GOL Eklectic
Surrender, it's over.
I've been seeing a lot of buff unbreakable threads but none of them have any content to my knowledge that has shown NRS that were at least trying with this character. No one uses this variation (to my knowledge) in tournaments and I haven't seen any updated tech since the slide buff. Here is everything I have with Unbreakable SZ since the latest patch w/ slide buff. I went into the lab and reworked a lot of what I thought and played strictly unbreakable sub for 2 months and competed with him in a local to just go 1-2 when I easily place in top 3 at locals the size of this one with GM and Cryo. In my opinion his biggest problem is his meter building ability, and if you want to really win with this character you have to be willing to take some damage or give up a round because its so hard to build meter. Then he has his anti air problems vs characters that can convert off of jump kicks which causes him to get raped when trying to standing 1 aa. Not to mention the jump in punches that beat his standing 1. His d2 is decent but being 12f I find myself getting stuffed a lot. His only reliable aa imo is frost bomb and its just not really what you need to be spending hard earned meter on when all you will get is an inconsistent 27% with Frost bomb, rcb12~freeze, njp, ji2, f42~slide or 19% with frost bomb, rcf42~slide. Playing unbreakable will definitely level up your ability to njp with sub because everyone is on a jump frenzy vs this character in the current meta. On to this guide or whatever you want to call it.
Useful Ice Aura Cancel Advantage on Block: (These were tested using Tempest Lao's Tornado and if the old theory of shaving a frame of block stun is true then these should be accurate within a frame) Followups I post can all be beat by armor unless I specifically say its a true block string but beat the fastest pokes in the game including reversal tempest spin, and Cassie flip kick. High follow ups will be able to be low profiled, and f3 can be low profiled but its matchup dependent. Low pokes wont be able to be beaten by any poke in the game.
B33~exiac +6
Gets jab, d3, d4, slide, exslide, f3, 2
d3 and d4 will beat all pokes
ex slide will launch any buttons (except armor)
Hit confirmable into a combo
Regular parry will beat any poke or advancing attack
f4~exiac +18
gets all followups including 50/50 true block string and anti fuzzy w/12 for a true block string
B12~exiac +4
gets jab, f3, d3, d4, slide, ex slide
hit confirmable into combo
regular parry beats any poke or advancing attack
f42~exiac +4
gets jab, f3,d3,d4, slide, exslide
hit confirmable into combo (f42~exiac,f4~freeze...)
parry beats all pokes or advancing attacks
b1~exiac +4
gets jab, f3, d3, d4, slide, ex slide
parry beats any poke or advancing attack
f3~exiac +3
gets jab
parry beats any poke or advancing attack
11~exiac +10
gets jab, d3, d4, b3 f3, 2, f4, 4, slide, ex slide
11 and 12 follow up are a true block string
b2 can beat anything slower than 7f except armor obviously
12~exiac +6
gets jab, d3, d4, f3, 2, slide, ex slide
parry will beat any poke or advancing attack
hit confirmable into combo (12~exiac,b12~freeze...)
f4~iac +4 (hey look a meterless one)
gets jab, f3, d3, d4, slide, ex slide
parry will beat any advancing attack or poke
Corner Armor Breaking Setup
End combo with slide, Ex Ice aura, 1~frost bomb
2 bar 55% reset
(hit confirmable string)~exiac, b12~freeze, jip b12<reset> b2, rcf42~exslide, aura, njp, ji2, f42~slide
female 44% reset one bar
(hit confirmable string)~exiac, b12~freeze, jip b12<reset> b33~freeze, ji1,242, rc1, rc123~slide
Open Space Optimal Combos
Call aura mid exslide combo to have aura up and pressure opponents wake up after slide ender but lose 2%
See combo thread for universal or other unbreakable combos for open space or corner.
