What's new

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

Tanno

The Fantasy is the Reality of the Mind
I thought of trying the FJP> B12> EX Aura> B2> B2> 242> 123> EX Slide> ... any combo ender, but I think Subby has his own limit to 43%.

The only combo viable to reach the 48% is the X-Ray ender. FJP> B2> B12> X-Ray.
 

Tanno

The Fantasy is the Reality of the Mind
When you end in ice burst with aura on it does more damage and you lose the aura. You shatter it like GM does the clone
@ando1184 , he's right. I tested their differences in power. The Aura serves as the living Ice Klone protecting Sub Zero.

Frost Bomb /wt Aura: 9%
Frost Bomb /w Aura: 13%
EX Frost Bomb /wt Aura: 12%
Ex Frost Bomb /w Aura: 12%

Those are the differences there. It seems that they NEED to tweak a bit that EX Frost Bomb /w Aura to 15%
 

ando1184

Noob
@ando1184 , he's right. I tested their differences in power. The Aura serves as the living Ice Klone protecting Sub Zero.

Frost Bomb /wt Aura: 9%
Frost Bomb /w Aura: 13%
EX Frost Bomb /wt Aura: 12%
Ex Frost Bomb /w Aura: 12%

Those are the differences there. It seems that they NEED to tweak a bit that EX Frost Bomb /w Aura to 15%
Yeh that's what was confusing me since both ex frost bombs are 12% raw. I guess the scaling is different when it combos then?
 

Jeffrey Wolf

YouTube: Jeffrey B Wolf
EX Burst actually only does 8% without Aura on. With Aura on it does 12%, which is where the difference in damage comes from in the combo I listed. Stronger wake-ups: just another reason to have Aura on =)

Good to know about that max damaging X-Ray combo, Tanno. It is weird that otherwise the damage seems capped at 43%, despite the add-ons.

Speaking of X-Ray, on the Cryomancer forum one guy mentioned that the X-Ray Parry doesn't count as a freeze. Mid-screen, for Unbreakable, it doesn't matter, because straight X-Ray damage is higher. But in the corner, you can do swag like this:

X-Ray Parry, back dash, JIP, B12, Aura, B12, Ice Ball, back dash, JIP, B2, B2, 242, 123, Slide = 34%, instead of the X-Ray's usual 31%

Sadly, you can also just do:

X-Ray Parry, back dash, JIP, B2, B2, 242, 123, Slide for the exact same damage.

Just another instance where it feels like those extra buttons should be bumping the percent more, but that scaling on the mid-combo Aura just really seems to curb it.
 

Tanno

The Fantasy is the Reality of the Mind
BTW, I tried this variation on some noobs to learn him. There were some dudes who were quite good with Predator and Kung Lao. I almost got used with him in the matches. I reacted with my parry against the laggy incoming attacks, i.e. Predator's EX stab charge. I noticed that since then they were afraid of hitting me, but only zoning.
 

Jeffrey Wolf

YouTube: Jeffrey B Wolf
Yeah, that's the nice thing about Unbreakable. Once the opponent starts to respect the Parry footsies, it makes getting in, frame trapping, etc., easier.
 

Jeffrey Wolf

YouTube: Jeffrey B Wolf
Btw, @Tanno, are you still planning on remaking this thread? If not, I might, just to consolidate all of these recent discoveries. Unless @nodq is planning to update. As is (though I appreciate the info and effort), for the most part, it's really outdated, since it's back from when Brady used to play this game.
 

Tanno

The Fantasy is the Reality of the Mind
Btw, @Tanno, are you still planning on remaking this thread? If not, I might, just to consolidate all of these recent discoveries. Unless @nodq is planning to update. As is (though I appreciate the info and effort), for the most part, it's really outdated, since it's back from when Brady used to play this game.
I'm planning to do this, since it seems that we found all of Sub Zero's combos from easy to the hardest. I'll need to update the information regarding the special attacks, too. @nodq seems to be MIA. He hasn't posted awhile.

First of all, I'll have to tidy everything, and then finally create a video with the combo guides there. I plan to do some graphic work to let anybody know what's what.
 
Last edited:

Jeffrey Wolf

YouTube: Jeffrey B Wolf
Cool. If you're going to do video and graphics, do you want me to do the written post? I figure it's easier if we divide the work. If you want to own the whole thing though, I get that too.

Just let me know.
 

