Seriously, the Killer Frost MU... I don't know what to do. If I jump in I get d2'd. If I counter poke I get parried. Cat Dash doesn't start up quick enough to beat her daggers unless I make a perfect read, and she can just run away while I attempt to chase her down across the entire screen, so the clock works against me as well.
Not to mention how hard it is to incorporate any of CW's oki tech, because of slide's invincibility, which takes away one of our biggest strengths. This icy ho just makes me feel declawed.
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GGA 16 Bit
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Krayzie
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killa_solid
I have not really played this matchup since at GGA I'm the one playing both girls. However, I've thought about how it goes down and I would give up trying to out footsie her in the neutral game and mostly focus on jumping back to avoid slide or just blocking and conceding the footsies game and playing the post slide guessing game.
If you jump back and she didn't slide she can't trip guard you or iceberg you so this is relatively safe. She'd have to commit to preemptive slide, which you can beat with a jump back attack or something like daggers which you can blow up with jump in 2.
Post blocked slide guessing game should basically be this flowchart: You read d+1~slide you do d+1~claws. You read backdash you do f+1,1,2~claws. You read parry you do b+1,2,d+3. If you read jump back you do jump forward 2.
Obviously everything I'm saying here is risky. You read daggers and you jump you may get blown up by d+2. You read parry and you b+1 you may get blown up by d+1~slide or whatever. Then it all leads to a vortex and it all may go south quickly. It's probably a losing match up. But if you don't make these reads you'll never win.
If you do knock her down and you read wakeup slide you can blow it up by doing back jump 1. Like after a 1,f+2 knockdown you're in the perfect space so if you do jump back 1 you'll land on top of her and punish the wakeup slide.