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Guide KILLER FROST - Living Combo Archive/Discussion (Archived)

These are combos for all of KF's relevant combo starters. Each variation is listed under the starting attack. KF's options are usually meterless damage, meterless vortex, meter damage, meter vortex, and corner carry.

Variations

- For all of these combos, you can replace 2~MB freeze with f1~MB freeze if that's easier for you. It makes no difference in damage.
- After u3s, you can replace f112 with f113 to make the combo much harder but deal slightly more damage. Considering consistency is important for KF, and getting the right height to land f113 can be finicky, it's not usually worth it unless you're an execution master.
- Any 'u3, u3, 22xxMB freeze' can be replaced with 'u3, f113xxMB freeze.' This puts your opponent on the opposite side for only a 1% damage loss.
- Any time you see j2, 2, feel free to leave out the 2 for a lot more wiggle room in your resets. As long as you don't buffer a ground string during the j2, it won't combo, but your opponent will stay staggered. It's an easier execution and generally tighter setup.

Corner Considerations

- When you've cornered your opponent, for the MB vortex, end your combo in j2, f113 instead of j2, 2. Usually the f113 pushes enemies out of range of f3, but in the corner it doesn't and still nabs you +20 on hit, enough for an uninterruptable f3.
- Using u3 twice in the corner usually makes KF kick the wrong way. It's usually best to skip the second u3 because it keeps them in the corner, and the damage is made up by the f113 ender.

Execution Tips

- 2~MB freeze is a lot easier with release check on, and turn on release check doesn't affect the rest of KF's game.
- If you're having trouble landing f1~MB freeze or 2~MB freeze, trying doing 2~slide instead of f112~slide during combos. This lowers the gravity after the slide, giving you much more leeway. Most of these combos will still crack 33%, enough for a 3-touch kill.
- All f112~icebergs can be substituted for 22~iceberg for a fraction of a % less. This knocks your opponent further away. Worthwhile if you drop the last f112 often.
- All f112~slides can be replaced by 2~slide, which lowers the gravity after the slide for significantly easier combos. If you notice you did your u3s too low to land f112, use 2~slide to keep the combo from dropping.

F3 (overhead starter)

Meterless Damage: F3, u3, u3, f112~slide, f112~iceberg 38%
Meterless Reset: F3, u3, u3, f112~slide, u3, dash 35%
MB Damage: F3, u3, u3, f112~slide, 2~MB freeze, j2, f113~daggers 41%
MB Reset: F3, u3, u3, f112~slide, 2~MB freeze, j2, 2 37%
Corner Carry: F3, u3, u3, 11b2~slide, u3 36%

B1U3 (low starter)

Same as F3, but usually 1% more damage

D1 (fastest punish/poke)

Meterless Damage: d1~slide, u3, u3, f112~daggers 30%
d1~slide, u3, u3, u3, 11~iceberg 32%
Meterless Reset: d1~slide, u3, u3, u3 dash 25%
MB Damage: d1~slide, u3, u3, 22~MB freeze, j2, f113~daggers 36%
MB Reset: d1~slide, u3, u3, 22~MB freeze, j2, 2 30%
Note: these combos work with any string starter that keeps your opponent grounded, such as 111, 22, etc., or raw slide

D2 (anti-air)

Meterless Damage: d2, u3, u3, f112~slide, f112~iceberg 29%
Meterless Reset: d2, u3, u3, f112~slide, u3, dash 26%
MB Damage:
d2, u3, u3, f112~slide, 2~MB freeze, j2, f113~daggers 32%
MB Reset: d2, u3, u3, f112~slide, 2~MB freeze, j2, 2 28%
Corner Carry: d2, u3, u3, 11b2~slide, u3 27%

MB Iceberg (fullscreen punish)

Meterless Damage: MB iceberg, dash, slide, u3, f112~iceberg 27%
MB iceberg, dash, slide, u3, u3, 11~iceberg 32%
Meterless Reset: MB iceberg, dash, slide, u3, u3, dash 23%
MB Damage: MB iceberg, dash, slide, u3, 22~MB freeze, j2, f113~daggers 33%
MB Reset: MB iceberg, dash, slide, u3, 22~MB freeze, j2, 2 27%

Anti-Air Daggers

Meterless Damage: AA daggers, iceberg 20%
MB Damage: AA daggers, MB iceberg, dash, slide, u3, 11~iceberg 34%
2-MB Reset: AA daggers, MB iceberg, dash, slide, 2~MB freeze, j2, 2 30%
Blow Your Load: AA daggers, super 43%

JI2

Meterless Damage: ji2, b1u3, u3, u3, f112~slide, f112~iceberg 42%
Meterless Reset: ji2, b1u3, u3, u3, f112~slide, u3, dash 39%
MB Damage: ji2, b1u3, u3, u3, f112~slide, 2~MB freeze, j2, f113~daggers 45%
MB Reset: ji2, b1u3, u3, u3, f112~slide, 2~MB freeze, j2, 2 41%
Corner Carry: ji2, b1u3, u3, u3, 11b2~slide, u3 40%
Note: Use these combos after a successful MB parry

J2 (air to air)

Meterless Damage: j2, u3, u3, f112~slide, f112~iceberg 39%
Meterless Reset: j2, u3, u3, f112~slide, u3, dash 36%
MB Damage: j2, u3, u3, f112~slide, f112xxMB iceberg, b3, daggers 45%
MB Reset: j2, u3, u3, f112~slide, 2~MB freeze, j2, 2 38%
Corner Carry: j2, u3, u3, 11b2~slide, u3, 1 37%

JI3

Meterless Damage: ji3, 2~slide, u3, f112~iceberg 35%
ji3, 2~slide, u3, u3, 11~iceberg 37%
Meterless Reset:
ji3, 2~slide, u3, u3, dash 30%
MB Damage: ji3, 2~slide, u3, 22~MB freeze, j2, f113~daggers
ji3, 2~slide, u3, f112~MB iceberg, b3, daggers 41%
MB Reset: ji3, 2~slide, u3, 22~MB freeze, j2, 2 35%
Corner Carry: ji3, 11b2~slide, u3, 11~iceberg 36%

B3

Meterless Damage: b3, j3, u3, u3, 11b2~slide, f112~iceberg 44%
Meterless Reset:
b3, j3, u3, u3, 11b2~slide, u3, dash 41%
MB Damage: b3, j3, u3, u3, 11b2~slide, 2~MB freeze, j2, f113~daggers 47%
MB Reset: b3, j3, u3, u3, 11b2~slide, 2~MB freeze, j2, 2 43%
Note:
you can replace the 11b2~slide with 2~slide for 2% less damage

MB Parry

See JI2
 
Last edited:

tax

Noob
this is really really useful. just a quick addition: raw slide - meterless dmg: slide u3 u3 u3 d1 iceberg (31%)

and maybe we should consider 111 as a punish as well? though the combos would be similar to the d1 combos.
 

16 Bit

Mash d+1~Cat Claws
Premium Supporter
NetherRealm Studios
Some good stuff here. Too close to EVO to update my BNB I think but I might switch to some of these after.
 
I do recommend at least updating your f3/b1 combos. It's pretty important to make sure you can still kill with 2 MB resets post patch. Seems like a pretty good use of a half hour.


Updated OP with additions from Tax.
 

Gh0sty

ばかみたいに無料
Some great stuff to try out I haven't seen before. Thanks for posting! I usually d1~slide after j3 cross up. Any damage difference using 2?


Ghosty™
 

tax

Noob
i guess everyone here is a combo master, but i have to ask: is anyone finding it a pain to do 2~mb freeze in combos (in particular: f3 u3 u3 f112~slide 2~mb freeze j2 2)? it feels like you have really little time to buffer the down, back and forward inputs within the execution frames of 2, so most times i get the 2 but not the mb freeze. f1~mb freeze is equally difficult for me too.
 
i guess everyone here is a combo master, but i have to ask: is anyone finding it a pain to do 2~mb freeze in combos (in particular: f3 u3 u3 f112~slide 2~mb freeze j2 2)? it feels like you have really little time to buffer the down, back and forward inputs within the execution frames of 2, so most times i get the 2 but not the mb freeze. f1~mb freeze is equally difficult for me too.
It's not super easy, but it's also not the hardest thing I've had to do in a bnb either. If you're having trouble doing the input that fast, I'd recommend using 2 because that move is faster. F1 is helpful to those who accidentally get iceberg instead of freeze.

The important thing for that part of the combo is to get the 2 off early. After that, you have a little more time than you might think to input the freeze. It doesn't have to be lightning quick.

Hope that helps.
 

cirkusfreaksho

All in a day's work
nice combo layout...one thing about d1 into mb freeze...it isnt a true combo because you can duck the freeze after d1..ive tested this offline with a friend to see about a potential reset using d1 mb freeze after doing a combo into a mb freeze and instead of j2 2 go for d1 mb freeze again but its duckable lol
 

Konqrr

MK11 Kabal = MK9 Kitana
ApocaLips

Here are some notes and updated combos:

NOTES:
  • Replace f113 with f112 for easier combos and only 2.21% less damage
  • Any combo that has "u3, u3, 22~MB Grab" you can replace it with "u3, f113~MB Grab" to put your opponent on the opposite side for only a 1% loss in damage
D1 (fastest punish/poke)
(yours) Meterless Damage: d1xxslide, u3, u3, f112xxiceberg 30%
(mine) d1~Slide, u3, u3, u3, 11~Iceberg 32%
(yours) Tech trap 1 meter: d1xxMB freeze, j2, f113xxslide, u3, u3, f112xxiceberg 34%
(mine) d1~MB Grab, NJ2~f113~Slide, u3, u3, u3, 11~Iceberg 35%
(yours) Tech trap 2 meter: d1xxMB freeze, f113xxslide, u3, u3, f112xxMB iceberg, b3, daggers 38%
(mine) d1~MB Grab, NJ2~F113~MB Iceberg, b3, j3, u3, 2~Slide, 2~Grab 38%
(mine) d1~MB Grab, NJ2~f113~Slide, u3, u3, u3, 1~MB Iceberg, b3, daggers 39%

Raw Slide
Slide, u3, u3, u3, 11~Iceberg 32%
Slide, u3, u3, u3, 1~MB Iceberg, b3, Daggers 38%

MB Iceberg
MB Iceberg, Dash, Slide, u3, u3, 11~Iceberg 30%

J3 COMBOS (I saw PR Balrog use them)
J3, 11b2~Slide, 22~MB Grab, NJ2, 2 33%
J3, 11b2~Slide, 22~MB Grab, NJ2, f113~Daggers 39%
J3, 11b2~Slide, u3, 22~Iceberg 37% (can use 11~ for 36%)

I rarely ever use f113~Slide after two u3's ... it is too unreliable for me.
 
Konqrr,

I have some comments before I implement some of these changes. My comments in blue.

NOTES:
  • Replace f113 with f112 for easier combos and only 2.21% less damage
I think the damage reduction depends on where in the combo the f113 is. It shouldn't be a static value.
  • Any combo that has "u3, u3, 22~MB Grab" you can replace it with "u3, f113~MB Grab" to put your opponent on the opposite side for only a 1% loss in damage
This is awesome, thanks for this. KF's combos are now extremely finnicky in the corner.
D1 (fastest punish/poke)

(yours) Meterless Damage: d1xxslide, u3, u3, f112xxiceberg 30%
(mine) d1~Slide, u3, u3, u3, 11~Iceberg 32%

Good stuff, will add.

(yours) Tech trap 1 meter: d1xxMB freeze, j2, f113xxslide, u3, u3, f112xxiceberg 34%
(mine) d1~MB Grab, NJ2~f113~Slide, u3, u3, u3, 11~Iceberg 35%

Same thing, will add.

(yours) Tech trap 2 meter: d1xxMB freeze, f113xxslide, u3, u3, f112xxMB iceberg, b3, daggers 38%
(mine) d1~MB Grab, NJ2~F113~MB Iceberg, b3, j3, u3, 2~Slide, 2~Grab 38%
(mine) d1~MB Grab, NJ2~f113~Slide, u3, u3, u3, 1~MB Iceberg, b3, daggers 39%

Great that you can get to the 38% ending in grab for better oki. Will add both.
Raw Slide
Slide, u3, u3, u3, 11~Iceberg 32%
Slide, u3, u3, u3, 1~MB Iceberg, b3, Daggers 38%

MB Iceberg
MB Iceberg, Dash, Slide, u3, u3, 11~Iceberg 30%

All of these look good, will add
J3 COMBOS (I saw PR Balrog use them)
J3, 11b2~Slide, 22~MB Grab, NJ2, 2 33%
J3, 11b2~Slide, 22~MB Grab, NJ2, f113~Daggers 39%
J3, 11b2~Slide, u3, 22~Iceberg 37% (can use 11~ for 36%)

All of these look suboptimal. PRrog was also using a 2-meter standing reset combo which was clearly wasteful. Not so sure I should include these.

The only useful piece of knowledge I see here is that you can combo a 11 after j3. That might increase damage by confirming into 11b2 and would let ou do 111~4 pressure if they block (still +5 after patch). I'll look into it shortly.

Thanks for the updates!
 

Konqrr

MK11 Kabal = MK9 Kitana
Konqrr,

I have some comments before I implement some of these changes. My comments in blue.

Thanks for the updates!
The static damage change was based off of the hits (f112 *first hit of 2 - 1.65% and f113 which was 2.21% higher at 3.86%). That's how I got my number after I noticed basically a 2% difference in damage when using f112~slide instead of f113 which is very unreliable and dependent on the height of the leading u3's.

I think other players will agree with me that they want consistency way more than big damage GGA 16 Bit

The thing about the j3, 11b2~slide combos is that they do really good damage and have wall carry where the 2~slide variation does not. Who cares if PR Rog was wasting meter when he did them lol ... the idea was there so I took it!
 
The static damage change was based off of the hits (f112 *first hit of 2 - 1.65% and f113 which was 2.21% higher at 3.86%). That's how I got my number after I noticed basically a 2% difference in damage when using f112~slide instead of f113 which is very unreliable and dependent on the height of the leading u3's.
I noticed a 1-2% difference depending on the starter. What you said isn't inconsistent with that, so I'll leave it as is.

I think other players will agree with me that they want consistency way more than big damage GGA 16 Bit
I absolutely agree, which is why I note:
- After u3s, you can replace f113 with f112 to make the combo easier but deal slightly less damage. Considering consistency is important for KF, and getting the right height to land f113 can be finicky, it's likely a good substitution.
Consistency is imperative for a vortex-based character like KF.

The thing about the j3, 11b2~slide combos is that they do really good damage and have wall carry where the 2~slide variation does not. Who cares if PR Rog was wasting meter when he did them lol ... the idea was there so I took it!
And that's exactly why I asked, lol. Very good point. Although admittedly my corner tech with KF is lacking.

I still see major problems with these combos though:
(1) If you want them to land in the corner, these combos put them on the wrong side - your back is to the corner.
(2) Their damage is suboptimal. The best I'm getting meterless is j3, 11b2xxslide, u3, 11xxiceberg for 36% - the disparity is even greater when you go for setups.

If we can work around these problems, then we can develop an entire corner-carry subsection for most starters (ex: f3, u3, u3, 11b2xxslide, j2, 2 38%). Basically anything that doesn't require you to cancel into slide right away.

Let me know if you figure anything out to fix those problems, and I'll incorporate those into the starters that work for it.
 

Konqrr

MK11 Kabal = MK9 Kitana
I still see major problems with these combos though:
(1) If you want them to land in the corner, these combos put them on the wrong side - your back is to the corner.
(2) Their damage is suboptimal. The best I'm getting meterless is j3, 11b2xxslide, u3, 11xxiceberg for 36% - the disparity is even greater when you go for setups.

If we can work around these problems, then we can develop an entire corner-carry subsection for most starters (ex: f3, u3, u3, 11b2xxslide, j2, 2 38%). Basically anything that doesn't require you to cancel into slide right away.

Let me know if you figure anything out to fix those problems, and I'll incorporate those into the starters that work for it.
1 - I absolutely agree ... you cannot get a MB Grab off of an u3 after the slide which sucks and completely negates the wall carry lol -- we have to use u3 and the hard knockdown.

2 - The combos are what they are, wall carry using Iceberg for over 30% which is very good for this game.
 
1 - I absolutely agree ... you cannot get a MB Grab off of an u3 after the slide which sucks and completely negates the wall carry lol -- we have to use u3 and the hard knockdown.

2 - The combos are what they are, wall carry using Iceberg for over 30% which is very good for this game.
Let me know if I'm missing something, but I think soft knockdown would be acceptable here. Who cares if they tech roll - they're in the corner, they're not going anywhere.
 

Konqrr

MK11 Kabal = MK9 Kitana
Let me know if I'm missing something, but I think soft knockdown would be acceptable here. Who cares if they tech roll - they're in the corner, they're not going anywhere.
Good point... we finish the combo with 11~Iceberg for 36% and they roll into the corner or Scorpion teleports and we get 40%+ reset :p
 
Good point... we finish the combo with 11~Iceberg for 36% and they roll into the corner or Scorpion teleports and we get 40%+ reset :p
Dammit, now we have to go develop corner tech. It's so hard playing such a deep, interesting, and rewarding character :(

Seriously, the people who think KF is all about YOLO slides don't know what they're missing.

I'll develop a series of corner-carry combos where possible and post them soon.
 

Konqrr

MK11 Kabal = MK9 Kitana
Konqrr - basic corner carry combos added. Let me know if you can improve on any of them.
You should list the u3 ender as a "meterless reset wall carry" and the one ending in 11~Iceberg for "wall carry" for max damage. I'll see what I can find in the meantime.
 
You should list the u3 ender as a "meterless reset wall carry" and the one ending in 11~Iceberg for "wall carry" for max damage. I'll see what I can find in the meantime.
I'm hesitant to call it that because you're not going to cross under unless you want your back to the wall. It's just like any other combo that ends in hard knockdown, not really a reset.