Tanno

The Fantasy is the Reality of the Mind
Cool. If you're going to do video and graphics, do you want me to do the written post? I figure it's easier if we divide the work. If you want to own the whole thing though, I get that too.

Just let me know.
OK. Do the writing. I'll do the graphic designing stuff and the video. I'm working on with the notations (Cross, Square, etc) right now. ;)

As for the video, it will take a while to make all the combos in one, from the very basic till the very hardest.

I'll PM you with the PNG type of this notation. You'll love it. :)
 

Jeffrey Wolf

YouTube: Jeffrey B Wolf
Cool, cool. Initially, I'll list everything here, and then we can move it once we're ready and change it to the notation style you're using.
 

Tanno

The Fantasy is the Reality of the Mind
Sure. Try to list everything we found so far. And update the information about the Parry and the stuff. Seems that nodq didn't lab it properly. I'll let you know what combos are missing. And I have a feeling that we need to include the universal (all variations) combos there.
 

Jeffrey Wolf

YouTube: Jeffrey B Wolf
Oh yeah, it will definitely be comprehensive =)

It'll take a few days to build up and spot check of course, but I'll get started on a chunk of it later today.
 

Tanno

The Fantasy is the Reality of the Mind
@Jeffrey Wolf , I have some gifts for you in the PM. Use them wisely. ;)

Guys, in a few days later, expect an amazing remade guide thread by me and Jeffrey.
 
Last edited:

Jeffrey Wolf

YouTube: Jeffrey B Wolf
@Zerodegreez, it's going well. Like you're finding, Unbreakable is viable with the right approach. As for max damage in the corner, non X-Ray, it's 43%. There a fair number of ways to get there, whether you have Aura on at the start or not. Most are listed a few posts back, and they'll of course all be part of the guide.

Btw, question for everyone: what marker do you all like for specials canceled from strings? xx, ~, or something else? For example:

Meterless BNB - Midscreen

B12~Aura, B12~Ice Ball, back dash, JIP, 242, run, B12~Burst = 32%
 

ando1184

Noob
@Zerodegreez, it's going well. Like you're finding, Unbreakable is viable with the right approach. As for max damage in the corner, non X-Ray, it's 43%. There a fair number of ways to get there, whether you have Aura on at the start or not. Most are listed a few posts back, and they'll of course all be part of the guide.

Btw, question for everyone: what marker do you all like for specials canceled from strings? xx, ~, or something else? For example:

Meterless BNB - Midscreen

B12~Aura, B12~Ice Ball, back dash, JIP, 242, run, B12~Burst = 32%
I personally prefer the ~ symbol myself :)
 

Tanno

The Fantasy is the Reality of the Mind
I don't mind at all.

You can use this combo input instead:

B12~Aura> B12~Iceball> FJP> 242xx1> 112. 32%.

This will help most of the guys to know which is which, and more tidier. The "xx" symbol indicates the RUN.
 
Last edited:

Tanno

The Fantasy is the Reality of the Mind
I just found an interesting tech here.

If you Parry someone with the Barrier of Frost, and then you do the B2> 1> B12> X-Ray, it decreases the damage to 46%. Without the Parry, the combo gives the 48%.

With this discovery, I assume that the Parry decreases all the combos' DMG down to -2%.

Edit: Forgot to notice to all that I'm working now on a combo guide video, while noting all the combos we found so far. I'm noting everything from the universal till the Aura and the hardest combos. I'll add new stuff to give more details about Parry and Aura laterz.
 

Jeffrey Wolf

YouTube: Jeffrey B Wolf
Alright all, here's a taste of the format. Let me know what you think. I'm especially interested to hear if you'd prefer Aura off and Aura on info to be consolidated or if you like it in two different areas.

Thanks for any feedback!

_____________________________


This combo guide will always list max damage. If there are multiple choices that give equal damage, then preference will be given to the option that retains Aura and/or leads to more plus frames on knockdown (e.g. Slide over Burst). If a particular combo is especially hard to pull off, info concerning an easier option will also be given.

Please note, only combos will be listed here, not single strings cancelled into special attacks. Those will end up being listed in a separate area, which focuses on footsies.



