RiBBz22
TYM's Confirmed Prophet/Time-Traveler
***Disclaimer; These MU numbers are only a starting point and will evolve through discussion and experience***
Aquaman - [6-4]
Ares - [6-4]
Bane - [5-5]
Batman - [5-5]
Black Adam - [5-5]
Catwoman - [6-4]
Cyborg - [4-6]
Deathstroke - [5-5]
Doomsday - [7-3]
Flash - [5-5]
Green Arrow - [6-4]
Green Lantern - [5-5]
Pro's
- Ground trident is punished by Iceberg (into vortex at close range)
- Vortex is still viable by delaying the 50-50 to hit when MB grab's capture state has ended
- Wait until freeze state has ended and use F3 or Slide for the 50-50 options
- Using other strings that do not launch in one hit risk being blocked by trait.
- Instead of standing idly, KF can charge trait for a bit before going into the 50-50 if desired
- Daggers are an effective way to keep Aquaman at a distance
- Meterless vortex is very strong in this MU and generally favors KF. Baited wake-ups can be punished hard on a read.
- Post-slide guessing game on block favors Aquaman. B1 hits low and it's long range catches back dashes when it is slightly delayed
- Iceberg can be punished on block by ground trident
Pro's
- Killer Frost's mobility is an asset in this MU
- Massive punishes during trait cooldown
- 2-hitting projectile is excellent for ground control in most situations
- Bane's character design and trait management gives the KF several easy meter building situations
- MB F3 is a strong neutral game offensive option
- Sliding against Bane with trait is very risky
- After KF is knocked down, wake-up is a complete guessing game
- Jump punishes Body Press, gets punished by normals/Double Punch
- Parry beats Double Punch, gets punished by Body Press, lows, and meaty B2
- Slide beats Meaty B2, gets punished by Body Press and Double Punch
Pro's
- Meterless vortex is GODLIKE after a knockdown due to Batman's extremely un-safe wake-up attacks
- Push block during pressure with trait to remove bats
- MB F3 is an excellent anti-air option in this MU
- Trait bats are able to punish KF's slide on block
- Parry will beat F3 during vortex and meterless vortex
- Batarangs hit mid and can not be slid under
- B1 must be respected after a blocked slide
- D2 can often trade with Batman's J2
Pro's
- Lightning (regular and MB) can be jumped on reaction and punished with MB iceberg into vortex
- Dive kick on block when properly spaced leads to a free 50-50 for KF; Punishable when not spaced correctly
- Iceberg punishes black magic on block
- BA's limited amount of low attacks makes many of his good up close options parryable
- Excellent air mobility and runaway game is an issue due to Frost's lack of air control
- Black magic's aerial hitbox can catch jumps
- Low hitting projectile; MB version multi-hitting can stuff slide on wake-up
- Advantage of some strings limits post-blocking options for KF
- Blockstring cancelled into trait and throw is not parryable
Pro's
- MB F3 is an excellent anti-air option against Catwoman's J2
- KF's excellent ground control is effective at keeping CW out without meter
- Catwoman's MB Cat Dash now has two hits of armor and can beat KF's dagger projectile
Pro's
- Jump 1 for KF raises her hitbox making it easier to avoid instant air NB.
- Perfect execution of instant air NB (and MB) can make Cyborg's zoning extremely effective against Frost
Pro's
- Low gunshots are punishable with iceberg
- D2 is a good tool against Deathstroke's J3
- Slide goes under F3, and quick shot
- Parry is a good option to combat F3 shenanigans
- Baiting out quick shot with trait charge can lead to iceberg punishes
- Low D1 makes D1~Sword Spin a safe post slide option
- Low gunshots hurt KF's ability to chuck daggers
- Jump B3 for Deathstroke is very effective at handling slides at mid-range
- Can punish iceberg on block with quick shot
Pro's
- Parry severely limits Doomsday's options in this MU (High's/Overheads/Venom (regular and MB) and leads to full combos into vortex
- MB ground stomp can be punished with slide into slide or forward dash into slide
Pro's
- D2 is an excellent keep out tool against jump ins
- Daggers are very good in this MU and can be used to maintain space control
- Both of Flash's charge moves are full combo punishable
- Flash can not 50-50 you unless he is next to you. Block high and do not let him get to his spot.
- With the latest patch, Flash's D2 is now full combo punishable
- Back dashes at improper spacing can be punished with both of Flash's charge moves
- D1 is a low and an excellent post-blocked slide option
Pro's
- Can interrupt B12 and B13 with parry to stifle GL's pressure
- Meterless vortex is excellent on knockdown
- Air dash allows for excellent mobility in this match to control space
- Air rocket can not hit KF full screen
- Air rocket projectile is an effective way to maintain air-control/zoning when done properly
- Free b1 check after slide on block
- @G4S KT Smith can lift slide on reaction at any time in a match
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