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Guide - Unbreakable [Pre October '16 Patch] Sub-Zero UNBREAKABLE Guide reborn

Tanno

The Fantasy is the Reality of the Mind
Sorry, guys, but I'm not a math guy. I'm outta the league. I always do image training for possible working combos due of MKX's law of gravity.
 

Jeffrey Wolf

YouTube: Jeffrey B Wolf
@llabslb, thanks for the info. @GOL Eklectic actually posted a similar breakdown in his thoughts about Unbreakable (which I've copy-pasted below). Since Unbreakable needs his meter, I find the only one I use consistently is F4 into regular Aura. Also, this option becomes even better with Raptor's negative edge OS. Beyond that, for frame traps, I use F12 and F33. F33 doesn't work against counter pokes, of course, but if the opponent tries a slower move, Parry will catch them.

The above said, the EX Auras are definitely good to know, if you're looking to close out a match.


________


Useful Ice Aura Cancel Advantage on Block: (These were tested using Tempest Lao's Tornado and if the old theory of shaving a frame of block stun is true then these should be accurate within a frame) Followups I post can all be beat by armor unless I specifically say its a true block string but beat the fastest pokes in the game including reversal tempest spin, and Cassie flip kick. High follow ups will be able to be low profiled, and f3 can be low profiled but its matchup dependent. Low pokes wont be able to be beaten by any poke in the game.

B33~exiac +6
Gets jab, d3, d4, slide, exslide, f3, 2
d3 and d4 will beat all pokes
ex slide will launch any buttons (except armor)
Hit confirmable into a combo
Regular parry will beat any poke or advancing attack

f4~exiac +18
gets all followups including 50/50 true block string and anti fuzzy w/12 for a true block string

B12~exiac +4
gets jab, f3, d3, d4, slide, ex slide
hit confirmable into combo
regular parry beats any poke or advancing attack

f42~exiac +4
gets jab, f3,d3,d4, slide, exslide
hit confirmable into combo (f42~exiac,f4~freeze...)
parry beats all pokes or advancing attacks

b1~exiac +4
gets jab, f3, d3, d4, slide, ex slide
parry beats any poke or advancing attack

f3~exiac +3
gets jab
parry beats any poke or advancing attack

11~exiac +10
gets jab, d3, d4, b3 f3, 2, f4, 4, slide, ex slide
11 and 12 follow up are a true block string
b2 can beat anything slower than 7f except armor obviously

12~exiac +6
gets jab, d3, d4, f3, 2, slide, ex slide
parry will beat any poke or advancing attack
hit confirmable into combo (12~exiac,b12~freeze...)

f4~iac +4 (hey look a meterless one)
gets jab, f3, d3, d4, slide, ex slide
parry will beat any advancing attack or poke
 

llabslb

R1D1_998
@llabslb, thanks for the info. @GOL Eklectic actually posted a similar breakdown in his thoughts about Unbreakable (which I've copy-pasted below). Since Unbreakable needs his meter, I find the only one I use consistently is F4 into regular Aura. Also, this option becomes even better with Raptor's negative edge OS. Beyond that, for frame traps, I use F12 and F33. F33 doesn't work against counter pokes, of course, but if the opponent tries a slower move, Parry will catch them.

The above said, the EX Auras are definitely good to know, if you're looking to close out a match.


________


Useful Ice Aura Cancel Advantage on Block: (These were tested using Tempest Lao's Tornado and if the old theory of shaving a frame of block stun is true then these should be accurate within a frame) Followups I post can all be beat by armor unless I specifically say its a true block string but beat the fastest pokes in the game including reversal tempest spin, and Cassie flip kick. High follow ups will be able to be low profiled, and f3 can be low profiled but its matchup dependent. Low pokes wont be able to be beaten by any poke in the game.

