DR.Innuendo
Kitana, Kenshi, Triborg
100% Complete list of Moves that ignore, Wiff, Miss, or go through Unbreakables Parry called: Barrier Of Frost and Barrier Of Ice.
Written, Labbed, and Orginized by: Dr. Innuendo, @Jeffrey Wolf , @Tanno .
A lot of work was equally done by tanno and Jeffrey. I am only 1/3rd of this project.
Shout out to @Apex Kano for helpiung me in the lab with a few of them.
Example of Kick Abuse(cassie) going through Unbreakable Parry: Cassie vs Unbreakable
Complete LIST Of Un-Parryable Moves that go through (Unbreakable Sub zero's Barrier Of Frost/Ice Parry)
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Cassie Cage
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D'Vorah
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Ermac
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Erron Black
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Ferra/Torr
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Goro
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Jacqui
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Jax Briggs
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Kano
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Kenshi
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Kitana
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Kung Jin
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Kung Lao
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Mileena
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Raiden
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Tanno gave us the Raiden info here:
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Scorpion
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Shinnok
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Sonya:
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Sub-Zero
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Takeda
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Tanya
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Tremor
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Triborg
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Reptile
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Johnny Cage
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Kotal Khan
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Alien
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Jason
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Quan Chi
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Predator
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Liu Kang
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Leather Face
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Bo Rai Cho : Master Of Kombat
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Every character goes through Parry with at least 1 move. or one move that wiffs.
I hope this helps every Sub Zero main learn each matchup, and helps each opponent learn what options they have against Unbreakable.
Do I consider this a weakness of Unbreakable. Not really, the reason is, in every matchup that has many moves that go through it, I know the substatute to Barrier Of Frost could be Aura which helps me take zero damage on Block from Projectiles, Normals, Single hits, Combos, Specials and so on.
But it does not protect against Damage Over Time moves, Stacks like Alien Acid Blood, and Flame Fists Buff and fire damage. Aura does not protect that.
The Reason we made this was so everyone could have a easy quick place to look and see if there character could get through it. and for Sub Mains to know why certain moves went through or simply know what can.
@STORMS , @Alien Substance , can you guys article this and sticky?
Written, Labbed, and Orginized by: Dr. Innuendo, @Jeffrey Wolf , @Tanno .
A lot of work was equally done by tanno and Jeffrey. I am only 1/3rd of this project.
Shout out to @Apex Kano for helpiung me in the lab with a few of them.
Example of Kick Abuse(cassie) going through Unbreakable Parry: Cassie vs Unbreakable
Complete LIST Of Un-Parryable Moves that go through (Unbreakable Sub zero's Barrier Of Frost/Ice Parry)
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Cassie Cage
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Spec Ops:
Hollywood:DF1
Salute
Drone Attacks
Brawler:D+F+1 (Kick Abuse)
D+F+1 (Kick Abuse)
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D'Vorah
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Swarm Queen:
Venomous:
Brood Mother:
DB1
EX DB1
DF1
EX DF1
Venomous:
Spawning Puddle (DB1)
Vortex Swarm (EX DB1)
Bug Spray (DF1)
Bug Burst (EX DF1)
Brood Mother:
Krawler ^^
DB1
EX DB1
DF1
EX DF1
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Ermac
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Mystic
Master Of SoulsTele-choke (BF2)
Levitate (EXBF2)
Tele-Hang (DB1)
Tele-Hold (EX DB1)
Soul burst (DB2)
Soul Burst (EXDB2)
Air Teleport (but not ground Teleport)
SpectralSoul Burst & EX version (DB2)
Force Lift (DB1)
Tele Lift (EX DB1)
Air Teleport (but not ground teleport)
Soul Ascension
moves that are used while in Soul Ascension
OK air teleport foes through but ground teleport get frozen figure that one out. @Jeffrey Wolf
- Soul Strike (1 in air)
- Crushing Fist (2 in air)
- Quick Kick (3 in air)
- Swing Kick (4 in air)
- Ground Slam (D+3 in air)
- Soul burst (DB2 in air)
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Erron Black
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Marksman
GunslingerUnload
Sand Shot
F4
OutlawSOS 3 (Does not go through anymore only because timing its hard to block with normal parry)
SOS2 (wiff's)
Unload
Sandshot
F4
unload
Sandshot
F4
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Ferra/Torr
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Universal:
Vicious:All projectiles
and normals that send farra by herself
Boss Toss
Lackey:Ferra Toss
any move that involves Ferra along, (since she has no hurt box while in travel but has a hit box to hit opponent with.)