B2 Starter
b2, rc f42~slide
(aura up) b2, rc f42~exslide, njp, b12~ice burst, aura 34%
B33 Starter
b33~exiac,b12~freeze, jip 242, rc1, rc123~slide
(aura active) b33~exslide, njp, ji2, rcb12~ice burst, aura 27%
(aura active) b33~exslide, aura, njp, ji2, rc123~slide 25%
F4 Starter
f4~exiac, b12~freeze, fjp, 242, rc1, rc123~slide 28%
f42~exiac,f4~freeze, ji1,242, rc1, rc123~slide, 25%
(aura active)f4/f42~exslide, njp, ji2, rc b12~ice burst, aura 27/28%
(aura active) f4/f42~exslide, aura, njp, ji2, rc123~slide 25/26%
B12 Starter
b12~exiac, b12~freeze, ji1,242,rc1,rc123~slide 31%
(aura active) b12~exslide, njp, ji2, rcb12~ice burst, aura 31%
(aura active) b12~exslide, aura, njp, ji2, rc123~slide 29%
B12~iac,b12~freeze, ji2,242, rc1, rc123~slide
B12~iac,11~freeze,ji2,242,rc1, rc123~slide
F33 Starter
f33~exiac, b12~freeze, jip, 242, rc1, rc123~slide 28%
(aura active) f33~exslide, njp, ji2, rcb12~ice burst, aura 29%
(aura active) f33~exslide, aura, njp, ji2, rc123 slide 27%
11/12 Starter
11/12~exiac, b12~freeze, jip,242, rc1, rc123~slide 25/26%
(aura active)11/12~exslide, njp, fjp, rcb12~ice burst, aura 25/26%
(aura active) 11/12~exslide, aura, njp, fjp, rc123~slide 23/24%
(aura active) 123~exslide, njp, ji2, rcb12~ice burst, aura 29%
(aura active) 123~exslide, aura, njp, ji2, rc123~slide 27%
jump in kick
(Aura active) anti air jik,f42~exslide,njp, ji2, rcf42~slide
(Aura active) deep jik, exslide,njp,ji2,rcf42~slide
GAMEPLAN
General gameplan is to try to open someone up with his mixups, b2, b3, 12, and f33. Once you successfully get aura activated play good spacing and try to open them up. If that fails you are going to be - as fuck with only 1 option to armor slide launch if they hit buttons. ex parry will not cover your gaps except off of f33 unless the character has slow pokes, or hope the opponent is late on their counter poke or poke and your ex parry gets them. If they're conditioned enough in the match up your screwed. A 1f parry would help Unbreakable sz here and instead of only being able to cover (with a risky read) f33 we would be able to cover 11, 12, b12, 24, and f42. But right now there is no read. Its be smart and not parry after subs block strings. Once you're on defense you're not taking chip so just wait for your oppurtunity to parry or frost bomb and get yourself 23% with aura up. If you have the meter and you're in neutral with aura up, be on the hunt for an opening for ex slide and get a launch with a corner carry combo.
In the neutral without aura up, you're going to want to use block string mixups, (b33, 12, f33) and b2 and when the strings fail you can cancel into ex aura to go for the meta in the cancel advantage section above. If the follow up fails to mix them up, atleast you have damage reduction, and no chip so be patient and wait for an opportunity to parry or frost bomb. You can play a really good footsie game with f4~aura and f42~ex aura as well to get a frame trap. One of the perks of playing the neutral without aura up besides getting the frame trap on block, is that if the string successfully hits and you cancel into ex aura you can hit confirm at that point.
When you get your opponent cornered I find the best range to be at is either max distance of 12 or b2. Get there by ending your combo with slide then back dash. From this range you can play mind games and have time to react to what your opponent is going to do. If they jump this is a good range to react with a d2,standing 1 aa, njp, njk. You can try to mix them up on wake up with 12~freeze/frost bomb or b2. You can also bait a lot of wakeups from this range and react with ex parry. One thing I like to do is whiff a 1, and then 12~freeze or whiff a 1 and b2. Also when ending a combo with slide, you have time to exaura and regular parry to beat out any wakeup attack that touches sz if you make that read.
I do think with 100% mu xp, 100% knowledge of the game, and mastery of sub zero's neutral would make unbreakable sub decent in the long run MAYBE. Thats my hopeful thinking on it. Just maybe unbreakable sub player can aa every jumping attack in the game with standing 1 in 5 years from now idk. But in 5 years no one is going to be late on their pokes when unb sub throws out a block string. I guess if he is left the way he is we will find out.
