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Guide Just Breaking The Ice. Killer Frost Guide

Laos_boy

Meow Hoes
Killer frost, a character that used to be cyrax with a 50/50.

Pros and Cons
+ safe 50/50
+ vortex
+ good anti air
+ great footsie tool
+ decent zoning

- bad air normals
- terrible dashes
- bad air control
- almost useless trait

~ THING'S TO KNOW ~
• she used to be broken
• now she is said to be in the ranks of 9-15
• in the current meta it is said killer frost is free to jump back
• she has a reset that's a just frame
• she is said to be braindead.


~ MOVES ~

> NORMALS AND STRINGS

- 1, 111, 113: this is your punisher. Its 6f and +6 if canceled into trait. 113 is used mainly as a combo filler

- 2, 22: a fast mid with little range. Mostly used as a combo filler

- 3: a slow mid that's +15 on block. Most will go for a 50/50

- b1: long range low and her best meterless combo starter

- b2: a slow normal that puts you in an airborne state. Used for quick stand

- d1: 7 frame mid that's +2 on block and sets up some dangerous mix ups

- d2: a 10f anti air that's safe on block. Its a great anti air but its not braindead.

- f3: a 20f overhead that can be armored. Some like to do dash up mb f3. Be careful its death on whiff

> SPECIAL MOVES

- Slide: one of the best footsie tools in the game and on of the best wake ups in the game. This move has range launches and is safe on block

- ice daggers: a two hitting high projectile. This is a decent zoning tool and has a big hitbox

- iceberg: a ground tracking projectile. This move has no aerial hitbox unless used in a combo. The MB version let's you combo.

- frostbite parry: this move is a 1f parry. It let's killer frost scare her opponents with negative frames. Stuffed by lows. If MB you get a combo.

- freeze grab: this is a high unblockable cmd grab. This sets up her vortex but it needs meter.


~ BREAKDOWN ~

> UP CLOSE
• after the patch killer frosts rush down isn't as good as before. Pre patch she had trait cancel that left her at massive advantage. Enough advantage for a 50/50 into a vortex.
• now killer frost main tool up close are d1, the 50/50, parry, and 111 trait cancel.
• luckily killer frost has a 50/50 but due to her dash she can't dash in for free and go for the 50\50. So shell have to use armor or slide to get in. Or you can be risky and dash up parry.
• d1: killer frost d1 is +2. most Will expect d1 slide. So you can d1 overhead but to be safe you can d1 mb f3
• remember with two bars killer frost can put anyone in a 50/50 situation

> ZONING
• Killer frost has two basic zoning tools. A high projectile and a ground tracking.
• I say killer frosts zoning is good enough to hold a solid life. But not to gain a life lead.
• if the time is running out and you have the life lead killer frost has the tools to keep most out long enough.
• if you hit an anti air ice dagger mid to full screen you can convert into a mb ice berg into another ice berg.
• if you hit ice daggers full screen the second is block able but if you connect the second hit you get a free ice berg
• frame traps: if you block ice daggers full screen you have to block an ice berg, if you duck ice daggers full screen the only way to avoid the ice berg is to jump or a strictly timed dash with some characters.

> FOOTSIES RANGE
• against killer frost Most players will fear the slide so they will start jumping back like crazy. Unfortunately she doesn't have any great answers for this.
• to stop jump back you can time a trip guard with slide, which is super risky against characters with above avage air normals like DS j3, Harley j2, or wowo j3. Another option she has is to try and preemptive j1 or j3 but her fastest normal is 9 frames. So there's a small chance that she'll win that trade. Another option is to dash up d2 but due to the duration of her dash there's a possibility that you'll get hit out of it. The last option is to throw daggers this is probably the most safe option.

> THE VORTEX
- killer frosts vortex is ending your combo in mb freeze

• THE REGULAR VORTEX
- end you combo in mb Freeze grab j2 2, now you're at +22 frames so you can go for b1u3/f3

• THE TRAIT VORTEX
- during mb freeze grab you can charge 1\3 of your trait and then go for the 50/50. And when you have trait be hope full you guess right. this is useful against aquaman

• THE AIR DASH VORTEX
- end your combo in mb freeze grab, then jump back then you are able to forward dash and you can choose whether its crosses up or not. This reset is easier to see. But it ends in plius frames if the block.

• INSTANT AIR DASH VORTEX
- this requires a little execution. After a freeze grab instant fwd air dash then you can jump over them if you delay the j2 you will cross up and if you do it 1 frame early it won't cross up.

• THE METERLESS VORTEX
- end you combo in u3 and then dash over your opponent.
- I recommend this vortex against aquaman, raven, Catwoman, lobo, and anyone with ass wake ups.