Arieal force
one of a team
BF4
BF3
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Goro
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Universal
Kutahn Warrior:
Tigrar fury:
Dragon Fang'sStomp
Krush
Bruiser (2[1]2) - (If timed right and spaced right, it hits after BOF is in recovery)
Dragon Spin (EN DB2) - (if spaced back it will last longer than BOF and hit)
Kutahn Warrior:
Quake (DD4)
Tremor (EN DD4)
Tigrar fury:
Flame Chain (EN BF1) - (Last longer than Barrier Of Frost, so gets them with timing)
Close Ground Fire (DB4)
Close Ground Scorch (EN DB4)
Far Ground Fire (DF4)
Far Ground Scorch (EN DF4)
Dragon Breath (BF2)
Dragon Torch (EN BF2)
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Jacqui
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Full auto
Ground Smash
ShotgunHand Cannon
Low Rocket
Low Blow & EX version (whiff's)
High Tech:Single Barrel (used to wiff now it goes through and hits him)
Double Barrel (same as single, Goes through now)
Single and Double shot
-
None
-
Jax Briggs
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Pumped up
Ground Pound
Heavy WeaponsGround Tremor
-
Drill Slam
WrestlerMachine Gun (not anymore can be blocked by ice shield and frost shield and be safe to block after)
Universal
Heavy WeaponsDash Punch/Downward Dash Punch - Despite Jax being airborne, Parry works against it.
Major Pain - Despite Jax being airborne, Parry works against it.
Ground Pound
Pumped UpMachine Fire (enhanced Machine Gun) - Parry will stop the first four projectiles, but not the last two, since at that point Sub will be in recovery.
[/QUOTE]Ground Tremor
Air Drill Slam
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Kano
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Universal
Commando
Air Ball (instant Air ball)
Commando
Air Ball
Cybernetic:
Air Ball
CutthroatEye Burst (both hit and stun him for full combo.)
Eye Blast
Multi Blades (breaks and hits through)
Air Ball
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Kenshi
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Balanced
Possessed
KenjutsuF4
BF3
BF2
DB4
BF3
DB4
BF2
Possessed
BF3
DB4
BF2
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Kitana
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Royal Storm
MournfulRising Fan
Throat Slice & Ex version (go right through and slice)
Upraise but not Fanado
Air ass
BF3 throat Slice
EX BF3
AssassinMB.Glaive
Staff Grab
BF3
EX BF3
Air Flutter
BF3
EX BF3
Air flutter
DB2
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Kung Jin
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Shaolin
BojitsuAir Dive kick
Lung Kick
Cart Wheel Drop
MB.Chakram
AncestrialAir Dive Kick
Cart Wheel Drop
Air Dive Kick
Cart Wheel Drop
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Kung Lao
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Tempest:
Hat Trick - Variation:Dive Kick
Spin
EX Tornado
Buss Saw:MB.Hat Throw
Hat Trap F/L (only from behind)
High Whiffs
Spin
-
-
Universal
TempestVortex (enhanced Spin)
Dive Kick
Teleport - Despite KL being airborne, Parry works against all four versions. KL can empty Teleport to counter Parry though.
Hat TrickCyclone (enhanced Tornado)
Hat-A-Rang (enhanced Hat Throw)
Hat Call Back (Breaks Parry if it goes through Sub’s back. However, if Sub is on top of the Hat when it’s called, Parry absorbs it like a regular projectile)
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Mileena
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Piercing Variation:
Ravenous Variation:EX Sai (not anymore) used to but now it last longer
EX Low Sai (EX BF3) (not anymore) same reason as EX Sai
Ethereal Variation:-
-
-
-
-
-
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Raiden
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Tanno gave us the Raiden info here:
After this quote from 16 bit, clarifying things out a bit, I would say that those Raiden's thunder combo string moves do get parried like this. Here's his quote:
16 bit said: (now NRS employee)
Thunder God:
DISPLACER
16 bit said: (now NRS employee)
As the God Of Thunder the mortal form Lord Raiden takes to participate in the tournament is in fact made up of pure lighting and static energy. He is living lightning that just appears as flesh. Therefor his lightning moves are an extension of himself and the well documented Organic Rule for the parry still applies.
Meaning Raiden is a living thunder in human form, therefore, his thunders are his body extensions. And that explains why he's being frozen outside of Ice Parry's range, according to that find in this video.
UniversalTherefore,
The "(H)" indicates the Hold the last button, e.g. 2(H), which means to hold the 2.
Hop Heel Smash (F4) (Jumping front kick)
Rising Thunder (DB3) (if in moderate to far range, it cannot be parried)
Thunder Strike (EX DB3) (if in moderate to far range, it cannot be parried)
Thunder God:
All Powerful (B112(H)
It prevents only the first thunder, however, the other 3 thunders do hit. It happens as long as Raiden doesn't touch Ice Parry. As it happens, unlike this All Powerful, all the other thunder combo string moves do get parried.
