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Guide - Unbreakable Sub-Zero UNBREAKABLE Guide

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RM Ree

Shiba Tamer
Fundamentals with this variation have to be ridiculously solid. I've been fishing for d4 and basically...

- On hit > frame trap run f4 xx ice aura > frame trap 123 xx (frame trap) ice burst/ xx slide on hit.
- On block > walk back, if opponent counter-pokes, whiff punish b2.

Once the opponent starts respecting the frame traps, I'll start going for strike/ throw mix ups.

F33 is a go to string for me. Being fast, advancing, having a low, and -3 if blocked letting Sub ex parry (2f) an immediate response from the opponent.

We really need a guide on IAC/ exIAC frame traps.
 

WT_Neptune

Praying for Rain
To do b12 ex aura, low mix up, do you have to use two meters to get anything off of this, or is there a low starter that is of some use?

Also, what is the frame data on b1/b12/b12 aura/b12 ex aura? This string seems to be the foundation of this freaking variation. Does the b12 frame data lend to a [b12 aura xx 11 ice ball frame trap/b12 njp/b12 crossup punch/b12 ice parry/b12 ex aura (insert mixup here)/b12 xx throw] cascade of options?
 

JHCRANE 14

GO VOLS!!!
I am a reptile main but I am learning Sub-Zero. I didn't see this in the meterless corner combo section...so I thought I would post it here.

(Corner only) B2-B2-242-112=34% pretty easy to land IMO plus a hard knockdown.
 
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Lokheit

Noob
I am a reptile main but I am learning Sub-Zero. I didn't see this in the meterless corner combo section...so I thought I would post it here.

(Corner only) B2-B2-242-112=34% pretty easy to land IMO plus a hard knockdown.
B2-B2-242-123-Slide is equal dificulty (both need to connect the "1" after the launchers) and 36% HKD

The OP is outdated, Tom doesn't post too much and he's focused on the clone (can't blame him UB is far from even slightly decent), there is a combo thread containing more recent combos.
 
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RM Ree

Shiba Tamer
Is anyone else using Unbreakable ad nauseum in the EO beta? I'm not finding many differences in his gameplay, if any. I'll list what I know for sure.

- Parry does not recover upon receiving projectiles.
- Parry still loses to jump ins.
- Damage scaling using aura mid combo has not been adjusted (jip, b12 xx aura, b12 xx ice ball, jip, 242, run 1, f42 xx slide - 32% still).
- MB aura damage reduction has not been adjusted (throws deal 8% while MB aura is active).

Subjectively, I feel like I'm doing good damage and landing a lot of parries. Maybe I'm grasping the variation/ character, or maybe it's a product of the amazing netcode.
 

Jeffrey Wolf

YouTube: Jeffrey B Wolf
Yeah, I had hoped that multiple auras would extend the combo. Sadly no. Nice mix-up video though! Do you know what your plus frames are after B1,2 Aura? Just wondering if it's the same, worse, or better than what you can do in Cryomancer after a restand grab, EN Iceball, jip, B1, 2.
 
Have you guys tried this tech? activating aura multiple times in a single combo.

Its a good idea actually. But the reason multiple auras are probably not used is bc off of 1 mix up you can get upwards of 50% damage mid-screen for 1 bar or 60% in the corner. But this does give me some ideas.
 
this video actually made me a little depressed lol. If you try to do 2 auras in a b12 combo the character AUTO BLOCKS what should be a combo.

So basically you do B12 xx Aura xx B12 xx freeze ~ step back ice burst. Run up to continue combo ~ B12 xx EX Aura into another B12 or any other string and the character blocks. Smh
 

Ryu Hayabusa

Filthy Casual
Yeah, I had hoped that multiple auras would extend the combo. Sadly no. Nice mix-up video though! Do you know what your plus frames are after B1,2 Aura? Just wondering if it's the same, worse, or better than what you can do in Cryomancer after a restand grab, EN Iceball, jip, B1, 2.
its not my video, found it on youtube.

I,ll try this tech tomorrow and see what else can be done.
 
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