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General/Other KILLER FROST - General Discussion Thread

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
What do you think makes it such a free match up?
Would love to play a few rounds to prove your point.
Honestly I have never even had to break down the MU because I haven't lost to any Banes yet. The only time I am mildly worried is when level 3 venom is activated. Otherwise her daggers hit twice so they break armor and slide is an insanely good whiff punisher against him. It can be hard to work his way in and once he does he will have to deal with a barrage of slides and MB f3's before he can get any damage. He cannot pressure on wakeup at all or else he will get completely destroyed. We can play sometime invite me @ ribbz22 on PSN.
 

RunwayMafia

Shoot them. Shoot them all.
oooo
For the slide - U3 - 22, DBF2 - JI2, 113 BF1 combo, the first 1 in my 113 string never hits. It makes my BnBs short by 1%

not a big deal but anyone know how i can fix this? rarely it hits but idk why

maybe im hitting 2 while midair too quick? i need to fall further before hitting 2?



this helped a lot, thanks!
I used to struggle with landing her command grab as well...now I rarely miss it. After hitting the 22, I manually hit Down, Back, and Frward...all seperately as opposed to rolling my thumb in that motion. ;)
 

UserJuke

Noob
Did you get to play your Killer Frost player yet, MastrNCmmndr? Im just curious to see how it goes and get some match notes.
 
Did you get to play your Killer Frost player yet, MastrNCmmndr? Im just curious to see how it goes and get some match notes.
Ah, I haven't fought RiBBz22 yet, but I did get to fight Birdsongs and Mr. Mileena (I think the latter plays KF quite well too, ranked 60 something on PSN or something).

So with online, there is some obvious difficulty with reacting to stuff, but I feel that is more in KF's favor because slide/air dash are easy to blow-up/AA offline. I beat Birdsongs KF either 2-1 or 2-0, and went 4-5 or something against Mr Mileena's fantastic KF (lots of wake up fails saved him too :) ).

With KF, you should try to get Bane to get impatient. KFs backdash is fairly good, and those guys did that along with air dash to play keep away, while throwing the occasional daggers. Be careful of sliding in; Bane has armor to blow up any poke afterwards with either a command grab or double punch. Very interestingly, Mr Mileena did d2 against my double punch, causing it to whiff awkwardly and set up a punish.

Wake up game I crushed mostly, although I should've been more aggressive because both were less slide happy after I hit them with delayed armored specials. Parry can be a dangerous wake up if I'm patient, but good when I was DP-ing for anti-air. Parry can also be used as anti-wake up for Bane. Safest option is to backdash, with the occasional slide/parry to check Bane.

When they put me in the reset, I just armored command-grabbed out. You'll have to anticipate this and either neutral jump if you don't read an anti-air, or dash back if you don't mind losing the reset.

All in all, it was close match ups each time. Usually it involved me taking the early advantage and KF coming back due to failed wake ups against slide. I feel that offline, I would've dominated far easier.
 

HugeMcBigLarge

Retirement my ass
Jump happy is kind of a bitch to deal with. Your d2 is really good for catching most jump ins. It will NOT beat aqua man's ji2 or ji d3 moves like doomsday's or bane's (unless you catch their feet, which isn't reliable). You can also meet them in the air with a ji3 (goes to full slide combo and it is apparently 9 frames). ji2 has good horizontal range as well.

You can also slide if you know they're landing and aren't in active attack frames. Otherwise slide has real low priority to jump in's.
 

ApertureBlack

The Only Player On The Wii U
Jump happy is kind of a bitch to deal with. Your d2 is really good for catching most jump ins. It will NOT beat aqua man's ji2 or ji d3 moves like doomsday's or bane's (unless you catch their feet, which isn't reliable). You can also meet them in the air with a ji3 (goes to full slide combo and it is apparently 9 frames). ji2 has good horizontal range as well.

You can also slide if you know they're landing and aren't in active attack frames. Otherwise slide has real low priority to jump in's.


Well thats just ballz
 

16 Bit

Mash d+1~Cat Claws
Elder God
NetherRealm Studios
Looks like slide OTG is gone with Scorp patch. A human can wakeup attack easier now after hard knockdowns like u+3, sweep and command grab. KF nerfed!
 

Goatlegs

Noob
Whoa +2? Really?!
Yessir, go look. Although I don't trust this games in game frame data, I'm almost positive it was 0 on block before. Considering our D1's god awful reach, I'll take this :D! Does that mean D1 on block into 22 could be a pseudo frame trap?
 

xKhaoTik

The Ignore Button Is Free
Yessir, go look. Although I don't trust this games in game frame data, I'm almost positive it was 0 on block before. Considering our D1's god awful reach, I'll take this :D! Does that mean D1 on block into 22 could be a pseudo frame trap?
Lol as soon as I heard +2 on d1, I thought of 22 for a follow up as well. Glad we think alike :)
 

Goatlegs

Noob
Lol as soon as I heard +2 on d1, I thought of 22 for a follow up as well. Glad we think alike :)
Haha, gotta keep her dirty! I really hope this isn't an in game frame data error, but ill test it later.

EDIT: Just tested it against Deathstroke's 7 frame sword spin, it either traded or beat it since her 2 is 9 frames. On trade she's at +22 so your more than likely at advantage even if slightly, on hit you confirm to full combo, on block you trait cancel (which will be +3 I believe). Is this thread worthy? If even just to spread her D1 is now +2.
 

16 Bit

Mash d+1~Cat Claws
Elder God
NetherRealm Studios
Some old incorrect frame data was cleaned up and fixed in this patch.