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General/Other - Unbreakable Hopes for Unbreakable and Cryo.

Error404

Noob
Doesn't Jacqui have this type of move? Except its actually unblock able when charged even one level in high tech. Again, none of these suggestions or hopes for anything are pulled out of my ass, they are all present in the game currently.
Yeah it also hits once and requires gauntlet charges which are borderline impossible to set up. Also there is one armoured plus on block launcher. Not many , several or even two. It's one and its balance is questionable . It is certainly not an excuse to request such a thing for your character.
 

UsedForGlue

"Strength isn't everything"
remember when we didn't want patches because the meta needed to time grow and develop?

pepperidge farm remembers.
You don't want patching?

Im sorry mate, but I've played enough NRS games to see a trend that we are trying to avoid with this game, and that is the community fleshing out the game when it is too late to correct the unbalance in the game as the devs are no longer working on it.

If anything, this is best time to be patching, while it is still an option.

Im guessing you didn't play MK9 or Injustice by the time it was no longer being supported by NRS.
 

UsedForGlue

"Strength isn't everything"
Yeah it also hits once and requires gauntlet charges which are borderline impossible to step up. Also there is one armoured plus on block launcher. Not many , several or even two. It's one and its balance is questionable . It is certainly not an excuse to request such a thing for your character.
Requests?

I don't think we are on the same page here, my opening post was literally things I feel would be a welcome change to the character if Sub Zero was to be patched with the release of a new character, given my experience with him. If we got any of these things, it could only make him better, and I feel anything other than these would be missing the point.
 

UsedForGlue

"Strength isn't everything"
I dunno about the grand master nerf suggestions, but unbreakable could use all the help it can get. I could also get behind a faster d2 for cryomancer and jump attacks with more range, as well as improvements to either the speed or utility of air/normal hammer as a mixup tool. Would F12 being +2 really help him though? Isn't the start up on f1 14 frames or something ridiculous?
I understand people saying why would I request a nerf to Grandmaster B33 Klone shatter, but do you know what it is like for the opponent to be on the other end of the corner game?
 
I'd like to see more UNBREAKABLE. I think all it really needs is to be more like BloodGod. More reduced damage, not just chip damage, and meter building and similar useful parry
 
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The Farmer

Gunslinger since pre ptch -Shout out 2 Youphs 2015
I've recently gotten back into this game and have spent the last couple weeks with unbreakable. I love this variation despite its flaws. I would welcome the proposed buffs if they were granted, but all I really want is the ice parry to be expanded on and its properties buffed so it's more versatile with jump ins. If that was the only change I'd be happy.
 
I honestly don't agree with the Community on the feeling that Cryo is fine.

When you boil it down, he is basically Sub Zero without a Klone, and nothing to repay the choice of choosing to use it.

Sub Zero's offence is incredibly limited outside of a punishable 16 frame B2, and a low that will always require meter to use competitively. Now, I understand he has decent damage, but again, his offence options are terrible without using a bar, and the threat is always overhead.
Cryo has great mid screen damage as well as an armored launcher that cost 1 bar. In the corner his damage is even more dangerous. Cryo gives people something to fear with the F42 1+3 string which can be canceled into a launcher, ex freeze, or a HKD. There may be some changes that can be made with Cryo to give him a little more of an edge but currently i believe he has enough tools to be viable. I would rather them focus on Unbreakable.
 

trufenix

bye felicia
You don't want patching?

Im sorry mate, but I've played enough NRS games to see a trend that we are trying to avoid with this game, and that is the community fleshing out the game when it is too late to correct the unbalance in the game as the devs are no longer working on it.

If anything, this is best time to be patching, while it is still an option.

Im guessing you didn't play MK9 or Injustice by the time it was no longer being supported by NRS.
You say "fleshing out the game when it's too late" like buff / nerf suggestions are some sort of new development. People have been whining (yes, whining) for patches since somebody found Scorpion's overhead block infinite in the day -128 build people were playing at comic con. It has not stopped. Not even for a minute. NRS has proven (With the annoucement of KP2 and the online beta) that they are not going anywhere, any time soon, so why people are maintaining this false rhetoric that MKX will DIE if every single character doesn't get patched the day KP2 drops is benign.

