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Match-up Discussion Updated Killer Frost MU Chart

astronout

see you at the top.
*I'll finish my all of the MU synopsis shortly.

vs Aquaman 5-5
exp. Rico, Insaynne, Brady
Both character has the perfect tools to deal with the other's shenanigans. The life lead usually dictates who will come out victorious in this matchup.

vs Ares 6-4
exp. Mr. Aquaman
Killer Frost simply out footies and out zones Ares and there really isn't anything Ares can do about it except for throw out a perfectly timed teleport or jumping back to catch a whiffed slide. Ares still hits like pre patch black adam so it's not so bad.

vs Bane 5-5
exp. Bipolar, Rev
Guess right or lose.

vs Batgirl 6-4
exp. Sonicfox
Batgirls B2U3 is punished by Killer Frost's standing 1. B2D3~redemption is punished by Frost's standing 1. All of Batgirl's jump-ins are anti aired on reaction by F3, forcing batgirl to having to commit to a teleport in hopes of it hitting. Batgirls B12 is too slow to beat out a D1~slide after a blocked slide, forcing batgirl to either commit to a D1 (which is parried) or do nothing. Every cartwheel option punished for 39% into a vortex if guessed correctly.

vs Batman 5-5
exp. Perfect Legend
Momentum based matchup; the victor is normally the character who is able to begin their offence first. Note: there is no reason for Killer Frost to use the metered vortex in this MU as the meterless vortex as Batman's wakeup is easily stuffed by Frost's B1.

vs Cyborg 3-7
exp. Relaxedstate
Killer Frost has no answer for IANB of which maybe 2 people are able to pull of consistently. Still, at the highest level, approaching Cyborg is the hardest thing Frost ever has to deal with.

vs Catwoman 6-4
exp. myself Kappa
Catwoman's J2~anything can be backdashed for a punish. J2 is also easily shut down my Frost's D2 or MBF3. catdash and it's meterburned version, no matter where on the screen, is punished by Frost's standing 1 for 39% into a vortex. a blocked slide also leaves catwoman with 3 options: commit to a D1 as her low started or overhead are too slow to combat a D1~slide, grab which is teched on reaction, or do nothing. Slide is also fully invincible on wakeup, making catwoman's oki meta worthless in this MU; causing catwoman to jump back on wakeup in hopes of catching said wakeup slide.

vs Black Adam 5-5
exp. Rico
One of Killer Frost's worst matchup's pre patch. Post patch, divekick is no longer spammable and is easily punished with slide. MB lightning is also avoided on reaction. MB divekick is still a headache and Black Adam still hits like a truck.

vs Deathstroke 5-5
exp. J360
Like the aquaman MU, both characters have great tools to deal with each other's shenanigans. Frost could have a slight advantage as normal low gunshots are punished on block but I'm not too sure that is enough to warrant a 6-4. What may warrant that number is Frost's D2 and MBF3 shut down any jumping that Deathstroke could get away with in other matchups.

vs Doomsday 6-4
exp. Perfect Legend
Everything that isn't sweep or earthshaker is parried by Killer Frost on reaction. The only thing saving this MU from being a 7-3 is Killer Frost, if cornered, has almost no answer to get out.

vs Flash 5-5
exp. Witness, Honeybee
see. killer frost vs aquaman matchup synopsis

vs Green Arrow 6-4
exp. 7L
Killer Frost outzones GA and punished loading arrow with Iceberg on reaction. Any jumping at Frost' is MBF3 on reaction into 40%+. Frost also hits harder than GA does for making a mistake, leaving Frost advantageous even when taking more risk.

vs Green Lantern 5-5
exp. everyone and their mama
Lantern's B13 is parried into 40+% into a vortex. B1~minigun (~20%) or B1~B13 catches parry for a 40% combo. Other than that meta, this is a life lead dependent MU.

vs Harley Quinn 5-5
not too much exp. here


vs Hawkgirl 4-6
or here

vs Joker 6-4
exp. Qwark
Joker gets outzoned forcing him to try and make his way in by either dashing or jumping. All jump attempts are punished with MBF3 for 40%+ into a vortex. Another MU where there is never a reason to not use the meterless vortex as Joker's wakeups are easily avoided.

vs Lex Luthor 5-5
exp. Revolver
Frost out zones Lex. A few of his strings are interrupted with parry, equaling 40%+ into a vortex. Traited up Lex when he does get in is a nightmare. Also, being a power character with decent interactable control doesn't help Frost.

vs Lobo 6-4
exp. Captain O2
Frost out zones Lobo. Lobo out damages Frost. Frost anti air's Lobo's jump-ins easily. post slide meta is in Frost's favor. Hook charge is parryable. could be 5-5 but i like trolling Cpt O2

vs Martian Manhunter 3-7
exp. Jupiter
Frost's get's out footsied and out damaged. Frost' has 0 interactable control while Martian's control is the best in the game. Martian can reversal punish iceberg with pillar while pillar can not reversal punished with iceberg. daggers are punished with both teleport options. Frost also has 0 answer for overhead teleport that is unique.

vs Nightwing 6-4
exp. Chongo
See doomsday MU synopsis with an added note of weaker corner game.

vs Raven 5-5
exp. Glass Sword
see deathstoke MU synopsis

vs Scorpion 7-3
exp. Perfect Legend
Scorpions vortex is punished on block. MB teleport is punished on block. Scorpions jumping attacks are easily anti aired. Frost does almost twice the damage for guessing right versus scorpion in the same situation.

vs Shazam 6-4
Frost outzones shazam hard, forcing him to try and get in; thus, Shazam is more likely to make a mistake like jumping at killer frost or starting offence with unsafe specials or mediocre footsie tools.