Midscreen Meterless - No Aura - You and Opponent Grounded

B2, run, F42~Slide = 22%

Ice Ball, (Burst for meter if there is time) walk/run/dash forward, JIP, B12~Aura, 242, run, B12, Burst = 24%

11~Ice Ball, walk back (Burst for meter), JIP(1), B12~Aura, 242, run, B12, Burst = 26%

B33~Ice Ball, (Burst for meter) JIP(1), B12~Aura, 242, run, B12, Burst = 28%
Female only

Parry, back dash, JIP, B12~Aura, 242, run, B12, Burst = 31%

B12~Ice Ball, walk slightly back (Burst for meter), JIP(1), B12~Aura, 242, run, B12, Burst = 31%

B12~Aura, B12~Ice Ball, walk slightly back, JIP, 242, run, B12, Burst = 32%


Midscreen Meterless - Aura On - You and Opponent Grounded

B2, run, F42~Slide = 22%

Ice Ball, (Burst for meter and to shed Aura if there is time) walk/run/dash forward, JIP, B12~Aura, 242, run, B12, Burst = 24%
If you do not shed Aura, and thus omit the Aura link, the damage will be 22%

11~Ice Ball, walk back (Burst for meter and to shed Aura), JIP(1), B12~Aura, 242, run, B12, Burst = 26%
If you do not shed Aura, and thus omit the Aura link, the damage will be 24%

B33~Ice Ball, (Burst for meter and to shed Aura) JIP(1), B12~Aura, 242, run, B12, Burst = 28%
Female only; If you do not Aura, and thus omit the Aura link, the damage will be 26%

B12~Ice Ball, walk slightly back (Burst for meter and to shed Aura), JIP(1), B12~Aura, 242, run, B12, Burst = 31%
If you do not shed Aura, and thus omit the Aura link, the damage will be 29%

Parry, back dash, JIP, 242, run, B12, Burst = 28%

Parry, back dash, JIP(2), B2, run, B12, Burst = 29%
Male only


Midscreen Meterless - No Aura - You Grounded, Opponent Airborne

D4, Slide = 11%

Ice Ball, (Burst for meter if there is time) walk/run/dash forward, NJP, JIP(2), run, B12~Burst = 17%

Ice Ball, (Burst for meter if there is time) walk/run/dash forward, B2, run, B12, Burst = 19%
Only works if opponent is high in the air

D2, Slide = 19%
Opponent must be at the apex of their jump

1 or D1 or D3, run, 1, B12~Burst = 20%
Adding another 1 will do 21%. Taking a 1 away will do 19%.

1 or D1 or D3, B12~Ice Ball, walk forward, NJP, B12~Burst = 25%
Initial attack must hit opponent’s toes for it to juggle high enough

B2, run, F42~Burst = 23%

B2, run, B12~Burst = 25%

B2, run, 242, Slide = 26%


Midscreen Meterless - Aura On - You Grounded, Opponent Airborne

D4, Slide = 11%

D2, Slide = 19%
Opponent must be at the apex of their jump

Ice Ball, walk/run/dash forward, NJP, JIP(2), run, B12~Burst = 19%

Ice Ball, walk/run/dash forward, B2, run, B12, Burst = 21%
Only works if opponent is high in the air

1 or D1 or D3, run, 1, B12~Burst = 23%
Adding another 1 will do 24%. Taking a 1 away will do 22%.

1 or D1 or D3, B12~Ice Ball, walk forward, NJP, B12~Burst = 27%
Attack must hit opponent’s toes for it to juggle high enough

B2, run, 242, Slide = 26%

B2, run, F42~Burst = 26%

B2, run, B12~Burst = 28%
 

Tanno

The Fantasy is the Reality of the Mind
The Aura off combo list are the universal (All variations). Add the:

B2, B2, 242, 123~Slide.

This is also a universal. I saw Tom Brady doing this with his GMSZ. The others with Aura on are Unbreakable's combos. Unbreakable's combos are those that include the Aura, too.

You'll have to split them into paragraphs of Universal and Unbreakable to help many to get accustomed with the kombos.
 

Jeffrey Wolf

YouTube: Jeffrey B Wolf
I was thinking about it, while I was sleeping lol, and actually, I think it will be better consolidated, with info under each.

Also, @Tanno, I haven't gotten to corner stuff yet. That's coming =). As for universal combos, those are actually fine in the other combo thread. What we need is Unbreakable, with the Aura links, and damage with Aura on, as there currently isn't one for that. I'll post a new sample soon.
 

Jeffrey Wolf

YouTube: Jeffrey B Wolf
Okay all, here's the new format, which I hope you'll agree is a bit more user friendly/easier to find what you want. Let me know! Oh, and also let me know if you see any errors or if I've missed something you use. FYI: this is just midscreen meterless, both grounded. I'll get to airborne, corner, etc. soon. More to come!
_______________

This combo guide will always list max damage. If there are multiple choices that give equal damage, then preference will be given to the option that retains Aura and/or leads to more plus frames on knockdown (e.g. Slide over Burst). If a particular combo is especially hard to pull off, info concerning an easier option will also be given.

