Konqrr
MK11 Kabal = MK9 Kitana
You can use a slide later in a combo and still have it juggle as long it's the first slide in the combo.Unless I'm mistaken, the slide at the end should never work.
You can use a slide later in a combo and still have it juggle as long it's the first slide in the combo.Unless I'm mistaken, the slide at the end should never work.
I was referring to raw slide after regular Glacier. It's tight enough doing a d+1 after an up close one.You can use a slide later in a combo and still have it juggle as long it's the first slide in the combo.
If you look at the combo vid I made, you can get 66% for 1 bar and much less inputI have 67 or 68% reset combo with trait 2 bars, not sure how much damage it was but it was almost 70%!
Slide (bd3) U3 U3 U3 U3 U3 U3 U3 U3 U3 U3 (10 u3's) 2~ MB iceberg (db2) b3 MB command grab (dbf2) f113 dagger (df1)
The timing for the command grab is kinda strict but its worth guys Just breaking the ice
true lol but she can reset after the end of the combo which it could be a possible death combo lol love tha combo you did btw. will most def try tha combo.If you look at the combo vid I made, you can get 66% for 1 bar and much less input
True as well lol ... The reset could be really useful, I'll try it out and see if I can come up with alterations or follow up inputstrue lol but she can reset after the end of the combo which it could be a possible death combo lol love tha combo you did btw. will most def try tha combo.
Hit the first U3 as early as possible so you still have a relatively high juggle to work with.I'm having trouble landing the command grab after 2 u+3s, I can only connect after omitting one. What am I missing?
After they thaw they can just back dash and avoid the setup before you get there, or you even risk getting hit out of the air if your timing isn't right or they react correctly. Any time you do the command grab and freeze I think it makes sense to take the easy damage into the standing reset. Then you can pretty much pick from a slew of options since you are at least at +9 frame advantage.Are there any setups with her airdash? Thought after MB DBF2 doing a jump back into airdash you end up almost right above opponent for an ambiguous setup was pretty nifty, though you give up around 10% though. I recon it can be done after most untechable knockdowns. Got the game few days back and only now i can invest a bit of time in it, so don't know if it is any good, still trying to get her BnBs down. pretty new to KF and Injustice as a whole atm.
Yeah i noticed they could dash out, pretty bummed about that, might be good for only once during a match lol.After they thaw they can just back dash and avoid the setup before you get there, or you even risk getting hit out of the air if your timing isn't right or they react correctly. Any time you do the command grab and freeze I think it makes sense to take the easy damage into the standing reset. Then you can pretty much pick from a slew of options since you are at least at +9 frame advantage.
I use that sometimes if I am managing my meter, or something else ending in iceberg. If you are worried about pushing zoners away you can always sacrifice some damage and end the combo with f112 slide. The slide won't hit, but it will end with you right next to them. From there you can go into some balls of steel type offense or sit back and see if they wake up, but at least you will be close.Konqrr
GGA 16 Bit
What are you guys using for a meter less follow up to the vortex ender? I've been using f3/slide u3u3 1133~iceberg. Nets about 75-80% including the original combo and pushes them full screen. Obviously this is not good against zoning characters but it's what ive been doing to create some space after taking big damage. Thoughts?
Fiddle around with MB Ice Grab > NJ2 > f+23, untechable knockdown with slightly less damage than the typical dagger ender.Yeah i noticed they could dash out, pretty bummed about that, might be good for only once during a match lol.
I'm a bit behind on what is good or bad in this game and for Killer Frost. Need to look up some gameplays of good KF players to get an idea of how to play her.
Konqrr
GGA 16 Bit
What are you guys using for a meter less follow up to the vortex ender? I've been using f3/slide u3u3 1133~iceberg. Nets about 75-80% including the original combo and pushes them full screen. Obviously this is not good against zoning characters but it's what ive been doing to create some space after taking big damage. Thoughts?
for me i wouldnt want to sacrifice the damage from the reset just to get a free jump in attempt into whatever. You can still do the reset, get the damage and the advantage ( +9 isnt anything to dismiss either) and then force them to have to guess whats coming next rather than 100% blocking whatever you do after the j.2. and losing out on potential damage...just my opinionSo I've been dropping the f+113xxdaggers at the end of my resets and just using the hitstun off of j.2. I think it's a much better setup overall.
Sure, you lose 11% on your combo, which looks big. However, you're still doing 33% on each successful mixup, so you're still in a 2-mixup win situation as you would if you leave in the f+113xxdaggers.
In return, you get a LOT more advantage. The j.2 leaves them in that odd stagger state that was in MK where you can't do anything but block. It makes the f+3 or slide mixup much, much tighter.
On the other hand, ending with daggers leaves you at only at +9. That means if you're going straight into overhead, the enemy has 10 frames to do something. Slide is even slower.
Using only j.2 means no chances to backdash, jump, poke, or b1/3 mb for armor. It's also basically error-proof on KF's end - no need to be nearly frame perfect on the f3 or slide anymore.
The tradeoff has been working very well for me. I don't even notice the loss in damage because, again, it's still going to take 2 successful mixups to kill after reset regardless. But enemies aren't getting out nearly as often, whether my fault or theirs.
Maybe I wasn't clear. You're still setting up a reset, it's not a jump in attempt. Instead of doing MB grab, j.2, f+113 daggers, you just do MB grab, j.2. You lose 11% from the combo but get much more advantage, making the reset more likely to succeed.for me i wouldnt want to sacrifice the damage from the reset just to get a free jump in attempt into whatever. You can still do the reset, get the damage and the advantage ( +9 isnt anything to dismiss either) and then force them to have to guess whats coming next rather than 100% blocking whatever you do after the j.2. and losing out on potential damage...just my opinion
What are you dropping with f+113 xx BF1? Maybe we could help.So I've been dropping the f+113xxdaggers at the end of my resets and just using the hitstun off of j.2. I think it's a much better setup overall.
Sure, you lose 11% on your combo, which looks big. However, you're still doing 33% on each successful mixup, so you're still in a 2-mixup win situation as you would if you leave in the f+113xxdaggers.
In return, you get a LOT more advantage. The j.2 leaves them in that odd stagger state that was in MK where you can't do anything but block. It makes the f+3 or slide mixup much, much tighter.