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Breakthrough - Unbreakable Unbreakable Sub Zero's Unparryable List

Tanno

The Fantasy is the Reality of the Mind



INTRODUCTION

Due to Barrier of Frost (i.e. Parry) and Barrier of Ice’s (i.e. EX Parry) reduced recovery time in the recent patch, they are now a much more viable tool in the neutral game as well as when dealing with zoning. The info found here isn't new as all we already know, but it’s actually important to know, because of how critical Parry has become to Unbreakable’s game plan.

Most special moves can be parried, but X-Rays, in addition to certain other moves, can’t be. For the most part, there are the airborne special moves and the weapon based attacks that don't have hurtboxes. In the interest of memorizing them all --so you don’t get caught unaware in a real match-- a full list is included below, broken down by variation. If spending a bar changes whether or not a move can be parried, then the EX version will be listed. Otherwise, only the original move will be given, meaning both it and the EX version can’t be Parried.

Therefore, anything that isn't listed can be Parried! That said, obviously, moves which are not attacks (e.g. Displacer’s Teleport and DOT attacks, like Blood God's Totems) or moves that only hit aerial opponent’s (e.g. Jason’s AA Grab) can’t be parried and will be unlisted.

Lastly, as a bonus, if there is a move that can be parried, which seems surprising, a note will be made (e.g. Mileena’s Teleport). These unique instances are also marked because, for many of them, you will need to modify your follow up combo (i.e. airborne versus grounded).

Again though, the majority of this list represents what Unbreakable can’t Parry. So if a variation isn't in the list, that’s because it doesn’t have any unique moves that are unparryable.


LEGEND

Red
= Can’t Parry.
Green = Can Parry under certain conditions.
Blue = Stance, which leads into special move.
Universal = All variations have the same special moves.


LIST
Universal
Tail Flip
Xeno Strike


Acidic
Erosive Blood (EX 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 become DOT puddles.
Exo Splash (EX Exo Sting) - Parry will stop the first splash, but depending on spacing/timing, you can potentially be hit by or block AND the second. If timed down just before the first splash, you'll most likely prevent the 2nd. If you miss the timing, you'll get hit by the 2nd one. FYI, any splashes that are blocked don’t become DOT puddles.
Air Exo Splash (EX 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 second one will create a DOT puddle. If timed down just before the first splash, you'll most likely prevent the 2nd. If you miss the timing, you'll get hit by the 2nd one. FYI, any splashes that are blocked don’t become DOT puddles.

Konjurer
Overmorph - Parry doesn’t stop the creation of the egg, of course, but it will stop the jumping Facehugger.
Drone Drop
Universal
Killing Machine - Despite the infinite armor, Parry will stop Jason. Please note, when this happens, Jason will no longer fall asleep, and you can't parry the walking Jason, so wait for his attack.
Universal
Dive Kick
Teleport - Despite KL being airborne, Parry works against all four versions. KL can empty Teleport to counter Parry though.

Hat Trick

Hat-A-Rang - This move breaks Parry, however, if it returns, it hits Sub Zero.
Hat Call Back - This move 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.

Tempest
Cyclone (EX Tornado)

Buzz Saw/Hat Trick
Vortex (EX Spin)
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 (EX 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
Universal
Arc Kick - Despite Sonya being airborne, Parry works against it.
Air Drop

Covert Ops
Military Stance Grab - Despite being a throw, it goes through Parry!

Demolition
Frag Grenade - Parry doesn’t stop the trajectory of the grenade, like other projectiles, but it will stop the explosion, even if it’s behind Sub. This means you need to Parry late, which may not be worth it, as Sonya will have recovered and can punish.
Stun Grenade - Same as Frag Grenade (i.e. doesn’t stop trajectory, but does stop explosion).
Kenjutsu
Tele-Slam
Tele-Push
Tele-Toss


Balanced
Spirit Push
Telekinetic Slice
Tele-Flurry
Rising Karma


Possessed
Sickle Lift
Demon Assault
Soul Push
Demon Slam
Demonic Strike
Spinning Hell
- This is not a special move, but worth noting: Kenshi’s F4 goes through Parry, because it is the demon making the attack.
Universal
Rising Fan
Throat Slice


Mournful
Upraise
Glaive Return
(EX Glaive Throw)
Air Glaive Return (EX Air Glaive Throw)
Staff Grab

Royal Storm
Square Boost
Air Square Boost
Fan Nado


Assassin
Upraise
Universal
Teleport & Air Teleport - Despite Scorpion being airborne, in the regular or aerial version, Parry works against it. In addition, if Scorpion does a ground teleport, even though it will look like he’s frozen in the air, you can do a ground based combo against him.