B33~exiac +6
Gets jab, d3, d4, slide, exslide, f3, 2
d3 and d4 will beat all pokes
ex slide will launch any buttons (except armor)
Hit confirmable into a combo
Regular parry will beat any poke or advancing attack

f4~exiac +18
gets all followups including 50/50 true block string and anti fuzzy w/12 for a true block string

B12~exiac +4
gets jab, f3, d3, d4, slide, ex slide
hit confirmable into combo
regular parry beats any poke or advancing attack

f42~exiac +4
gets jab, f3,d3,d4, slide, exslide
hit confirmable into combo (f42~exiac,f4~freeze...)
parry beats all pokes or advancing attacks

b1~exiac +4
gets jab, f3, d3, d4, slide, ex slide
parry beats any poke or advancing attack

f3~exiac +3
gets jab
parry beats any poke or advancing attack

11~exiac +10
gets jab, d3, d4, b3 f3, 2, f4, 4, slide, ex slide
11 and 12 follow up are a true block string
b2 can beat anything slower than 7f except armor obviously

12~exiac +6
gets jab, d3, d4, f3, 2, slide, ex slide
parry will beat any poke or advancing attack
hit confirmable into combo (12~exiac,b12~freeze...)

f4~iac +4 (hey look a meterless one)
gets jab, f3, d3, d4, slide, ex slide
parry will beat any advancing attack or poke
Thanks!
 

Tanno

The Fantasy is the Reality of the Mind
@Jeffrey Wolf , found some combos and quite hard.

Corner /w Aura

FJP> B12> Aura> 242> [NJP> FJP> FJP> 1> B12>] EX Slide> SS> Aura> NJK.

[FJK> D1> 1> B12>] EX Slide> SS> NJP> FJP> F12.

Those with [] are the harder links. The SS are the Switch Sides.

I have leveled quite a lot there.
 

Tanno

The Fantasy is the Reality of the Mind
New combo in addition to the earlier:

FJP> B12> Aura> B12> Iceball> FJP> 242> NJP> FJP> FJP> 1> 112. 34%

The F12 doesn't work on this combo due of being one frame late than 112.
 

Tanno

The Fantasy is the Reality of the Mind
And speaking of tweaking Sub Zero's stuff, how about the IRC (Iceball Run Cancel), which would be similar to Raiden's LRC and Liu Kang's FRC? This would whiff and get the opponent off guard or would help with the combos without freezing the opponent or would help with the vortex.

Imagine this combo there:

FJP> B12> Aura> B12> IRC> B12> Iceball> FJP> 242> NJP> FJP> FJP> 1> 112.

It would be around 36%-38%.

But for this to be viable, it would need to make the B12 (Snow Fall) a bit faster:

Start Up: 10
Recover: 20-22
Block Adv: -8 to -10
 

Jeffrey Wolf

YouTube: Jeffrey B Wolf
If you're doing JIP corner combos, then his highest damage is:

JIP, B12, Aura, B12, Iceball, backdash, JIP, B2, B2, 242, 123, Slide for 38%.

That's also the highest damage he can ever get meterless. Then, if you add the EX Slide, like we've talked about before, that bumps the damage into the 40s.

However, I hadn't tried the corner JIK combos though, and those are really cool! Meterless, if the kick is late enough you can do:

JIK, D1, 242, 123, Slide for 29%.

With meter and Aura, it seems like if you do the above or the one you've listed, with or without the standing 1, it's still 35%, which isn't bad! And means the easier B12 option is probably better.

Funny you were trying corner stuff with him recently, as so was I, but with EX Burst. Ex Burst, 1, 242, 123, Slide does 29%, and if you have Aura on it's 32%.

If you want to go for max damage though, Ex Burst, B2, 242, 123, Slide does 32% and with Aura it's 36%! Though the B2 is of course harder to hit (well, the 242 follow up is the hard part), the nice thing, besides the damage, is that it works even if you're a bit away from the corner.

Lastly, with EX Burst, midscreen, the highest damage seems to be:

Ex Burst, run, F42, Ex Iceball, forward dash, NJP, B12, Burst for 27%, which doesn't seem like much for two bars, but if you have Aura on, the damage bumps up to 31%, which isn't half bad if you're trying to close out the round.