We played MK9 for THREE MORE YEARS after NRS stopped patching it and that game was a hundred times more broke and unbalanced than MKX is right now. By contrast, whatever you say about Injustice, it got patched a hell of a lot better and longer than MK9 did, and we (yes, all of us) dumped it like thanksgiving leftovers on December 1st literally the day MKX was announced.

MKX is on track for AT LEAST four more patches. FOUR. AT LEAST. What this game needs is time, and for the people who make it to get a chance to look at it objectively and not with a laundry list of suggestions for characters like Sub Zero WHO JUST GOT PATCHED. We JUST had a full ft3 tournament and saw tons of characters show up who supposedly were mid tier or worse and several top tier character specialists go down in flames. That means WE still have a lot more "fleshing out" to do before we decide the game needs fixing.
 

Ze Dingo

D4->F2 = unblockable. Ice Clone = unpunishable.
Touching any of GM's corner tools will essentially kill him since that's his entire game. Also, to actually hit B33, you need to run in and commit, which can be NJPed. So, no to the nerfs.

The other stuff, I don't play the other 2 variations, so, no comment.
 

rubmytaco

CarriedByClone
I know we are all sick of these threads, but I feel I have a respectable knowledge on Sub Zero to give an educated opinion for Unbreakable and Cryomancer balance changes.

With KP2 on the horizon, I am still holding hope that the devs at NRS will continue to look into the weaker variations in the game and bring about a new meta for MKX. With the new releases of characters, we know that the chance for balance patches is inevitable, if and when that happens, here is a list of any changes I would hope to see for Sub Zero, obviously not all of them, but any of them would be a result.

NERFS:
Grandmaster: For Klone shatters to launch from the ground in the corner, they must be meter burned, I think 48% for an armour shattering, safe low launcher to be a bit much.

Frost bomb DB1 and MB DB1 to be much more punishable on block and on wiff.

Slides on wiff should have much more recovery frames to promote better play from Sub Zero players, it shouldn't be an excuse for bad mobility on the player's behalf.

GENERAL:
F4 - Has better recovery, allowing for F4 staggering.

B12 at -3, with a third hit added to the string.

112 = 0 on block, good amount of push back as he literally has no strings to push the opponent off.

114 = -6 on block, currently doesn't have a HKD quality, nor is it safe or damaging.

B334 = -8 on block.

MB Ice Ball should have a much faster start up.

GRAND MASTER:
Slightly more hit advantage on raw grounded klone shatters, possible damage over time effect added?
Increased block advantage on raw MB Klone shatters (not from block strings or strings on hit)

Klone throws on hit shouldn't launch the opponent back, it should leave them standing.

CRYOMANCER:

D2 to be high and much faster on start up, currently mid and 13 frames, never in a competitive game will anyone gamble on landing a Sub Zero D2, it is a death wish…also, it is mid but fully punishable on block…

NJP and J2 to include a Cryomancer Sword animation, same for every other weapon character in the game. Other characters with weapons have them added to the range on their NJP and J2, but for some reason, Cryo doesnt…even Lasher has this added.

Why Sub Zero Cyromancer wasn't given Erron Black’s impale move still boggles me to this day considering they already have this animation in stock with his MK9 Throw (which was amazing, and included a sword being broken off in the chest), I never seen a charcater with a sword and dagger variation with less sword and dagger moves centred around the variation.

F12 = +2 On block, for an offensive character, he literally has no or stagger game whatsoever.

MB Air Hammer should be Overhead then low, and launch. This is basic, judging by the animation.

UNBREAKABLE:

Parry should recover instantly on projectiles, and build Sub Zero meter for absorbing them.

MB Parry should be 1 frame, as its a parry, not an armoured move. Currently the slowest MB parry in the game.

Aura should build meter while blocking, same as Kotal.

MB Aura should build the same amount of meter Kotal Kahn does while taking damage.

MB Aura should have the same damage reduction that Kotal Kahn has.

Grounded aura shatters on hit should allow a follow up combo.