~ OTHER THINGS ~

> THE POST SLIDE GUESING GAME
- killer frost is only -4 so she is able to parry. Which creates a dangerous guessing game
• Parry beats d1, lows and grabs beat parry
• d1 and standing 1 beats lows 11f and up, d1 beats d1
• she can backdash. You can dash d1 but her d1 beats that

> KNOCKDOWNS
- killer frost also has a decent oki game.
- her main KDs are Freeze grab, u3, and d3
- when killer frost has a mb f3 her KD game becomes scary
• Basically if she drops a combo and she has a bar your opponent is still in a vortex

> USING PARRY
- parry is a great tool to get out of pressure.
- most of the time you are able to parry j2 into any attack 11f or up.
- against doomsday you can parry his shoulder
- you can parry during oki to scare your opponent from waking up and you can go for a 50\50

> AIR DASH
- Mostly used in mix ups, running away, and getting in


~ TECH AND GIMMICKS ~

> MEATY CMD GRAB
• after a KD you can time a freeze grab and the opponent can't avoid it unless they wake up.

> B2 QUICK STAND
• during a combo end it in b2 and its a quick stand so you can go for a 50\50. This can be tech rolled

> B1U3 QUICK STAND
• do this combo. Starter u3, 2, b1u3~freeze grab. The grab will hit no matter what. The opponent needs to tech roll or wake up

> THE 33/33/33
• After. Freeze grab you can j1~freze grab and if you ht it right it'll reset the combo. The only way to void it is to back dash. So its a guess between backdash/high/low

> THE JUST FRAME RESET
• after a freeze Grb you can tap trait and instantly go for another freeze grab. If done right your opponent can't escape. But this is super hard.

> WAKE UP REVERSAL
• End a combo in d3 then dash and neutral jump they will lwake up the other way.

~ INTERACTABLES AND STAGES ~
- being an acrobat she doesnt really utilize interactables well.

> MOBILITY
• On most stages you can gt a life lead and runaway using and the jumping intractable

> FREEZE GRAB
• in the corner you can jump over 2 into a corner interactable



~ MATCH UPS ~
- Killer frost can win any match due to her being a vortex character.

> Cyrborg 4-6 possible 3-7
- iaNB gives her so much trouble and if you think you can slide in he does ground NB.
• Getting in
- most will try to get in with slide but that's not possible when he has ground NB
- so my advice is hope he reads that you're gonna slide and you counter read with ice berg. And even that trade doesn't favor you.
• When in
- you need to hope he doesn't guess right
- he doesn't technically win the post slide guessing game. But he can take your d1 and push block

> Martian Manhunter 4-6 possible 3-7
- at the start of the match its pretty neutral, he can't just trait 3 and get you where he wants due to your parry but he can bait and punish.
• full screen he pretty much wins
- I'm pretty sure he can perfectly do an iaTele to punish ice berg and teleport the daggers
• Midscreen
- here the match be comes easier. Kind of. Not really
- since he has an air teleport he can play a bird martian
- you can hope you can get a slide and like any character that's gets hit by a slide they end up in a vortex.
• But basically in this !match its going to be hard getting in due to orbs



~COMBOS~
- her main starters are b1u3 and f3. B1u3 will always do 1% more

> MIDSCREEN

• starter u3, 2, u3, 11b2 slide, (3 ice berg / u3 / 2 mb freeze grab j2 2 )

• starter u3, 2, u3, 2 slide, (3 ice berg / u3 / 2 mb freeze grab j2 2 ) for small hit box characters

• starter u3 (22 ice berg / u3, u3 / f112 mb freeze grab j2 2 )

• Slide u3 u3 (22 ice berg / u3 / 2 mb freeze grab j2 2 )

• j3 11b2 slide (22 ice berg / u3 / f112 mb freeze grab j2 2 )

• b3 j3 u3, 2 ,u3, 2 slide (3 ice berg / u3 / 2 mb freeze grab j2 2 )

• d2 u3, 2, u3, 11b2 slide (3 ice berg / u3 / 2 mb freeze grab j2 2 ) replace 11b2 with 2 for small hit boxes

• d2 slide u3 (22 ice berg / u3 / 22 mb freeze grab j2 2 )

• mb ice berg slide u3 (22 ice berg / u3 / 22 mb freeze grab j2 2 )

• ice berg 11b2 slide (22 ice berg / u3 / 22 mb freeze grab j2 2 )

• b2 11b2 slide 22 ender

> CORNER
• Starter 2, 3 slide, u3, 11b2 (ice berg / mb freeze grab, j2 f113 )

• Slide u3, 2, 11b2 ( ice berg / mb freeze grab j2 f113 )
 
Last edited:

Pan1cMode

AUS FGC represent!
I no get tag :(. Anyways, guide looks good to me. Maybe mention instant air back dash as her fastest means of moving backwards?