End a combo with MB Command grab. Then do neutral jump 2, f+1,1,3~daggers. This leaves the opponent standing and gives Killer Frost hella frames. From here f+3/slide is a terrible guessing game for them.
If timed correctly the opponent cannot do much about the slide but block. Fast normals and specials cannot beat it. They cannot jump out in any direction or backdash. They can backdash or jump away from f+3. Both options can be beat by armor, including b+3/f+3 MB. Parries can beat the overhead(and Joker's can beat the slide).
A basic bnb to get this started would be launch(slide or f+3) into u+3, 2,2~mb command grab.
If timed correctly the opponent cannot do much about the slide but block. Fast normals and specials cannot beat it. They cannot jump out in any direction or backdash. They can backdash or jump away from f+3. Both options can be beat by armor, including b+3/f+3 MB. Parries can beat the overhead(and Joker's can beat the slide).
A basic bnb to get this started would be launch(slide or f+3) into u+3, 2,2~mb command grab.