SUGGESTED CHANGES (IF NRS READS THIS)
1. Increase the speed of his d2 to 8f. Just to stop the jumping that ruins him. I think he would be much more viable if he had this.
2. With parry being so risky, and frost bomb not netting much damage at all in an already low damaging character improve his offensive abilities by allowing him to cancel into aura more than just once, and redesign them in stages giving them different buffs for each stage, 2 or 3 stages max w/ a debuff. The only difference in ex aura and regular should be the start up if this were applied.
3. If number 2 cant be done, and this character is to stay a defensive character in MKX, he should have a 1f parry.
**Added some gameplan information on corner strategy, neutral with aura up, and neutral without aura up.
Useful Ice Aura Cancel Advantage on Block: (These were tested using Tempest Lao's Tornado and if the old theory of shaving a frame of block stun is true then these should be accurate within a frame) Followups I post can all be beat by armor unless I specifically say its a true block string but beat the fastest pokes in the game including reversal tempest spin, and Cassie flip kick. High follow ups will be able to be low profiled, and f3 can be low profiled but its matchup dependent. Low pokes wont be able to be beaten by any poke in the game.
B33~exiac +6
Gets jab, d3, d4, slide, exslide, f3, 2
d3 and d4 will beat all pokes
ex slide will launch any buttons (except armor)
Hit confirmable into a combo
Regular parry will beat any poke or advancing attack
f4~exiac +18
gets all followups including 50/50 true block string and anti fuzzy w/12 for a true block string
B12~exiac +4
gets jab, f3, d3, d4, slide, ex slide
hit confirmable into combo
regular parry beats any poke or advancing attack
f42~exiac +4
gets jab, f3,d3,d4, slide, exslide
hit confirmable into combo (f42~exiac,f4~freeze...)
parry beats all pokes or advancing attacks
b1~exiac +4
gets jab, f3, d3, d4, slide, ex slide
parry beats any poke or advancing attack
f3~exiac +3
gets jab
parry beats any poke or advancing attack
11~exiac +10
gets jab, d3, d4, b3 f3, 2, f4, 4, slide, ex slide
11 and 12 follow up are a true block string
b2 can beat anything slower than 7f except armor obviously
12~exiac +6
gets jab, d3, d4, f3, 2, slide, ex slide
parry will beat any poke or advancing attack
hit confirmable into combo (12~exiac,b12~freeze...)
f4~iac +4 (hey look a meterless one)
gets jab, f3, d3, d4, slide, ex slide
parry will beat any advancing attack or poke
Corner Armor Breaking Setup
End combo with slide, Ex Ice aura, 1~frost bomb
2 bar 55% reset
(hit confirmable string)~exiac, b12~freeze, jip b12<reset> b2, rcf42~exslide, aura, njp, ji2, f42~slide
female 44% reset one bar
(hit confirmable string)~exiac, b12~freeze, jip b12<reset> b33~freeze, ji1,242, rc1, rc123~slide
Open Space Optimal Combos
Call aura mid exslide combo to have aura up and pressure opponents wake up after slide ender but lose 2%
See combo thread for universal or other unbreakable combos for open space or corner.