DISPLACER
MASTER OF STORMSTeleport
Orb's
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Scorpion
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Inferno variation
Hellfire variationMinion Grab/Charge
Teleport
Ninjutsu variationHell Fire
Flame Aura
Teleport
Air Teleport
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Shinnok
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Imposter:
Necromancer:Mimicry
Amulet Strike
Air Tele
Bone Shaper:Summoned Fiend
Judgement Fist
Sceptor Slam
Sceptor Strike
Sonya:
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Demolition:
Covert Ops:Air Drop
Special Forces:Military Stance Grab
Air Drop
Air Drop
(Drone)1+BLK
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Sub-Zero
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Grandmaster:
Unbreakable:
Cryomancer:Ice Burst
Ice Burst + clone
Ice Hammer (DB2)
EX Ice Hammer (EX DB2)
Air Hammer (in air)
Unbreakable:
JIP/JIK
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Takeda
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Ronin
Shuri ryuKunai
Blade Recall
Recall
LasherSpear Ryu
Air Tele
Whip Assault
Whip Trip
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Tanya
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Pyromancer:
Kobu Jutsu(Air) Spin kick
(Air) Spin Drop
DF3 (wiffs)
Teleport into JIP
Teleport into JIK/NJP
Dragon NaginataAir Spin Drop
Air Spin Kick
DF3 normal Teleport (wiffs
(Air) Blade Dive
Tanfa Throw (EX DF1)
Teleport into JIP
Teleport - into following options:
JIP
JIK
NJP
Air Spin Drop
Air Spin Kick
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Tremor
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Metallic
Aftershock:
CrystallineRock Drop (DB3)
Rock Shower (EX DB3)
Rock Drop (DB3)
Rock Shower (EX DB3)
Aftershock:
Rock Drop (DB3)
Rock Shower (EX DB3)
Air DD1
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Triborg
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Cyrax:
Smoke:
Sektor:
Cyber Sub Zero:
DF2 Far High Bomb
DD2 Mid High Bomb
DB2 Close High Bomb
DF3 Far Low Bomb
DD3 Mid Low Bomb
DB3 Close Low Bomb
All Enhanced bombs (launch's Sub Zero) and ignores Parry!
Smoke:
Note: DB4 (gets frozen even though it seems it would go through naturally since its an air move and overhead) but there you go.Smoke bomb (wiffs)
Sektor:
Flame Burner
Flame Thrower
Up Rocket (last hit because of aura ends to quick=timing)
Cyber Sub Zero:
LK-520 Variation:
Air: D+4
F+2
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Reptile
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Universal
Nimble
Klaw Pounce Far (if spaced correctly it goe over and hits Sub)
EX Spit
Nimble
DeceptiveBasilisk (both of these make SZ not able to do another one in time or react after)
Basilisk Runner (these are viable options to counter Parry)
NoxiousEN Stealth - (Makes next move come out at perfect timing)
Gas - goes through
EN Gas
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Johnny Cage
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A-List/Fisticuffs
Rising Kick - Despite Johnny being airborne, Parry works against it.
Stunt Double
Rising Kick - Despite Johnny being airborne, Parry works against it.
Stunt Double
[/QUOTE]Mimics - Parry doesn’t work against Shadow Kick Mimics or Rising Shadow Mimics.
Rising Shadow - Despite Johnny being airborne, Parry works against it. Parry even works against Shadow Dropkick (enhanced Rising Shadow) on the way down.
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Kotal Khan
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Universal
BY: @Jeffrey Wolf Yeah, that's how "rising" moves often work. The up part can be parried, but the down part can't. For example, Goro's Stomp can be parried on the way up, but not the way down. That should probably be put in the description for Goro, Innuendo.
In terms of special moves, Jason is finished. Here's the list I made again (below). I didn't check regular moves though, because the only regular moves I've seen win are some with projectiles. Jason doesn't have any of those, so I think he's good.
I'll start breaking down Johnny Cage.
All of this from alien and Below was written by Jeffrey Wolf and he takes full credit. In fact the Entire thing is a co-op Team work project by Innuendo, Jeffrey Wolf, Tanno, Apex Kano (who helped me in practice)
Tanno version of Kotal Khan:
KOTAL KHAN by Tanno
Universal
None
Sun God
War GodSunstone (DF3)
Burning Sunstone (EX DF3)
That's all for Kotal Khan.[/QUOTE]Sword Shake (DF3) (only if it's a close combat)
Sword Quake (EX DF3) (only if it's a close combat)
BY: @Jeffrey Wolf Yeah, that's how "rising" moves often work. The up part can be parried, but the down part can't. For example, Goro's Stomp can be parried on the way up, but not the way down. That should probably be put in the description for Goro, Innuendo.
In terms of special moves, Jason is finished. Here's the list I made again (below). I didn't check regular moves though, because the only regular moves I've seen win are some with projectiles. Jason doesn't have any of those, so I think he's good.
I'll start breaking down Johnny Cage.