Please note, only combos will be listed here, not single strings cancelled into special attacks. Those will end up being listed in a separate area, which focuses on footsies.


Midscreen Meterless - You and Opponent Grounded

B2, run, F42~Slide
- No Aura / Aura on = 22%
- Notes: None

B2, run, F421+3
- No Aura / Aura on = 23%
- Notes: None

Ice Ball, walk/dash/run depending on distance, JIP, 242, run, B12~Burst
- No Aura = 20%
- Aura on = 22%
- Notes: With no Aura, ending in 123~Slide does the same damage.

Ice Ball, Burst (for meter and to get rid of Aura if on), walk/dash/run depending on distance, JIP, B12~Aura, 242, run, B12~Burst
- No Aura / Aura on = 24%
- Notes: If you have Aura on and do not have time to get rid of it, do the above combo instead.

11~Ice Ball, back dash, JIP, 242, run, B12~Burst
- No Aura = 22%
- Aura on = 24%
- Notes: With no Aura, ending in 123~Slide does the same damage.

11~Ice Ball, walk back, Burst (for meter and to get rid of Aura if on), JIP(1), B12~Aura, 242, run, B12~Burst
- No Aura / Aura on = 26%
- Notes: If you have Aura on and the first Burst is too hard, do the above combo instead.

B33~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 = 28%
- Notes: Female only. You are perfectly spaced for the first Burst, so, with practice, there should be no issue doing it.

Parry, back dash, JIP, 242, run, B12~Burst
- No Aura = 26%
- Aura On = 28%
- Notes: None

Parry, back dash, JIP(2), B2, run, B12~Burst
- No Aura = 26%
- Aura On = 29%
- Notes: Male only.

Parry, back dash, JIP, B12~Aura, 242, run, B12~Burst
- No Aura = 31%
- Notes: This combo is not possible with Aura on. If Aura is on, do one of the two above instead.

B12~Ice Ball, walk 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 = 31%
- Notes: You are nearly perfectly spaced for the first Burst, so, with practice, it should become consistent.

B12~Aura, B12~Ice Ball, walk slightly back, JIP, 242, run, B12~Burst
- No Aura = 32%
- Notes: This combo is not possible if you already have Aura on. If Aura is on, do the above instead.
 

Jeffrey Wolf

YouTube: Jeffrey B Wolf
Midscreen Meterless - You Grounded, Opponent Airborne

D4, Slide
- No Aura / Aura on = 11%
- Notes: None.

Ice Ball, walk/dash/run depending on distance, NJP, JIP(2), run, B12~Burst
- No Aura = 17%
- Aura on = 19%
- Notes: If you don’t have Aura on and you have time, you can Burst for meter after the initial freeze.

Ice Ball, walk/dash/run depending on distance, B2, run, B12~Burst
- No Aura = 19%
- Aura on = 21%
- Notes: Only works if the opponent is high in the air. If you don’t have Aura on and there is time, you can Burst for meter after the initial freeze.

D2, Slide
- No Aura / Aura on = 19%
- Notes: Only works if the opponent is high in their jump and you are right below them.

1 or D1 or D3, run, 1, B12~Burst = 20%
- No Aura = 20%
- Aura on = 23%
- Notes: Adding another 1 will do 1% more. Taking a 1 away will do 1% less.

1 or D1 or D3, B12~Ice Ball, walk forward, NJP, B12~Burst
- No Aura = 25%
- Aura on = 27%
- Notes: Initial attack must hit opponent’s toes for it to juggle high enough.

242, run, B12~Ice Ball, NJP, B12~Slide
- No Aura / Aura on = 28%
- Notes: This combo is impractical because 2 is not a good anti-air and the follow up is quite hard to hit. Much better to just do the above or below instead.

B2, run, F42~Burst
- No Aura = 23%
- Aura on = 26%
- Notes: Be sure to hit deep with the F42. Otherwise, the Burst won’t connect.

B2, run, 242, Slide
- No Aura / Aura on = 26%
- Notes: The Slide is not a cancel and can be tight to hit.

B2, run, 1, B12~Burst
- No Aura = 26%
- Aura on = 29%
- Notes: Omitting the 1 does 1% less damage.