Anyway, hope this helps, and thanks for the share!

P.S. Cancels are always great, but overall I'd say that Unbreakable already has solid damage. 26% on quick punishes and 32% on slightly slower punishes, both meterless, is a lot more than many characters have. I still say, what he really needs, besides a faster D1 is a better footsie string. Making EX Parry instant would also be nice, so it could be used as an interrupt, because right now it really has zero purpose.
 

Jeffrey Wolf

YouTube: Jeffrey B Wolf
Actually, just checked:

JIP, B2, B2, 242, 123, Slide does 38% meterless and is easier to do than adding the B12 part. Though the B12s are swaggy =) and leave you with Aura on, which is definitely useful.
 

Tanno

The Fantasy is the Reality of the Mind
True. :)

However, the FJK is also useful just in case you happen to be in the corner without noticing that. I like to find new stuff that nobody has ever found. I'll add all of these combos in one video providing the inputs from easy to way hardest combos. :)

Unbreakable has the defensive philosophy, so he needs to be tweaked so that he can defend against anything.

I'd like to try Unbreakable's Parry against Air Acidic Spit from Alien Acidic. Unfortunately, the MKXL doesn't have the option to make the AI do any attack.

And this is why I suggested that B12 needs to be a bit faster with longer stun effect.
 

Jeffrey Wolf

YouTube: Jeffrey B Wolf
Oh, I'm definitely a fan of your corner JIK discovery. And I hear you about finding things that other people haven't.

Speaking of, I went through and found (I think) all of the safe Aura setups. Most of these won't come as a surprise, as grand master has been doing it with clone since forever. Obviously, any regular combo hit works (e.g. 11, Aura, or F42, Aura, etc.), but here are some other moments where it's important to know you can get Aura up if you want, anywhere on screen, without getting punished. On hit:

F12 (if the opponent blocks the F12, it's plus)
NJK (if the opponent blocks the NJK, it's plus)

B4 (if the opponent blocks the B4, it's safe at only -5; such a good move!)
F33 (if the opponent blocks the F33, it's safe at only -4)

112 (if the opponent blocks the 112, it's punishable at -9)
B33, D1 (if the opponent blocks the B33, D1, it's punishable at -12)
Slide (if the opponent blocks the Slide, it's of course very punishable at -22)

Burst into Aura is safe midscreen.
Throw into Aura can be safe midscreen too, but it depends on the matchup. For example, Reptile's Ex Slide punishes it.


As for on block, as others have already said, F4, Aura is the main one, and it leaves you plus, which is really cool. Interesting, standing 3 into Aura can also work. It's not safe against Reptiles EX Slide but it is against his Dash, so it's probably around -7. This likely won't be used much, but hey, it's there. 11 into Aura is also relatively safe. Reptile's Dash punishes it, but Sub's Slide doesn't, so it's probably around -8. Again, not something you'd normally use, but if you have godlike reactions and notice that you're not hitting with 11 into Iceball you could cancel into Aura instead and be safe against a fair number of standard punishes.


Anyway, just wanted to make sure I had all this for easy reference somewhere, and now you all do too. Hope it helps!
 
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Tanno

The Fantasy is the Reality of the Mind
It sure helps. If Subby was a bit faster, it would make all these moves a vortex. Unfortunately, to have godlike reactions you need to know all the moves and mix them up, while you need to observe your opponent. For example, I have gotten used to most of the opponents' projectiles, so I know that I don't need to block, while I crouch. However, if I notice even an inch their EX projectiles, I tend to block this instant, for example, if I see Kitana doing her EX fans, I only block the 2nd fan, which results in less damage.

