RiBBz22
TYM's Confirmed Prophet/Time-Traveler
Props
Variations
Corner Considerations
Execution Tips
F3 (overhead starter)
Meterless Damage: F3, u3, 2, u3, 11b2~slide, f112~iceberg 40%
Meterless Vortex: F3, u3, 2, u3, 11b2~slide, u3 37%
MB Damage: F3, u3, 2, u3, 11b2~slide, 2~MB freeze, j2, f113~daggers 43%
MB Reset: F3, u3, 2, u3, 11b2~slide, 2~MB freeze, j2, 2 39%
B1U3 (low starter)
Same as F3, but usually 1% more damage
Slide (For starting strings that keep the opponent grounded and cancel into slide, i.e. 111, f113, 22, d1, etc)
Meterless Damage: slide, u3, u3, f112~daggers 30% or slide, u3, u3, u3, 11~iceberg 32%
Meterless Reset: slide, u3, u3, u3 dash 25%
MB Damage: slide, u3, u3, 22~MB freeze, j2, f113~daggers 36%
MB Reset: slide, u3, u3, 22~MB freeze, j2, 2 29%
Iceberg (For starting strings that keep the opponent grounded and cancel into iceberg, i.e. 111, f113, 22, d1, etc)
Meterless Damage: iceberg, 11b2~slide, u3, 11~iceberg 33%
Meterless Reset: iceberg, 11b2~slide, u3 dash 26%
MB Damage: iceberg, 11b2~slide, 2~MB freeze, j2, f113~daggers 35%
MB Reset: iceberg, 11b2~slide, 2~MB freeze, j2, 2 29%
MB Iceberg Punishes
Meterless Damage (Far): MB iceberg, dash, slide, u3, f112~daggers 28%, or MB iceberg, dash, slide, u3, u3, 11~iceberg 30%
Meterless Damage (~Jump Distance): MB iceberg, dash, u3, 2, u3, 11b2~slide, f112~iceberg 38%
Meterless Reset (Far): MB iceberg, dash, slide, u3, u3, dash 23%
Meterless Reset (~Jump Distance): MB iceberg, dash, u3, 2, u3, 11b2~slide, u3 dash 35%
MB Damage: MB iceberg, dash, slide, u3, 22~MB freeze, j2, f113~daggers 33%
MB Reset (Far): MB iceberg, dash, slide, u3, 22~MB freeze, j2, 2 27%
MB Reset (~Jump Distance): MB iceberg, dash, u3, 2, u3, 11b2~slide, 2~MB freeze, j2, 2 37%
D2 (anti-air)
Meterless Damage: d2, u3, 2, u3, 11b2~slide, f112~iceberg 30%
Meterless Reset: d2, u3, 2, u3, 11b2~slide, u3, dash 28%
MB Damage: d2, u3, 2, u3, 11b2~slide, 2~MB freeze, j2, f113~daggers 32%
MB Reset: d2, u3, 2, u3, 11b2~slide, 2~MB freeze, j2, 2 29%
Anti-Air Daggers
Meterless Damage: AA daggers, iceberg 20% (15% if 1 dagger hits)
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, 2, u3, 11b2~slide, f112~iceberg 43%
Meterless Reset: ji2, b1u3, u3, 2, u3, 11b2~slide, u3, dash 41%
MB Damage: ji2, b1u3, u3, 2, u3, 11b2~slide, 2~MB freeze, j2, f113~daggers 46%
MB Reset: ji2, b1u3, u3, 2, u3, 11b2~slide, 2~MB freeze, j2, 2 42%
J2 (air to air)
Meterless Damage: j2, u3, 2, u3, 11b2~slide, f112~iceberg 41%
Meterless Reset: j2, u3, 2, u3, 11b2~slide, u3, dash 38%
MB Damage: j2, u3, u3, f112~slide, f112xxMB iceberg, b3, daggers 45%, or j2, u3, 2, u3, 11b2~slide, 2~MB freeze, j2, f113~daggers 45%
MB Reset: j2, u3, 2, u3, 11b2~slide, 2~MB freeze, j2, 2 40%
JI3
Meterless Damage: ji3, 11b2~slide, u3, 11~iceberg 36% or 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 41% or ji3, 2~slide, u3, f112~MB iceberg, b3, daggers 41%
MB Reset: ji3, 2~slide, u3, 22~MB freeze, j2, 2 35%
B3
Meterless Damage: b3, j3, u3, 2, u3, 11b2~slide, f112~iceberg 45%
Meterless Reset: b3, j3, u3, 2, u3, 11b2~slide, u3, dash 42%
MB Damage: b3, j3, u3, 2, u3, 11b2~slide, 2~MB freeze, j2, f113~daggers 48%
MB Reset: b3, j3, u3, 2, u3, 11b2~slide, 2~MB freeze, j2, 2 44%
Corner Combos
Note: When an advantage string is used after MB freeze, standing 3 when blocked will give you enough advantage to force your opponent to guess on your high/low launcher. However, this can be push blocked if your opponent expects it.