Inferno
Minion Grab
Minion Charge

Minion Drop - Despite not being able to Parry the other two Minions, Sub can Parry this one.

Hellfire
Hell Fire
Flame Aura
Universal
Ice Burst

Grandmaster
Klone Toss - Since this is an odd projectile, you might think that you can’t Parry it, but you can.
Klone Shatter - Just like the standard Burst, Parry doesn’t work against it.

Cryomancer
Frost Hammer
Air Frost Hammer
- Parry doesn’t work against the air attack, as expected, and it also doesn’t work against the blast that the Hammer creates when it strikes the ground.
Universal
Tele-Kick & Air Tele-Kick - Despite Mileena being airborne, Parry works against it.

Ravenous
Low Pounce - The grab doesn’t connect, because Sub isn’t crouching while using Parry, and Mileena doesn’t get frozen. Instead, she whiffs and recovers before Sub has enough time to full combo punish.
High Pounce - Unlike the other Pounce, she does get frozen, in the air.
Universal
Tornado Strike & Air Tornado Strike - Despite Takeda being airborne, Parry works against it.

Ronin
Blade Kall - Despite the Blade coming up from the ground, Parry works against it
Shirai Ryu Kan - Despite Takeda moving into the air, Parry works against it. Takeda will also be frozen standing, which allows for ground based combos.

Shirai Ryu
Kunai
Quick Phase - Despite Takeda switching sides, Parry works against it. Parry also works against airborne Phase. Parry even works against the overhead kick ender of Shirai Ryu Phase (EX Quick Phase), which leaves Takeda frozen in the air.
Spear Ryu
Air Spear


Lasher
Kunai
Whip Assault
Whip Trip

Whip Strike - Unlike Lasher’s other special Whip moves, Parry works.
Universal
Glow Kick - Despite Cassie being airborne, Parry works against it. Parry also works against the downward trajectory of Diving Glow Kick (EX Glow Kick).

Spec Ops
Air Assault
Target Paint (EX Air Assault) - Despite not working against the regular version of this move, Parry thankfully does work against this one.
American Way - Too high to connect with Parry, and she recovers sooner, so can full combo punish Sub.

Hollywood
Nut Buster (EX Nut Kracker) - Despite having invincibility, Parry works against it, as well as the normal version.
Universal
Air Ground Smash
Forces Rush - Despite Jacqui being airborne, Parry works against it. In addition, even though it will look like she’s frozen in the air, you can do a ground based combo against her.

Full Auto
Hand Cannon - Parry will only block the first of four shots. However, Parry will stopped the EX Rockets ender.
Low Rocket
Up Rocket - You would almost never be close enough to be hit by it, but Parry does stop it.
Universal
Air Dive Kick
Lunge Kick
Cartwheel Drop


Shaolin
Chak-A-Rang (EX Chakram)
Low Chak-A-Rang (EX Low Chakram)
Up Kick - Unlike many other rising moves in this game, Parry doesn’t work against it. Parry also doesn’t work against the Shaolin Drop ender.

Ancestral
Vampire Arrow - If you Parry this arrow, you suffer no meter loss. However, if you block with Aura on, you do. So, always Parry or avoid.
Universal
Air Spin Kick
Air Split Drop

Low Spin Kick - Just FYI that she is frozen in the air.
Quick Teleport Forward - Also frozen in the air.

Kobu Jutsu
Tonfa Throw (EX Tonfa Toss)
Blade Dive

Dragon Naginata
Air Staff Stance (i.e. overhead hit)
Air Staff Stance Staff Slam
Air Staff Stance Staff Slide - Unlike the other Staff Stance moves, Parry works.
Air Staff Stance Swing Kick
Swing Kick
- The follow up attacks to Spinning Kick (EX Swing Kick), behave the same as the above.
Universal
Sumo Stomp

Bartitsu
Flying Kick - Bo will look like he’s frozen airborne, but he’s really grounded.
Kane Strike - Bo will look like he’s frozen airborne, but he’s really grounded.
Kane Snap - Bo will look like he’s frozen airborne, but he’s really grounded.

Dragon’s Breath
Belly Bash - Bo will look like he’s frozen airborne, and he is.
Ground Fire - The projectiles will ignore the Parry and start a DOT (damage over time) aura on the ground.
Ground Blaze (EX Ground Fire) - Despite being listed as an unblockable, Parry will stop the ground explosion. Parry will not however stop the following DOT effect.