vs Sinestro 6-4
exp. p2w, stuka
Frost effectively keeps sinestro from ever getting his trait out thanks to daggers + iceberg. Though if trait does find itself loaded, the match turns in favor of Sinestro instantly.

vs Solomon Grundy 5-5
not too much exp. here

vs Superman 5-5
exp. Jupiter, KDZ
Superman's zoning is not as strong as it use to be. laser or heat zap, depending on the range, is punished by Frost. His best string is parried for 40%+. His air control and that fact that if Frost does gets hit, especially in the corner, it's GGS.

vs Wonder Woman 5-5
exp. Foxy
WW's D3 is hell for Frost, as is her own Vortex. Heavy damage with no meter vs the meter dependent Frost does not help when it's time to Clash. Frost's parry combined with a couple of WW's best strings being interruptible is why I believe this MU isn't so bad. Wouldn't hesitate moving this to a 4-6 if I had more experience in the MU.


vs Zatanna 5-5
not too much exp. here

vs Zod 5-5
exp. M2Dave, Viking
Another MU where Frost does not need meter to continue her vortex. I have a setup that i will try to upload within the next day or so that negates/punishes all of Zod's wakeups after a HKD with no effort. Zod's backdash, zoning, and trait are still major problems, that on a stage with many interactable, could tip the scale in his favor. MU will have to be flushed out way more than it has been thus far.

no up-playing or downplaying
 
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Qwark28

Joker waiting room
Why even bother listing me as experience when I've said countless times that she doesn't outzone Joker, nor can she react to a close-up jump.

What meterless vortex are you talking about? I hope you don't think you can walk up and F3 him.
 

Sultan

Kitana, Scorpion
Hawkgirl's 4-6 imo, and I honestly think MMH is only 4-6, but otherwise: best match-up chart I've seen so far for Frost.

I'm not sold on Bane being even yet, but I'm totally free to Bane anyway so I'll just sit on that one for now...

Also, I do think that Zod/Superman/B.Adam are even, but on certain stages it's in their favor... but that's just nit-picking.
 

astronout

see you at the top.
Why even bother listing me as experience when I've said countless times that she doesn't outzone Joker, nor can she react to a close-up jump.

What meterless vortex are you talking about? I hope you don't think you can walk up and F3 him.
after ending in any HKD or U3, KF can instant air dash over joker, making all of his wakeup attacks come out reversed. also, like you've said, we ended the last disagreement with this MU will have to be played offline for any conclusive/cemented determination.
 

Qwark28

Joker waiting room
after ending in any HKD or U3, KF can instant air dash over joker, making all of his wakeup attacks come out reversed. also, like you've said, we ended this last disagreement with this MU will have to be played offline for any conclusive/cemented determination.
If you think this matchup needs to be decided online then why are you putting a solid number and mentioning gimmicks like airdash j3?
 

astronout

see you at the top.
If you think this matchup needs to be decided online then why are you putting a solid number and mentioning gimmicks like airdash j3?
i said offline though..., also, where did i say airdash J3? IAD after a hard knock down is not a gimmick. try and wake up and you'll see it coming out in the opposite direction of frost.
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
Good MU chart, pretty much spot on with the Frost community one with just a few tweaks. Which ones specifically do you have an issue with in the main thread? At first glance looks like AM/Raven/Cyborg/MMH/Batgirl
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
i could have sworn i listed this MU as 6-4 but whatever. fixed now.
Yeah KF's ground control with daggers specifically make this MU a pain for Shazam IMO. I would think most good Shazams would agree it hampers his game and it is MU impacting.

@Digit
 

astronout

see you at the top.
IAD can easily be blocked.
you still don't quite understand. Instant Air Dash does not involve J1/2/3. It simply put frost on the opposite side of the opponents directed wakeup with enough time to start her low or overhead mixup.
 

Qwark28

Joker waiting room
you still don't quite understand. Instant Air Dash does not involve J1/2/3. It simply put frost on the opposite side of the opponents directed wakeup with enough time to start her low or overhead mixup.
If its empty then you can backdash, out of which knockdown are you doing this
 

Vengeance135

Saltiest Joker Player
@astronout Hey man, i've mained Joker since day one and I've played this MU at least 600 times against KF players like RunwayMafia, Serjery (idk if he's on here but he is a damn good Kf) and a bunch of other great KF players. I have to say I agree with 100% on this MU being 6-4 KF's favor. Killer Frosts normals are more reliable then Jokers, especially if she has meter. She starts a string and she can either bounce cancel into F3 for a vortex or slide into vortex which the F3 can be easier to block on reaction but in a match can be harder due to its speed. Also Joker can zone her CAUTIOUSLY when he has health advantage but when she is in slide range, the revolver and regular canister can be punished very easily by slide, leaving Joker
 

Yoaks

A spaceman
I really have minimal to no exp. in the Lobo vs Frost mu. But from what i've played, it feels more so in her favor.
 

Vengeance135

Saltiest Joker Player
flash freeze. also you can't backdash out of slide.
@astronout with RLG to catch the slide. Since her jumping normals are great and she can air dash, those need to be taken into account before throwing any tools out.Also her J3 is hells strong which stuffs Jokers D2 and ij3. At first I thought it was lag but then tested it offline and its true IF timed right. Waking up on Frost isn't smart either unless you delay wake ups or know you can because MB F3 is the go to or the IA dash. However, since Joker has good wall carry and can punish her projectiles on reaction at full screen she has to work hard to get the win and if shes in the corner forget it lol