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General/Other KILLER FROST - General Discussion Thread

-LD50-

In a relationship with Killer Frost
So i'm damn new to fighters (injustice is my first one)

I dont really understand what OTG means.

I dont really understand what the "OTG changes" are or what they mean.

I don't really understand how this affects KF.
can someone take the time to give me, a very new fighter player and KF player, a clear explanation of what it means / whats changed / what this means for me? I am sure it affects me even though i dont really understand it.

Thanks fellow frosties <3
 
not sure if has been talked about but you can MB parry the scorp tele if you anticipate it. u cannot react so it is a guess. if u parry before he teles, the parry will still hit him for full combo to vortex.
 
The first thing u said is correct. Im facing right and they are facing left. If I feel a tele coming I parry while facing right. They tele and hit the parry for full combo.

Problem is... It's a guess/read. Not reaction
 
So just for 100% clarification: You're on the left, they're on the right. They jump back and you parry facing them. They tele and you parry them coming from the left while your back is to them?

Or they jump back and you input the parry right before they hit you (as a result of guessing )?


Also, is anyone able to test if the timing is too strict to MB F/B 3 to punish/ stuff the ex teleport? Have so many theories and tests I wanna run but don't have the character...

very strict but MB tele beats them
 

Goatlegs

Noob
guys...draggers went down to +4 on hit...what does that change?
Nothing really, just means you can't end your 50/50 combo setup with f1 1 2/3~daggers anymore. Just use f1 1 2 4. I've been using just a plain standing 2 because it's +22 on hit and I'm to lazy to learn the follow up timing after the trait cancel xD.
 

CY MasterHavik

Master of Chaos and Jax
Nothing really, just means you can't end your 50/50 combo setup with f1 1 2/3~daggers anymore. Just use f1 1 2 4. I've been using just a plain standing 2 because it's +22 on hit and I'm to lazy to learn the follow up timing after the trait cancel xD.
lol that ain't so bad it seems to be so good.
 

REYTHEGREAT

..........................
you can parry the teleport? Also, do you have to punish the teleport while he is spinning in the air or can you let them land on the ground like in MK?
you can parry both his regular tele and his MB one. the way i have punish his tele is by using my meter burn parry. he would just freeze in front of you. if i had down he will spin like in MK and you have to let him land for a quick second and punish to get the most damage since his already standing and in the process of recovering.
 

cirkusfreaksho

All in a day's work
why does 3 whiff after a j2 but connects after a j1. Just something i noticed and i tested it on a lot of different characters and it whiffs everytime. Standing 3 can lead into damaging combos and is +15 on block but its not working properly i think. Sorry if already known.

edit: connects on big characters like bane and grundy but the weird thing is that 3 into slide works on everyone except the big characters... wtf is 3 buggy?