MB Aura shatters should be advantage on block.

MB Aura shatter should do much more damage on hit.

F4, 11, F42 into Aura on hit should allow a follow up combo, same as B12.

I understand that some of you might be saying “what? An armoured move that launches and is plus on block”, I hear you, but moves of this nature are already in the game.

Every single one of these hopes for a change to Sub Zero’s weak variations is already in the game currently, if it isn't Kung Lao’s MB Hat Spin, Tremors ground blast, Cassie’s Flip, Erron Black’s Sand Grenade, Tanya’s Safe armour etc etc, Sub Zero just appears to have lost the lottery on the properties and potential for his move set.

Does anyone disagree as to how any of these couldn’t help his weaker Cryomancer and Unbreakable variations or if any of these hopes/suggestions would be over powered? Of course, I don't expect every member on here to be an Unbreakable or Cryomancer expert, but I do assume there will be some pocket Cryo players.

Of course the last option would be to combine Unbreakable and Cryo, and make a whole new variation...never gonna happen.
I agree with just about everything you've mentioned, except ice burst being more punishable. The move is already slow on startup and the damage you can get from it isn't that high at all. He needs it the way it is imo. Other than that, i'm all for these changes (especially unbreakable).
 

Nu-Skoool

Feel the nerf of despair
Are we really suggesting nerfs for corner specific situations for a character that does sub-par mid-screen? I mean cmon the corner is his bread and butter. GM is fine. If GM received any change I'd say make MB clone not disappear on hit, but that's pushing it.
 

flappysamyhamy

EMPEROR FLAPPY / EGGPLANT
Yeah, and on the K&M tier list explanation they also said something about Sub having a meterless 50% armour breaking low starter... I'm trying to work out if this is some UK SubZero tech that I don't know about, or if they are just putting out more misinformation cause there was a LOT of that in that explanation video. Would like to be sure though, is there some way to armour break with it, I'm thinking D4 into Shatter might break more armour cause of the range causes him not to get caught, but then again that isn't a low combo starter. Maybe cancelling the first hit of B3 into Shatter is faster or something, I don't know I'd like some clarification from @UsedForGlue on this one because I mentioned it multiple times in the tier thread and got no explanation
They exadurated sub in every way because of madzin lol
 

Lokheit

Noob
NERFS:
Grandmaster: For Klone shatters to launch from the ground in the corner, they must be meter burned, I think 48% for an armour shattering, safe low launcher to be a bit much.
This can be achieved by just changing the damage scale of the Shatter. Currently it's 0.95 (I recently made a thread listing among other things the damage scale for every move Sub-Zero has) which is the same as any other regular jab. Make it 0.85 or 0.8 and all that damage goes down without asking players to meter burn and you can regulate the amount you want to reduce just altering that number.

Also keep in mind that it doesn't really launch, it just hits an airborne opponent, altering his fall and gravity properties while you recover from the burst, allowing you to act before he falls. It's like using pokes to juggle with an opponent, the poke won't launch against grounded characters but can keep them in the air for longer time, so it's not really a mater of it launching with or without MB (unless you remove the hit advantage of Ice Burst which kills the move for every variation, including GM when used midscreen).

EDIT: Note that despite suggesting a way to reduce the damage different than the one you proposed, I don't really think that damage is such a big problem considering GM damage midscreen is really low, I guess you could trim it a bit, but it's nothing so game breaking when evaluating the variation as a whole and other characters can do similar numbers.

Frost bomb DB1 and MB DB1 to be much more punishable on block and on wiff.

Slides on wiff should have much more recovery frames to promote better play from Sub Zero players, it shouldn't be an excuse for bad mobility on the player's behalf.
I don't agree this should be done. The bombs would be trash if the punish window was higher and you're damaging Cryo and UB more than GM (that uses the safety of Klone Shatter because the last one to hit is applied).

Also Cryo and UB need Slide for movement purposes to navigate the screen without the protection of the clone. You kill both of them if you remove their ability to maneuver no mater which buffs you add.

