to swag, you can do:
X-Ray, back dash, JIP, B12~Aura, B12~Ice Ball, back dash, JIP(2), B2, B2, 242, 123~Slide
- No Aura / Aura on = 34%.
-
Notes: 17 hits!
The sad part though is, you actually get the exact same damage for doing a way less awesome combo:
X-Ray, back dash, JIP(2), B2, B2, 242, 123~Slide
- No Aura / Aura on = 34%.
-
Notes: Lame.
And that’s everything. We hope this document helps all Sub players out. Thank you again to all contributors and the Sub community! Please let us know if you have any additions, corrections, or questions.