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Guide - Unbreakable Complete List of all Moves that go through/wiff/ignore Unbreakable's Parry as of 10-4-2016

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)


__________________________________________________________
Cassie Cage
_________________________________

Spec Ops:
DF1
Salute

Drone Attacks
Hollywood:
D+F+1 (Kick Abuse)
Brawler:
D+F+1 (Kick Abuse)

______________________________________________________
D'Vorah
_________________________________


Swarm Queen:
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

_____________________________________________________
Ermac
_________________________________


Mystic
Tele-choke (BF2)
Levitate (EXBF2)
Tele-Hang (DB1)
Tele-Hold (EX DB1)
Soul burst (DB2)
Soul Burst (EXDB2)
Air Teleport (but not ground Teleport)
Master Of Souls
Soul Burst & EX version (DB2)
Force Lift (DB1)
Tele Lift (EX DB1)
Air Teleport (but not ground teleport)
Spectral
Soul Ascension
moves that are used while in Soul Ascension:d


    • 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)
OK air teleport foes through but ground teleport get frozen figure that one out. @Jeffrey Wolf

__________________________________________________________
Erron Black
_________________________________


Marksman
Unload
Sand Shot
F4
Gunslinger
SOS 3 (Does not go through anymore only because timing its hard to block with normal parry)
SOS2 (wiff's)

Unload
Sandshot
F4
Outlaw
unload
Sandshot
F4

______________________________________________________
Ferra/Torr
_________________________________


Universal:
All projectiles
and normals that send farra by herself
Vicious:
Boss Toss
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
Lackey:

__________________________________________________________
Goro
_________________________________


Universal
Stomp
Krush
Dragon Fang's
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)

____________________________________________________
Jacqui
________________________________


Full auto
Ground Smash
Hand Cannon
Low Rocket

Low Blow & EX version (whiff's)
Shotgun
Single Barrel (used to wiff now it goes through and hits him)
Double Barrel (same as single, Goes through now)

Single and Double shot
High Tech:
______________________________________________________
Jax Briggs
_________________________________


Pumped up
Ground Pound
Ground Tremor
-
Heavy Weapons
Drill Slam
Machine Gun (not anymore can be blocked by ice shield and frost shield and be safe to block after)
Wrestler

Universal
Dash Punch/Downward Dash Punch - Despite Jax being airborne, Parry works against it.
Major Pain - Despite Jax being airborne, Parry works against it.
Ground Pound
Heavy Weapons
Machine 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.
Pumped Up
Ground Tremor
Air Drill Slam
[/QUOTE]


___________________________________________________________
Kano
_________________________________

Universal
Air Ball (instant Air ball)

Commando
Cybernetic:
Eye Burst (both hit and stun him for full combo.)
Eye Blast

Multi Blades (breaks and hits through)
Cutthroat

__________________________________________________________
Kenshi
_________________________________


Balanced
F4
BF3
BF2
DB4
Kenjutsu
BF3
DB4
BF2



Possessed
BF3
DB4
BF2

________________________________________________________
Kitana
________________________________


Royal Storm
Rising Fan
Throat Slice & Ex version (go right through and slice)
Upraise but not Fanado
Air ass
BF3 throat Slice
EX BF3
Mournful
MB.Glaive
Staff Grab
BF3
EX BF3
Air Flutter
Assassin
BF3
EX BF3
Air flutter
DB2

________________________________________________________
Kung Jin
________________________________


Shaolin
Air Dive kick
Lung Kick
Cart Wheel Drop
MB.Chakram
Bojitsu
Air Dive Kick
Cart Wheel Drop
Ancestrial
Air Dive Kick
Cart Wheel Drop


_____________________________________________________
Kung Lao
___________________________________


Tempest:
Dive Kick
Spin
EX Tornado
Hat Trick - Variation:
MB.Hat Throw
Hat Trap F/L (only from behind)
High Whiffs
Buss Saw:

Universal
Vortex (enhanced Spin)
Dive Kick
Teleport - Despite KL being airborne, Parry works against all four versions. KL can empty Teleport to counter Parry though.
Tempest
Cyclone (enhanced Tornado)
Hat Trick
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)


_____________________________________________________

Mileena
______________________________


Piercing Variation:
EX Sai (not anymore) used to but now it last longer
EX Low Sai (EX BF3) (not anymore) same reason as EX Sai
Ravenous Variation:
Ethereal Variation:

___________________________________________________
Raiden
______________________________

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)
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.
Therefore,

The "(H)" indicates the Hold the last button, e.g. 2(H), which means to hold the 2.
Universal
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 STORMS

______________________________________________
Scorpion
______________________________

Inferno variation
Minion Grab/Charge
Teleport
Hellfire variation
Hell Fire
Flame Aura
Teleport
Ninjutsu variation
Air Teleport




__________________________________________

Shinnok
__________________________


Imposter:
Mimicry
Amulet Strike

Air Tele
Necromancer:
Summoned Fiend
Judgement Fist
Bone Shaper:
Sceptor Slam
Sceptor Strike
___________________________________________________
Sonya:
______________________________


Demolition:
Covert Ops:
Military Stance Grab
Air Drop
Special Forces:
Air Drop
(Drone)1+BLK

_______________________________________________________
Sub-Zero
____________________________________________


Grandmaster:
Ice Burst
Ice Burst + clone
Cryomancer:
Ice Hammer (DB2)
EX Ice Hammer (EX DB2)
Air Hammer (in air)

Unbreakable:


________________________________________________________
Takeda
________________________________


Ronin
Kunai
Blade Recall
Recall
Shuri ryu
Spear Ryu
Air Tele
Lasher
Whip Assault
Whip Trip
--

______________________________________________________
Tanya
_______________________________


Pyromancer:
(Air) Spin kick
(Air) Spin Drop
DF3 (wiffs)
Teleport into JIP
Teleport into JIK/NJP
Kobu Jutsu
Air Spin Drop
Air Spin Kick
DF3 normal Teleport (wiffs
(Air) Blade Dive
Tanfa Throw (EX DF1)
Teleport into JIP
Dragon Naginata
Teleport - into following options:
JIP
JIK
NJP
Air Spin Drop
Air Spin Kick

________________________________________________________
Tremor
_______________________________


Metallic
Rock Drop (DB3)
Rock Shower (EX DB3)
Crystalline
Rock Drop (DB3)
Rock Shower (EX DB3)

Aftershock:

Rock Drop (DB3)
Rock Shower (EX DB3)
Air DD1

______________________________________________________
Triborg
________________________________

Cyrax:
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:
Smoke bomb (wiffs)
Note: DB4 (gets frozen even though it seems it would go through naturally since its an air move and overhead) but there you go.



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

____________________________________________________________
Reptile
____________________________________________________________

Universal
Klaw Pounce Far (if spaced correctly it goe over and hits Sub)
EX Spit

Nimble

Basilisk (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)
Deceptive
EN Stealth - (Makes next move come out at perfect timing)
Noxious
Gas - goes through
EN Gas

________________________________________________________________
Johnny Cage
________________________________


A-List/Fisticuffs
Rising Kick - Despite Johnny being airborne, Parry works against it.

Stunt Double
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.
[/QUOTE]

___________________________________________________________
Kotal Khan
_________________________________


Universal
Sun God
Sunstone (DF3)
Burning Sunstone (EX DF3)
War God
Sword Shake (DF3) (only if it's a close combat)
Sword Quake (EX DF3) (only if it's a close combat)
That's all for Kotal Khan.[/QUOTE]


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
Elbow Drop (B2) (OH jumping attack)
Sun God
Sunstone (DF3)
Burning Sunstone (EX DF3)
War God
Sword Shake (DF3) (only if it's a close combat)
Sword Quake (EX DF3) (only if it's a close combat)
Blood God
None



__________________________________________________________________
Alien
_________________________________

Universal
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

________________________________________________________________
Jason
________________________________

Universal
Killing Machine - Despite the infinite armor, Parry will stop Jason. Please note, when this happens, Jason will no longer fall asleep.


__________________________________________________________________
Quan Chi
_________________________________


Universal
Sky Drop
Air Sky Drop
Trance
Ground Burst
- The 2nd, meter burned attack also can’t be parried.
Summoner
Demon Spawn - Unlike some other summoned attack (e.g. Johnny’s Mimics), Parry does work against the Demon. This includes all Demon attack types.
Sorcerer
Dark 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.
Warlock
Portal Grab

________________________________________________________________
Predator
________________________________


Universal
Smart Disc - Can be parried from the front, but not if the Disc is behind Sub.
Hish-Qu-Ten
Ground Plasma Shot - Parry works against the shot, but not against the explosion made by the shot on the ground.
Warrior
Yautja Strike
Air Yautja Strike
Self-Detonate
Hunter
Snag - The thrown trap doesn’t interact with Parry and when the trap activates it breaks Parry.
Snag Detonation

__________________________________________________________________
Liu Kang
__________________________________________________________________

Universal
Bicycle Kick
Flying Dragon Kick/Double Dragon Kick
Dualist:
Soul Sphere Explosion

_______________________________________________________
Leather Face
_______________________________________________________

Universal:
Chain Sparks
Ground Sparks
Killer:
Butcher:
Pretty Lady:
Saw Toss (breaks Barrier Of Frost but does not go through it) perfect timing for follow up
None

___________________________________________________________
Bo Rai Cho : Master Of Kombat
___________________________________________________________

Universal:
Sumo Stomp
Sumo Slam
Bartitsu:
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:

  • Meditate into:
  • Keg roll Forwards (goes through Barrier of Frost/Ice. does not hit Sub but ignores Parry hitbox)
Sumo Stomp & Slam (is a different version than universal, but still goes through)

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)
_______________________________________________________________
________________________________

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?
 
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