Drunken Master
Belly Bash - Bo will look like he’s frozen airborne, and he is.
Head Dive - Bo will look like he’s frozen airborne, and he is.
Universal
Chain Sparks

Killer
Berserker StanceRunning Frenzy - Despite this being an unblockable move, Parry works against it.

Butcher
Mallet Strike - Despite Leather Face being briefly airborne, Parry works against it and freezes Leather Face on the ground.
Universal
Smart Disc & Air 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
Universal
Hell Sparks - Despite coming up from the ground, Parry works against it. However, if you don’t space correctly, any of the other Hell Sparks will catch you during Parry’s recover.

Necromancer
Amulet Strike
Summoned Fiend
Devil’s Flick
Judgement Fist


Impostor
Amulet Strike
Mimicry


Bone Shaper
Scepter Strike
Universal
Air Ball
EX Air Ball
(unblockable grab) - As mentioned at the beginning, usually EX moves are not part of this list, since if the original move can’t be Parried, then neither can the EX version. However, since this move is so different from the standard attack, I’ve gone ahead and included it.
Kano Ball - This is an odd one. Parry will work at the beginning of the animation while Kano is grounded or from D4 distance away while Kano is airborne, but any further than that and Parry doesn’t work.
Up Ball - Like Kano Ball, Parry works against Up Ball at close range, when Kano is grounded, and also when Kano is just getting airborne, but if you are at the edge of D4 range, it goes through Parry.

Cybernetic
Eye Burst
Multi Blades
- For whatever reason, Parry doesn’t work against two of the three blades.
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 Johny being airborne, Parry works against it. Parry even works against Shadow Dropkick (EX Rising Shadow) on the way down.
Universal
Caltrops

Marksman
Sniper Shot (EX Long Shot) - Unlike the regular shot, this one goes right through Parry.
Unload - Parry can block these, but the shots go on too long for Parry to catch them all.

Gunslinger
Money Shot - If the shot hits from the front, Parry works fine. However, if it hits from overhead, the shot will go through.
Stand Off Low Shot - Parry can block these, but the shots go on too long for Parry to catch them all.
Universal
Bicycle Kick

Dualist
Flying Dragon Kick
Soul Sphere Explosion


Flame Fist
Flying Dragon Kick

Dragon’s Fire
Double Dragon Kick
Universal
Teleport - Parry works against it and leaves Ermac grounded.
Air Teleport
Soul Burst
Air Soul Burst

HoverSoul Burst
HoverTeleport
HoverGround Slam

Spectral

Force Lift
Soul Charge - Despite Ermac looking airborne, Parry will work against it and he will be grounded for the combo!
Air Soul Charge - Again, Parry works! Though, this time, Ermac is appropriately airborne.
Soul Ascension Any Attack (except for Soul Charge)

Mystic
Tele-Hang
Tele Choke


Master of Souls
Force Lift
Universal
God Ray

Sun God/Blood God
Sunstone

War God
Sword Shake - In addition to Parry not working against the ground pound portion of this attack, Parry also doesn’t work against the initial hit, so even if Kotal just cancels the attack, Sub still gets hit.
Spinning Sword Toss (EX Sword Toss)
Universal
Acid Puddle (EX Acid Spit)
Klaw Pounce - Despite Reptile being airborne, Parry works against it.

Noxious

Poison Gas
Universal
Bowl Girl
Ferra Toss


Lackey
Boulder Roll
Torr Up


Vicious
Boss Toss
Universal
Spawning Puddle

Venomous
Bug Spray

Brood Mother
Krawler - Unlike some summoned creatures, Parry does work against this.

Swarm Queen
Vortex Swarm
Universal
Electric Fly - Despite Raiden being airborne, Parry works against it. Also, if it catches Raiden in his start up frames, he will be grounded.
Air Electric Fly - Behaves the same as the above, but Raiden will, of course, always be airborne.
Vicinity Burst (EX Vicinity Blast)
Rising Thunder - Despite Raiden moving into an airborne position, Parry works against it only in close range. It won't parry it if in moderate or far range.
Thunder Strike (EX Rising Thunder) - Parry works on the way up and on the way down, despite Raiden being airborne for the latter half.

Master of Storms
Static Trap
Full Trap


Thunder God
Lighting Combo Strings (e.g. Heavenly Hands) - This is not a special move, but worth noting: if the lighting extensions that Thunder God has on some of his combo strings touch Parry, Raiden will become frozen.
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
Universal
Stomp
Krush
(EX Stomp) - This move has a larger hit box on the way up, which allows Parry to catch it. However, just like Stomp, Parry doesn’t work on the way down.