GENERAL:
F4 - Has better recovery, allowing for F4 staggering.
F4 is already the best move Sub-Zero has and as others mentioned, that recovery is what allows it to make literally everything safe. It has really long reach and on whiff if you tried to cancel into any special with a 2 (like Iceball or Hammer) it will just do F42 which has amazing range and is hard to punish. F4 by itself has really good range so it's ok if it has bad recovery if you whiff it without a cancel.

112 = 0 on block, good amount of push back as he literally has no strings to push the opponent off.

114 = -6 on block, currently doesn't have a HKD quality, nor is it safe or damaging.

B334 = -8 on block.
Completly agree on all of those. Those are the strings that Sub-Zero simply will never use in their current state. 112 animation looks so much strong than an unsafe hit that doesn't even pushback (can be hit by the moves with the shortest ranges in the game) and 11 staggers into regular Ice Burst on block anyway. 114 should offer a safe option considering you can 11slide or 12 for much better lows, same for B334.

CRYOMANCER:

D2 to be high and much faster on start up, currently mid and 13 frames, never in a competitive game will anyone gamble on landing a Sub Zero D2, it is a death wish…also, it is mid but fully punishable on block…
I don't think D2 is so bad, it's just not designed to be used like your typical uppercut, but it's a good tool if used from the range Cryo should be playing (at the limits of his F4/D4 range) and from there you can easily see stuff comming. Would be better if it was faster, but it's not Cryo's main problem.

NJP and J2 to include a Cryomancer Sword animation, same for every other weapon character in the game. Other characters with weapons have them added to the range on their NJP and J2, but for some reason, Cryo doesnt…even Lasher has this added.
Agree on NJP having the sword, not really a necessity and won't solve Cryo's problems but Subbie NJP is one of the worsts in the whole game so making it decent would be a plus. It won't be used on combos though (UNLESS Air Hammer is altered and made useful, more on that later in the post).

JIP2 is fine, it's perfect to jump over opponents after HKD and the cancel is great. JIP1 can insta punch from starting distance (something most JIP in the game can't do no matter their range, including sword JIPs) and JIP2 can also insta punch from close distance. I'm sure if a sword was added they would change the properties of the move and it's already fine.

Why Sub Zero Cyromancer wasn't given Erron Black’s impale move still boggles me to this day considering they already have this animation in stock with his MK9 Throw (which was amazing, and included a sword being broken off in the chest), I never seen a charcater with a sword and dagger variation with less sword and dagger moves centred around the variation.
It also boggles me (and I also though about the MK9 animation) but to be honest, at this point it really wouldn't add much to the variation, just "cool factor".

F12 = +2 On block, for an offensive character, he literally has no or stagger game whatsoever.
The thing is, Cryomancer is NOT an offensive character IMHO. The fact that he has cool weapons is misleading there, but if you try to play him as an offensive guy, you will be counterpoked and pressured to death.

F12 is fine at 0, wouldn't be a bad thing to make it +2, but the string is fine specially given how easy it's to confirm into F122 on hit.

MB Air Hammer should be Overhead then low, and launch. This is basic, judging by the animation.
I've given a lot of thought to Air Hammer. In fact I think Air Hammer holds the key to make Cryomancer jump into truly competitive.

I agree there should be a MB version that launches (but keep it OH-Mid, you can JIK/JIP into different lows anyway), but also the regular Air Hammer should get a couple of things:

- Extended range on the second hit (so it hits at the same distance than other pounds).

- A bit of pushback on block (it was made safe recently, but at -2 it's still bad for Cryo if it doesn't add some pushback), probably just adding the mentioned range includes some pushback.

- The second hit shouldn't knock down. This is the most important part because the first hit is a restand (test it in the corner or against the armor spell of Sorcerer Quan Chi) but the second hit nullifies it. If the second hit gave hit advantage instead of knocking down, for a guaranteed 50/50, Sub-Zero would gain the following:

>Corner meterless vortex with better damage than the current ColdBlooded into EX IB combos that aren't even true vortex because only one option leads to a repeat. I've been toying in the lab with possible combos ended in Air Hammer and it could land 1 bar around 40% combos into vortex (around 44% IF NJP is given a sword for extended range). You sacrifice the damage of the HKD combos (which you can still do if you want it and you're fine with the HKD) but get a vortex.