MB Reset: b1u3 or f3 starter, f113~slide, u3, 11b2~MB freeze, j2, f113 39%
Corner Transition YOLO 2-Bar Swag-Out: b1u3, f3, 111~slide, u3, 11b2~ MB iceberg, b3 ~45%
Note: You can add standing 3, 2, or 1 after f113 on corner combos for 1-3% more damage, but it greatly tightens the execution window
Background Bounce
Note: Killer Frost has some decent BGB combos off her low launcher
Meterless Damage: b1u3, 2~BGB, b3, j2, u3, 11b2~slide, u3, f112~iceberg 42%
Meterless Reset: b1u3, 2~BGB, b3, j2, u3, 11b2~slide, u3, dash 40% or b1u3, u3, 2, u3, 2~BGB, slide, u3, dash 41%
MB Damage: b1u3, 2~BGB, b3, j2, u3, 11b2~slide, 2~ MB freeze, j2, f113~daggers 45% or b1u3, u3, 2, u3, 2~BGB, MB freeze, j2, f113~daggers 45%
MB Reset: b1u3, 2~BGB, b3, j2, u3, 11b2~slide, 2~ MB freeze, j2, 2 41% or b1u3, u3, 2, u3, 2~BGB, MB freeze, j2, 2 41%
MB Parry
See B3 or J2 combos
***Major props to @ApocaLips and his work on the original combo thread. A lot of his work is posted within this thread***
- 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.
- 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.
- Remove the 2 between u3's to make combos easier by reducing gravity.
- B2 Setup Variations Within Meterless Vortex
- 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.
- Remove the 2 between u3's to make combos easier by reducing gravity.
- B2 Setup Variations Within Meterless Vortex
- Replace the last u3 with b2 to quick-stand your opponent (can be tech rolled)
- b2 after u3 will hop over your opponent which could potentially affect wake-up inputs
- 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 un-interruptable 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.
- 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.
- 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 or 3~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 u3's too low to land f112, use 2~slide to keep the combo from dropping.
- All f112~icebergs can be substituted for 22~iceberg or 3~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 u3's too low to land f112, use 2~slide to keep the combo from dropping.
Meterless Damage: F3, u3, 2, u3, 11b2~slide, f112~iceberg 40%
Meterless Vortex: F3, u3, 2, u3, 11b2~slide, u3 37%
MB Damage: F3, u3, 2, u3, 11b2~slide, 2~MB freeze, j2, f113~daggers 43%
MB Reset: F3, u3, 2, u3, 11b2~slide, 2~MB freeze, j2, 2 39%
B1U3 (low starter)
Same as F3, but usually 1% more damage
Slide (For starting strings that keep the opponent grounded and cancel into slide, i.e. 111, f113, 22, d1, etc)
Meterless Damage: slide, u3, u3, f112~daggers 30% or slide, u3, u3, u3, 11~iceberg 32%
Meterless Reset: slide, u3, u3, u3 dash 25%
MB Damage: slide, u3, u3, 22~MB freeze, j2, f113~daggers 36%
MB Reset: slide, u3, u3, 22~MB freeze, j2, 2 29%
Iceberg (For starting strings that keep the opponent grounded and cancel into iceberg, i.e. 111, f113, 22, d1, etc)
Meterless Damage: iceberg, 11b2~slide, u3, 11~iceberg 33%
Meterless Reset: iceberg, 11b2~slide, u3 dash 26%
MB Damage: iceberg, 11b2~slide, 2~MB freeze, j2, f113~daggers 35%
MB Reset: iceberg, 11b2~slide, 2~MB freeze, j2, 2 29%
MB Iceberg Punishes