Tigrar Fury
Flaim Chain (EX Flame Ball) - Parry can block these, but the fireballs go on too long for Parry to catch them all.
Dragon’s Breath
Ground Fire


Kuatan Warrior
Quake
Universal
Rock Drop - Despite coming from above, Parry will stop it.
Ground Pulse
Low Shake - This is not a special move, but worth noting: Tremor’s D4 behaves like Thunder God’s lighting strings. That is, if it touches Parry, Tremor gets frozen.
Low Rumble - This is not a special move, but worth noting: Like D4, Parry works against the ground stomp portion of this string (i.e. the 3 in 12D3).
Landslide & Shockwave - This is not a special move, but worth noting: The ground shake portion of these two strings ignore Parry (the 2 of B32 and the 22 of B322, respectively).

Crystalline
Krystallization - Parry shatters this armor on contact. Also works against the EX version.
Summon Krystal Flying Krystal

Aftershock
Earth Shake
Air Earth Shake
Smoke
Fade-Port - Despite Smoke being airborne, Parry works against it.

Sektor
Lock-On Missiles - Despite coming from above, regular Parry works against the attack, as long as you Parry late to catch all of the missiles. Strangely, EX Parry will sometimes be broken by the third or fourth missile, even though EX Parry should be active for longer than regular Parry.
Teleport Uppercut - Despite Sektor coming up from the ground, Parry works against it. Because Sektor is so low, jumping attacks can whiff, so just use B12 or 242.
Air Teleport Uppercut - Behaves the same as the grounded version.
Flame Burner
Air Cyber Charge

System Hack - This is not a special move, but worth noting: Parry works against the last part of this string despite it being an explosion (i.e. the second 2 in 212).

Cyrax
Shrapnel-Port (EX Scatter-Port) - This move has a hit box on the way out, which Parry can freeze. Cyrax will count as grounded.
Air Shrapnel-Port (EX Air Scatter-Port) - Same as the above, but Cyrax will, of course, count as airborne.
Bomb
Hover Bomb

Detonation - This is not a special move, but worth noting: Parry blocks the last part of this string despite it being a bomb (i.e. the second 2 in 212).

Cyber Sub-Zero
Ice Bomb
Air Close & Far Dive Kick
Frozen Stab
- This is not a special move, but worth noting: Parry does not work against F2.
Ice Strike - This is not a special move, but worth noting: Like against Thunder God and some of Tremor’s strings, Parry will stop the icicle part of this attack (i.e. the 2 in F12).

At the later time, I'll upload the video showing you all of these characters' unparryable moves.

And that's everything. Happy parrying for all Lin Kuei warriors, and Happy Halloween for all NON Lin Kuei warriors!

Guide created and edited by:
@Tanno
@Jeffrey Wolf
 
Last edited:

Eddy Wang

Skarlet scientist
Hatarang is one of the best projectiles in the game, i cannot be parried, reflected, absorbed, first hit cannot be neutral ducked, doesn't give a fuck about ex projectiles moves proprieties and ignores them, although against capture projectiles is still a weakness, but its uses cannot be put into question.
One good Hatarang read and its on.
 

GLoRToR

You're my fan if you can't stop shitposting me.
the majority of this list represents what Unbreakable can’t Parry. So if a variation isn't in the list, that’s because it doesn’t have any unique moves that are unparryable.​
So everything Tanya has is parriable?
 

Tanno

The Fantasy is the Reality of the Mind
So everything Tanya has is parriable?
This thread is a list of those special attacks. I will reach to her to see sometime soon. I'm reviewing all of them for the video I'm preparing. By reviewing all of them I update sometimes the list with more info for their conditions.

And as we discussed with @Jeffrey Wolf , this consists of the variations NOT being parryable on some moves.
 

Jeffrey Wolf

YouTube: Jeffrey B Wolf
So everything Tanya has is parriable?
Tanya has a decent number of special moves that go through Parry, as the list shows in red. If there's a special move not listed though, then yes, UB can Parry it.

As for regular attacks, in the vast majority of cases, UB can Parry, but if you find an exception that isn't in the list, please let us know!
 

Tanno

The Fantasy is the Reality of the Mind
Surprisingly even the naginatas b2 yet pogo isnt, d2 shouldnt be a problem as unbreakable doesnt have clone lol
We have excluded the weaponing variations, since they can pass through everything. It would be interesting for the regular attacks to be unparryable, like Kotal s B2.
 

Jeffrey Wolf

YouTube: Jeffrey B Wolf
The only Unparryable regular attacks I've found are Possessed's low sweep (with the Demon) and some of Tremor's ground stomps.

If anyone finds others though, let us know!