>Armor breaking wakeups in the corner with Air Hammer leads to a guaranteed 50/50 instead of soft knock down like it currently does, so it will be rewarding (currently that's the only use of Air Hammer and most times it's better to use any other option).

>Mid screen he gets a tool to spice things a bit as he can jump into Air Hammer if the area of effect of the second hit is increased. This way he has a tool to initiate a proper assault which currently he lacks.

>The move balances itself given how slow it is and how uppercuts go through the hammer to hit you (including fist uppercuts), so you can't be predictable with it and you have to play mind games and make your opponent think you're going for a JIP1 or JIK3 (or if you will meterburn for the armor launcher).

I truly think this is what would add that mojo Cryomancer needs to make the jump. That and fixing F122 into B2 randomly launching backwards, of course.


UNBREAKABLE:
I'm surprised you didn't mention removing the 0.85 damage penalty for using the aura mid combo (it makes no sense considering how many characters, including GM Sub-Zero, can extend combos with non hitting moves without any damage penalty).

I think the parry should be enhanced, maybe making it safe at the cost of removing the aura, which means:

- It's safety is conditional on having the aura, so it's not safe by default.

- It removes the aura on use, allowing you to use your aura combos after a parry (currently you can't have the aura active if you want damaging combos... which goes against the variation supposed defensive philosophy and creates a personality crisis for Unbreakable).

I agree that the aura effects should be equal to other similar effects and that the aura shatter should do something more than just adding damage. Maybe even make the aura improve Subbie's other special moves at the cost of its removal too, but I haven't dedicated as much time to Unbreakable as I have to Cryomancer so probably others know better than me what's the solution for this variation (if any).
 
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flappysamyhamy

EMPEROR FLAPPY / EGGPLANT
This can be achieved by just changing the damage scale of the Shatter. Currently it's 0.95 (I recently made a thread listing among other things the damage scale for every move Sub-Zero has) which is the same as any other regular jab. Make it 0.85 or 0.75 and all that damage goes down without asking players to meter burn and you can regulate the amount you want to reduce just altering that number.

Also keep in mind that it doesn't really launchs, it just hits an airborne opponent, altering his fall and gravity properties while you recover from the burst, allowing you to act before he falls. It's like using pokes to juggle with an opponent, the poke won't launch against grounded characters but can keep them in the air for longer time.



I don't agree this should be done. The bombs would be trash if the punish window was higher and you're damaging Cryo and UB more than GM (that uses the safety of Klone Shatter because the last one to hit is applied).

Also Cryo and UB need Slide for movement pourposes to navigate the screen without the protection of the clone. You kill both of them if you remove their ability to maneuver no mater which buffs you add.



F4 is already the best move Sub-Zero has and others mentioned, that recovery is what allows it to make literally everything safe. It has really long reach and on whiff if you tried to cancel into any special with a 2 (like iceball or hammer) it will just do F42 with amazing range and hard to punish. F4 by itself has really good range so it's ok if it has bad recovery if whiff and not cancelled.



Completly agree on all of those. Those are the strings that Sub-Zero simply will never use in their current state. 112 animation looks so strong than an unsafe hit that doesn't even pushback (can be hit by the moves with the shortest ranges in the game) and 11 staggers into Ice Burst anyway. 114 should offer a safe option considering you can 11slide or 12 for much better lows, same for B334.



I don't think D2 is so bad, it's just not designed to be used like your typical uppercut, but it's a good tool if used from the range Cryo should be playing (at the limits of his F4/D4 range) and from there you can easily see stuff comming. Would be better if it were faster, but it's not Cryo's main problem.



Agree on NJP having the sword, not really a neccesity and won't solve Cryo's problems but Subbie NJP is one of the worse in the whole game so making it decent would be a plus. It won't be used on combos though (UNLESS Air Hammer is altered and made useful, more on that later in the post).

JIP2 is fine, it's perfect to jump over opponents after HKD and the cancel is great. JIP1 can insta punch from starting distance (something almost no JIP can do, including sword JIPs) and JIP2 can also insta punch from close distance. I'm sure if a sword was added they would change the properties of the move and it's already fine.