B2 Starter
b2, rc f42~slide
(aura up) b2, rc f42~exslide, njp, b12~ice burst, aura 34%
B33 Starter
b33~exiac,b12~freeze, jip 242, rc1, rc123~slide
(aura active) b33~exslide, njp, ji2, rcb12~ice burst, aura 27%
(aura active) b33~exslide, aura, njp, ji2, rc123~slide 25%
F4 Starter
f4~exiac, b12~freeze, fjp, 242, rc1, rc123~slide 28%
f42~exiac,f4~freeze, ji1,242, rc1, rc123~slide, 25%
(aura active)f4/f42~exslide, njp, ji2, rc b12~ice burst, aura 27/28%
(aura active) f4/f42~exslide, aura, njp, ji2, rc123~slide 25/26%
B12 Starter
b12~exiac, b12~freeze, ji1,242,rc1,rc123~slide 31%
(aura active) b12~exslide, njp, ji2, rcb12~ice burst, aura 31%
(aura active) b12~exslide, aura, njp, ji2, rc123~slide 29%
B12~iac,b12~freeze, ji2,242, rc1, rc123~slide
B12~iac,11~freeze,ji2,242,rc1, rc123~slide
F33 Starter
f33~exiac, b12~freeze, jip, 242, rc1, rc123~slide 28%
(aura active) f33~exslide, njp, ji2, rcb12~ice burst, aura 29%
(aura active) f33~exslide, aura, njp, ji2, rc123 slide 27%
11/12 Starter
11/12~exiac, b12~freeze, jip,242, rc1, rc123~slide 25/26%
(aura active)11/12~exslide, njp, fjp, rcb12~ice burst, aura 25/26%
(aura active) 11/12~exslide, aura, njp, fjp, rc123~slide 23/24%
(aura active) 123~exslide, njp, ji2, rcb12~ice burst, aura 29%
(aura active) 123~exslide, aura, njp, ji2, rc123~slide 27%
jump in kick
(Aura active) anti air jik,f42~exslide,njp, ji2, rcf42~slide
(Aura active) deep jik, exslide,njp,ji2,rcf42~slide
GAMEPLAN
General gameplan is to try to open someone up with his mixups, b2, b3, 12, and f33. Once you successfully get aura activated play good spacing and try to open them up. If that fails you are going to be - as fuck with only 1 option to armor slide launch if they hit buttons. ex parry will not cover your gaps except off of f33 unless the character has slow pokes, or hope the opponent is late on their counter poke or poke and your ex parry gets them. If they're conditioned enough in the match up your screwed. A 1f parry would help Unbreakable sz here and instead of only being able to cover (with a risky read) f33 we would be able to cover 11, 12, b12, 24, and f42. But right now there is no read. Its be smart and not parry after subs block strings. Once you're on defense you're not taking chip so just wait for your oppurtunity to parry or frost bomb and get yourself 23% with aura up. If you have the meter and you're in neutral with aura up, be on the hunt for an opening for ex slide and get a launch with a corner carry combo.
In the neutral without aura up, you're going to want to use block string mixups, (b33, 12, f33) and b2 and when the strings fail you can cancel into ex aura to go for the meta in the cancel advantage section above. If the follow up fails to mix them up, atleast you have damage reduction, and no chip so be patient and wait for an opportunity to parry or frost bomb. You can play a really good footsie game with f4~aura and f42~ex aura as well to get a frame trap. One of the perks of playing the neutral without aura up besides getting the frame trap on block, is that if the string successfully hits and you cancel into ex aura you can hit confirm at that point.
When you get your opponent cornered I find the best range to be at is either max distance of 12 or b2. Get there by ending your combo with slide then back dash. From this range you can play mind games and have time to react to what your opponent is going to do. If they jump this is a good range to react with a d2,standing 1 aa, njp, njk. You can try to mix them up on wake up with 12~freeze/frost bomb or b2. You can also bait a lot of wakeups from this range and react with ex parry. One thing I like to do is whiff a 1, and then 12~freeze or whiff a 1 and b2. Also when ending a combo with slide, you have time to exaura and regular parry to beat out any wakeup attack that touches sz if you make that read.
I do think with 100% mu xp, 100% knowledge of the game, and mastery of sub zero's neutral would make unbreakable sub decent in the long run MAYBE. Thats my hopeful thinking on it. Just maybe unbreakable sub player can aa every jumping attack in the game with standing 1 in 5 years from now idk. But in 5 years no one is going to be late on their pokes when unb sub throws out a block string. I guess if he is left the way he is we will find out.
SUGGESTED CHANGES (IF NRS READS THIS)
1. Increase the speed of his d2 to 8f. Just to stop the jumping that ruins him. I think he would be much more viable if he had this.
2. With parry being so risky, and frost bomb not netting much damage at all in an already low damaging character improve his offensive abilities by allowing him to cancel into aura more than just once, and redesign them in stages giving them different buffs for each stage, 2 or 3 stages max w/ a debuff. The only difference in ex aura and regular should be the start up if this were applied.
3. If number 2 cant be done, and this character is to stay a defensive character in MKX, he should have a 1f parry.
**Added some gameplan information on corner strategy, neutral with aura up, and neutral without aura up.
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