This is the same with every fighter. ;)

I have noticed most characters that can connect either JP or JK with any attack, like Alien doing the JP with his EX Tail Whip. So I decided to do something for Sub Zero, too. All of the characters, except of Kitana and Mileena, can't connect more attacks to make them a combo. Guess that I found that Sub Zero can connect more attacks this way. ;)
 

Tanno

The Fantasy is the Reality of the Mind
Try this JIK corner combo. JIK, B2, 242, 123xxEX Slide, slide under, NJP, JI2, F12(etc).
I suspect that it's able when both jump. Will try this out. The rest of the combo after the B2 I can do it almost 4/10. BTW, no need to slide under (Switching Sides). The freeze holds for 4 secs, so it's enough time for Sub Zero to walk under there.
 

crosshair271

Sub-Xerox
I suspect that it's able when both jump. Will try this out. The rest of the combo after the B2 I can do it almost 4/10. BTW, no need to slide under (Switching Sides). The freeze holds for 4 secs, so it's enough time for Sub Zero to walk under there.
Slide is to whiff a special and build meter. Like whiffing Klone after Iceball.
 

Tanno

The Fantasy is the Reality of the Mind
Ah, while opponent is jumping. Now that makes sense.
Yep, otherwise it wouldn't work for the B2 to connect. It would need a higher juggling to make it able, so only if they jump, it works.

I tested it with the starter combos being FJK. B2 wouldn't make it, because it's so slow.
 

Jeffrey Wolf

YouTube: Jeffrey B Wolf
Grounded, I actually got the B2 and 242 to connect, but it was mad hard and a really deep JIK, which isn't very realistic to get in a match, and couldn't get anything after that (i.e. the 123, etc.).
 

Jeffrey Wolf

YouTube: Jeffrey B Wolf
Tried the corner thing. Even jumping, the JIK seems rather hard. The JIP though is great, especially since you might be trying to use it for the instant jump in pressure. Doing:

(Corner) JIP, B2, 242, 123, Slide does 31%, is pretty easy, and, as listed in my other post, allows for a free Aura after if you want.

In addition, if you're grounded, and the opponent jumps in the corner, this same combo works whether you start it with B2, standing 1, D1, or D3, and all hit for 31%.

Continuing with A2As and anti-airs, midscreen, if you hit with JIP, standing 1, D1, or D3, running, 1, B12, Burst is going to be your best meterless damage, with or without Aura. For the JIP, hitting with 1, then B12 can be a bit tricky, so just going straight into the B12 is fine. For standing 1, you can actually run up 1 three times before the B12, which ups the damage a percent each time. No matter what though, you're doing about 20% without Aura on and 23-24% with Aura on, which isn't bad damage at all for an A2As and anti-airs.

If you don't have stamina, for the JIP, obviously just Slide, but for the standing 1, D1, or D3, walk forward slightly, then 123, Slide will net you around 17%.

I've also tested EN Slide with Aura on, but I need to clean that info up, so I'll post it later.
 

crosshair271

Sub-Xerox
Grounded, I actually got the B2 and 242 to connect, but it was mad hard and a really deep JIK, which isn't very realistic to get in a match, and couldn't get anything after that (i.e. the 123, etc.).
It can happen from a long distance jump in where a punch won't reach and you still want to pressure the opponent. But for the most part it is meant as an air to air
 

Jeffrey Wolf

YouTube: Jeffrey B Wolf
Okay, I just watched this:


And saw an even better anti-air combo (it's at the 10 second mark). The opponent has to be high, as you'll see, but if you get it, there's a few more percent in it for us. Even better, you can use it with the A2As! Here it is:

Standing 1, B12, Ice Ball, walk forward, NJP, walk forward, B12, Burst = 25% (no Aura)
With Aura, the above is 27%

JIP (using 2 make it easier), run, B12, Ice Ball, walk forward, NJP, walk forward, B12, Burst = 25% no Aura, and 27% with.

Again, not bad for no bar.

Props to Buffalo, as I hadn't seen this before.

Thanks for the clarification Crosshair, and I'll add the with meter combos tomorrow, as I've got to take this new version into consideration.
 

Jeffrey Wolf

YouTube: Jeffrey B Wolf
Btw, ending either of the above, with or without Aura, with NJP, JIP, run, 123, Slide does 25%. I imagine this is what Buffalo was going for.
 