All of this from alien and Below was written by Jeffrey Wolf and he takes full credit. In fact the Entire thing is a co-op Team work project by Innuendo, Jeffrey Wolf, Tanno, Apex Kano (who helped me in practice)
Tanno version of Kotal Khan:
KOTAL KHAN by Tanno
Universal
Sun GodElbow Drop (B2) (OH jumping attack)
War GodSunstone (DF3)
Burning Sunstone (EX DF3)
Blood GodSword Shake (DF3) (only if it's a close combat)
Sword Quake (EX DF3) (only if it's a close combat)
None
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Alien
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Universal
Acidic
Konjurer
Tail Flip
Xeno Strike
Acidic
Erosive Blood (enhanced Acid Blood) - Parry will stop the first pool of acid and then you can back dash/armor the second. FYI, any pools that are blocked don’t be become DOT puddles.
Exo Splash (enhanced Exo Sting) - Parry will stop the first splash, but depending on spacing/timing, you can potentially be hit by the second. FYI, any splashes that are blocked don’t become DOT puddles.
Air Exo Splash (enhanced Air Exo Sting) - The two splashes come out faster than the grounded version of this move, so Sub won’t get hit by a second splash after Parry recovers. However, Parry will only block one splash, so the other will create a DOT puddle.
Konjurer
Overmorph - Parry doesn’t stop the creation of the egg, of course, but it will stop the jumping Facehugger.
Drone Drop
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Jason
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Universal
Killing Machine - Despite the infinite armor, Parry will stop Jason. Please note, when this happens, Jason will no longer fall asleep.
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Quan Chi
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Universal
SummonerSky Drop
Air Sky Drop
Trance
Ground Burst - The 2nd, meter burned attack also can’t be parried.
SorcererDemon Spawn - Unlike some other summoned attack (e.g. Johnny’s Mimics), Parry does work against the Demon. This includes all Demon attack types.
WarlockDark Curse - Despite the armor, Parry will stop a ground based attack made by Quan while he is in the circle, and allow Sub to connect with a hit after the Parry. However, after that hit, if Quan is still in the circle, the combo will drop because of Quan getting armor back. Because of this, use a B2 combo, so Quan is out of the circle for the rest of the hits.
Portal Grab
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Predator
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Universal
Hish-Qu-TenSmart Disc - Can be parried from the front, but not if the Disc is behind Sub.
WarriorGround Plasma Shot - Parry works against the shot, but not against the explosion made by the shot on the ground.
HunterYautja Strike
Air Yautja Strike
Self-Detonate
Snag - The thrown trap doesn’t interact with Parry and when the trap activates it breaks Parry.
Snag Detonation
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Liu Kang
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Universal
Dualist:Bicycle Kick
Flying Dragon Kick/Double Dragon Kick
Soul Sphere Explosion
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Leather Face
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Universal:
Killer:Chain Sparks
Ground Sparks
Butcher:None
-
-
Pretty Lady:None
-
-
Saw Toss (breaks Barrier Of Frost but does not go through it) perfect timing for follow up
None
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Bo Rai Cho : Master Of Kombat
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Universal:
Drunken Master:
Dragon Breath:
Bartitsu:Sumo Stomp
Sumo Slam
Razzle Dazzle (can be timed to go through on recovery but is frozen if not timed well.)
The Hotness (can be timed to go through on recovery but is frozen if not timed well.)
Other than that there is nothing beside universal stomp & Enhanced version.
Drunken Master:
Quick Drink (obviously misses)
Drink/Chug into:
Sumo Stomp & Slam (is a different version than universal, but still goes through)
- Meditate into:
- Keg roll Forwards (goes through Barrier of Frost/Ice. does not hit Sub but ignores Parry hitbox)
Dragon Breath:
Fire Spit & Fire Breath (go right through it)
Up Fire Spit (ignores Barrier Of Frost and wiffs)
Up Fire Breath (Goes through and connects with Sub Zero) launching him for combo.
Ground Fire (goes through and creates a dot Sub is forced to take)
Ground Blaze (same as Ground fire but worse DOT)
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Every character goes through Parry with at least 1 move. or one move that wiffs.
I hope this helps every Sub Zero main learn each matchup, and helps each opponent learn what options they have against Unbreakable.
Do I consider this a weakness of Unbreakable. Not really, the reason is, in every matchup that has many moves that go through it, I know the substatute to Barrier Of Frost could be Aura which helps me take zero damage on Block from Projectiles, Normals, Single hits, Combos, Specials and so on.
But it does not protect against Damage Over Time moves, Stacks like Alien Acid Blood, and Flame Fists Buff and fire damage. Aura does not protect that.
The Reason we made this was so everyone could have a easy quick place to look and see if there character could get through it. and for Sub Mains to know why certain moves went through or simply know what can.
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