It also boggles me (and I also though about the MK9 animation) but to be honest, at this point it really wouldn't add much to the variation, just "cool factor".



The thing is, Cryomancer is NOT an offensive character IMHO. The fact that he has cool weapons is misleading there, but if you try to play him as an offensive guy, you will be counterpoked and pressured to death.

F12 is fine at 0, wouldn't be a bad thing to make it +2, but the string is fine specially given how easy it's to hitconfirm into F122 on hit.



I've given a lot of thought to Air Hammer. In fact I think Air Hammer holds the key to make Cryomancer jump into truly competitive.

I agree there should be a MB version that launches (but keep it OH-Mid, you can JIK/JIP into different lows anyway), but also the regular Air Hammer should get a couple of things:

- Extended range on the second hit (so it hits at the same distance than other pounds).

- Pushback on block (it was made safe recently, but at -2 it's still bad for Cryo if it doesn't add some pushback).

- The second hit shouldn't knock down. This is the most important part because the first hit is a restand (test it in the corner or against the armor spell of Sorcerer Quan Chi) but the second hit nullifies it. If the second hit gave hit advantage instead of knocking down for a guaranteed 50/50, Sub-Zero would gain the following:

>Corner meterless vortex with better damage than the current ColdBlooded into EX IB combos that aren't even true vortex because only one option leads to a repeat. I've been toying in the lab with possible combos ended in Air Hammer and it could land 1 bar around 40% combos into vortex (around 44% IF NJP is given a sword for extended range).

>Armor breaking wakeups in the corner with Air Hammer leads to a guaranteed 50/50 instead of soft knock down like it currently does, so it will be rewarding.

>Mid screen he gets a tool to spice things as he can jump into Air Hammer if the area of effect of the second hit is increased.

>The move balances itself given how slow it is and how uppercuts go through the hammer to hit you, so you can't be predictable with it or you have to play mind games and make your opponent think you're going for a JIP1 or JIK3 (or if you will meterburn for the armor launcher).

I truly think this is what would add that mojo Cryomancer needs to make the jump. That and fixing F122 into B2 randomly launching backwards, of course.




I'm surprised you didn't mention removing the 0.85 damage penalty for using the aura mid combo (it makes no sense considering how many characters can extend combos with non hitting moves without any damage penalty).

I think the parry should be enhanced, maybe making it safe at the cost of removing the aura, which means:

- It's safety is conditional on having the aura, so it's not safe by default.

- It removes the aura on use, allowing you to use your aura combos after a parry (currently you can't have the aura on if you want damaging combos... which goes against the variation supposed defensive philosophy).

I agree that the aura effects should be equal to other similar effects and that the aura shatter should do something more than just adding damage. Maybe even make the aura improve Subbie's other special moves, but I haven't dedicated as much time to Unbreakable as I have to Cryomancer so probably others know better than me what's the solution for this variation (if any).
Too lazy to read but looks nice
 

God Confirm

We're all from Earthrealm. If not, cool pic brah.
B33 Klone shatter will even armour break Kung Lao's tempest spin if he attempts to spin after the B33 if he thinks you will MB Ice Ball.
B33 into shatter is a low and armour breaks on the gap.
So basically there is no gap to be abused then

"gapless" would probably be a better description than "armor breaking" IMO when people talk about armor breaking its generally at the start of the string not armor breaking at the END of it

But i do appreciate the explanation I was trying to lab it out couldnt find a way to break anything other than the slowest armour with it, I understand now
 

Yak

Noob
I like some of the ideas for unbreakable.
Gm doesn't need to be messed with except b33 iceball hitting all characters, and ex ice clone being consistent. Shatter combo damage is fine. Meter burning the clone for the corner trap is the only bar he needs to use. Tremor does more damage no meter with hard to blockables. More damage midscreen and he's 20x more safe. There are other characters that get the same amount or close to sz damage.
Pretty sure ermac does also.
For real though I want one of sz variations to get the ground freeze move. There's multiple things they could have that move do