Tanno

The Fantasy is the Reality of the Mind
Try this JIK corner combo. JIK, B2, 242, 123xxEX Slide, slide under, NJP, JI2, F12(etc).
Tried this combo. Neither F12, nor 112 enders do work. the unfinished enders give this combo 37% DMG. This starter combo is viable, only if you hit your opponent's feet. If you hit your opponent's feet, he'll juggle higher, giving time to do the B2.

The FJK is the reason this combo is harder for the enders. To force your opponent down to the ground, it needs only 3 overheads, and the FJK is the same as the B2.

Edit: Tried this combo with different enders. The 123> Slide gives it 39% DMG. No matter what you do it ends with 39% DMG. A harder link with less DMG.
 
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Jeffrey Wolf

YouTube: Jeffrey B Wolf
Okay, was labbing last night and hit a breakthough: EX Aura air juggles! Obviously, it's spendy, but sometimes you need the kill.

For example, if you want to burn bar w/ EX Burst, in the corner:

1 Bar (as stated before) - EX Burst, B2, 242, 123, Slide = 32%

2 Bar - EX Burst, B2, B12, EX Ice Ball, NJP, FJP, B12, Burst = 35%

3 Bar - EX Burst, B2, B12, EX Aura, 123, EX Slide, dash, NJP, FJP, B12, Slide = 38%


Midscreen for EX Burst usually looked like this:

1 Bar (pretty obvious) - EX Burst, run, F42, Slide = 19% (23% with Aura on)

2 Bar (listed before) - EX Burst, run, F42, EX Ice Ball, NJP, FJP, run, 123, Slide = 27% (31% w/ Aura)
You can also end this with NJP, walk forward, B12, Burst for the same damage.


But
, with the new juggle property, I started trying alts. It is possible to get F42, EX Aura, 123 to juggle after a midscreen Burst, but it's tight. Instead, I realized that B12 can actually juggle after the Burst, as long as you're on point with your run (and yes, it works on smaller characters). Plus, this makes the Aura cancel juggle much easier. So, midscreen Burst looks like this now:

1 Bar - EX Burst, run, B12, Burst = 22% (26% with Aura on)

2 Bar - EX Burst, run, B12, EX Ice Ball, NJP, FJP, run, 123, Slide = 29% (33% w/ Aura)
You can also end this with NJP, walk forward, B12, Burst for the same damage.

3 Bar (the new one!) - EX Burst, run, B12, EX Aura, 123, EX Slide, dash, NJP, walk forward, B12, Slide = 33% (37% with Aura on)

Now, when is spending a bar going to be worth it to get 3-4%? Probably not too often. But hey, it's there, and it looks swaggy.


You might say, wtf, that last combo is hard as hell. True, but, thankfully, there are much easier applications of this juggle tech. For example, the EX Burst combo in the corner I listed at the top. In addition, imagine you hit with B2 in the corner and you want to go for the kill, but you don't have Aura on. Now you can do this:

B2, B2, B12, EX Aura, 123, EX Slide, NJP, FJP, B12, Slide does 43%.


This also works very easily with A2As. For example:

FJP, run, B12, EX Aura, 123, EX Slide, dash, NJP, walk forward, B12, Slide = 32%


Or anti-air standing 4, which is decent anti-air, but previously led to zip damage. Now you can do:

4, EX Aura, run, F42, EX Siide, dash, NJP, FJP, run, B12, Slide = 29%


Basically, there are tons of possibilities, though, of course, due to the meter expenditure, not something you're doing all the time. But definitely something that will come up, as it lets you effectively extend combos when you don't already have Aura on.

Due to this discovery, there are now more A2As and anti-air combos to consider if you're spending bar, so I'll deal with those in another post.

Enjoy, I know I will =)
 

Tanno

The Fantasy is the Reality of the Mind
Nice one! I will add them in video to have them in guide to compare the combos with and without Aura.