Thoughts on Cyborg match up? I know it's listed as 6-4 Frost, but curious about how this match up plays out.
Very very frustrating for Cyborg. Up close or afar, Killer Frost can handle him well, and essentially whenever you do feel that the Cyborg player is getting one over on you, it's due to impatience.
From upclose:
Cyborg's wakeup punch the sky is parryable and punishable. Super punishable. Just about all his strings are parryable, so expect the Cyborg to mix up nova cancels for applied pressure. Most they might end up running away with here and there is a free grab into what have you. D1 vaccum is only annoying if you're impatient, and.....yeah pretty much that's about it. Up close Cyborg isn't going to make you sweat, unless he gets you in the corner, and that is not due to being unable to get out, or crazy set ups that make you dread such: it's mainly because he can get some high damage off in the corner.
From afar, ground projectiles will stop your slide. However a wakeup slide will go through it at point blank (obviously) and even a little ways away. A smart Cyborg will time their shots to catch your WU slide, so again, lack of patience will cause you to eat unnecessary shots but that's about it. You can trade/punish his ground novas with iceberg. Iceberg also punishes target acquired, but typically you can just slide out of harms way and punish him due to its recovery.
I personally think what makes this MU annoying for Cyborg
isn't actually slide and parries.
It's daggers. From full screen, it's obvious what Cyborg's design lends itself to: IA fireballs and MB air fire balls mixed with ground fireballs and maybe a target acquired here and there to trap you are what the player will go for. Simply chucking a dent in the proverbial gear of the Cyborg's pattern (a random dagger that catches him in the air) makes all his work for naught. You can duck both the ground AND air fire ball, so getting in isn't ever a big deal if you're patient. Trying to slide in CAN be stuffed by repeated ground fireballs, but if the Cyborg mixes in air fireballs and you react with varying paces of dagger tossing you can catch him in the air, combo into iceberg, MB it, land another iceberg and then spam daggers from full screen to start YOUR zoning rhythm. I like to intentionally trade icebergs with ground novas to get the Cyborg to take to the air. A slide or dagger will catch him when he does so. If he realizes this I continue my dagger spam, and if he inevitably does a ground nova, the meter built from spamming (most people neglect the admirable level of meter whiffed, blocked and landed daggers build) and simply punish him from fullscreen with super. Grappling around the place as Cyborg seems to sound like it would be annoying/ the right way to deal with this MU, but honestly if you've played as many Cyborgs as I have you'll notice it never turns out this way. I think Cyborg's design is one that makes him a good character don't get me wrong, but one that lacks in versatility. In this MU he has to work overtime for you to just lol randomly slide and catch him at the max distance that your slide can go through the projectile or randomly anti air him with daggers lolcancelled into an iceberg. Punishing his wakeups and meterless vortexing him like there's no tomorrow, I can't say that Cyborg players enjoy this MU.
But I sure as hell do.