Meterless Damage (Far): MB iceberg, dash, slide, u3, f112~daggers 28%, or MB iceberg, dash, slide, u3, u3, 11~iceberg 30%
Meterless Damage (~Jump Distance): MB iceberg, dash, u3, 2, u3, 11b2~slide, f112~iceberg 38%
Meterless Reset (Far): MB iceberg, dash, slide, u3, u3, dash 23%
Meterless Reset (~Jump Distance): MB iceberg, dash, u3, 2, u3, 11b2~slide, u3 dash 35%
MB Damage: MB iceberg, dash, slide, u3, 22~MB freeze, j2, f113~daggers 33%
MB Reset (Far): MB iceberg, dash, slide, u3, 22~MB freeze, j2, 2 27%
MB Reset (~Jump Distance): MB iceberg, dash, u3, 2, u3, 11b2~slide, 2~MB freeze, j2, 2 37%
D2 (anti-air)
Meterless Damage: d2, u3, 2, u3, 11b2~slide, f112~iceberg 30%
Meterless Reset: d2, u3, 2, u3, 11b2~slide, u3, dash 28%
MB Damage: d2, u3, 2, u3, 11b2~slide, 2~MB freeze, j2, f113~daggers 32%
MB Reset: d2, u3, 2, u3, 11b2~slide, 2~MB freeze, j2, 2 29%
Anti-Air Daggers
Meterless Damage: AA daggers, iceberg 20% (15% if 1 dagger hits)
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, 2, u3, 11b2~slide, f112~iceberg 43%
Meterless Reset: ji2, b1u3, u3, 2, u3, 11b2~slide, u3, dash 41%
MB Damage: ji2, b1u3, u3, 2, u3, 11b2~slide, 2~MB freeze, j2, f113~daggers 46%
MB Reset: ji2, b1u3, u3, 2, u3, 11b2~slide, 2~MB freeze, j2, 2 42%
J2 (air to air)
Meterless Damage: j2, u3, 2, u3, 11b2~slide, f112~iceberg 41%
Meterless Reset: j2, u3, 2, u3, 11b2~slide, u3, dash 38%
MB Damage: j2, u3, u3, f112~slide, f112xxMB iceberg, b3, daggers 45%, or j2, u3, 2, u3, 11b2~slide, 2~MB freeze, j2, f113~daggers 45%
MB Reset: j2, u3, 2, u3, 11b2~slide, 2~MB freeze, j2, 2 40%
JI3
Meterless Damage: ji3, 11b2~slide, u3, 11~iceberg 36% or 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 41% or ji3, 2~slide, u3, f112~MB iceberg, b3, daggers 41%
MB Reset: ji3, 2~slide, u3, 22~MB freeze, j2, 2 35%
B3
Meterless Damage: b3, j3, u3, 2, u3, 11b2~slide, f112~iceberg 45%
Meterless Reset: b3, j3, u3, 2, u3, 11b2~slide, u3, dash 42%
MB Damage: b3, j3, u3, 2, u3, 11b2~slide, 2~MB freeze, j2, f113~daggers 48%
MB Reset: b3, j3, u3, 2, u3, 11b2~slide, 2~MB freeze, j2, 2 44%
Corner Combos
Note: When an advantage string is used after MB freeze, standing 3 when blocked will give you enough advantage to force your opponent to guess on your high/low launcher. However, this can be push blocked if your opponent expects it.
MB Reset: b1u3 or f3 starter, f113~slide, u3, 11b2~MB freeze, j2, f113 39%
Corner Transition YOLO 2-Bar Swag-Out: b1u3, f3, 111~slide, u3, 11b2~ MB iceberg, b3 ~45%
Note: You can add standing 3, 2, or 1 after f113 on corner combos for 1-3% more damage, but it greatly tightens the execution window
Background Bounce
Note: Killer Frost has some decent BGB combos off her low launcher
Meterless Damage: b1u3, 2~BGB, b3, j2, u3, 11b2~slide, u3, f112~iceberg 42%
Meterless Reset: b1u3, 2~BGB, b3, j2, u3, 11b2~slide, u3, dash 40% or b1u3, u3, 2, u3, 2~BGB, slide, u3, dash 41%
MB Damage: b1u3, 2~BGB, b3, j2, u3, 11b2~slide, 2~ MB freeze, j2, f113~daggers 45% or b1u3, u3, 2, u3, 2~BGB, MB freeze, j2, f113~daggers 45%
MB Reset: b1u3, 2~BGB, b3, j2, u3, 11b2~slide, 2~ MB freeze, j2, 2 41% or b1u3, u3, 2, u3, 2~BGB, MB freeze, j2, 2 41%
MB Parry
See B3 or J2 combos
Last edited: