ApocaLips
Kombatant
Killer Frost's resets offer plenty of damage (35% per rep) for reasonable meter expenditure (1 bar). KF players should almost always be using that option when it's available (i.e. when you have a bar).
Almost always. When your opponent is at the end of his life bar, you don't always need that full 35%. Sometimes 11% will do, and you're willing to increase the chance to land that 11% in exchange for damage. Or, your opponent might be far away from death, but you're sitting on a ton of meter.
The last hit of a match is more valuable because it ends the whole thing. There's no point in doing meter-efficient resets if that meter goes away when you kill. You also might want a better than 50/50 chance of landing that kill, even if it takes everything you have left. May as well spend it.
Here are some clutch options for ending a round under different conditions. These options increase the likelihood of getting that last bit of damage you need to end it.
Throw Setups
* When your opponent has 11% life left or less, a throw is just as good as landing another reset
* When your opponent has a hair over 11% life, a throw+chip might be more likely than a reset
* The key is knowing what frames you can throw your opponent when they're staggered
* Increases your odds to kill to 66% (up from 50%) - now the opponent's choices are block high (hit by throw or low), block low (hit by overhead or throw), or jump (hit by low or overhead)
Setups:
- j2, slight delay, throw - useful when you would normally set up a MB vortex. The opponent is throwable during some of the stagger state and can't poke out.
- u3, dash under, jump over, throw - opponent usually expects a j3 here
- Corner - f113, throw. Opponent is throwable during the entire hitstun of f113, making a throw practically guaranteed.
- Note - the opponent is NOT throwable during the release after MB freeze. do a j2, standing 2, d+1 - anything with hit advantage to get them out of that state to set up a throw. J2 works best.
MBDC Setups * MBDC f3 allows you to also threaten an overhead where you could normally only cancel into slide
* Although it costs 2 meters, it drastically increases your chance to land a reset while still doing great damage
* The meter cost is worth it if your opponent doesn't have clash and is under 43% life (but over 11%) - and your opponent will often blow clash early vs. KF to get out of the vortex
The Setup:
- The first mixup is the normal b1 or f3. However, if you do b1, you can cancel into either slide or MBDC f3.
- The result is that you get a second 50/50 mixup if your opponent blocks the low, which greatly increases your chance to land the hit.
- Damage is higher than your typical reset post 1.06 - around 43% for 2 bars and higher for 3.
If you have any other ways to squeeze out the win with KF, feel free to add.
Almost always. When your opponent is at the end of his life bar, you don't always need that full 35%. Sometimes 11% will do, and you're willing to increase the chance to land that 11% in exchange for damage. Or, your opponent might be far away from death, but you're sitting on a ton of meter.
The last hit of a match is more valuable because it ends the whole thing. There's no point in doing meter-efficient resets if that meter goes away when you kill. You also might want a better than 50/50 chance of landing that kill, even if it takes everything you have left. May as well spend it.
Here are some clutch options for ending a round under different conditions. These options increase the likelihood of getting that last bit of damage you need to end it.
Throw Setups
* When your opponent has 11% life left or less, a throw is just as good as landing another reset
* When your opponent has a hair over 11% life, a throw+chip might be more likely than a reset
* The key is knowing what frames you can throw your opponent when they're staggered
* Increases your odds to kill to 66% (up from 50%) - now the opponent's choices are block high (hit by throw or low), block low (hit by overhead or throw), or jump (hit by low or overhead)
Setups:
- j2, slight delay, throw - useful when you would normally set up a MB vortex. The opponent is throwable during some of the stagger state and can't poke out.
- u3, dash under, jump over, throw - opponent usually expects a j3 here
- Corner - f113, throw. Opponent is throwable during the entire hitstun of f113, making a throw practically guaranteed.
- Note - the opponent is NOT throwable during the release after MB freeze. do a j2, standing 2, d+1 - anything with hit advantage to get them out of that state to set up a throw. J2 works best.
MBDC Setups * MBDC f3 allows you to also threaten an overhead where you could normally only cancel into slide
* Although it costs 2 meters, it drastically increases your chance to land a reset while still doing great damage
* The meter cost is worth it if your opponent doesn't have clash and is under 43% life (but over 11%) - and your opponent will often blow clash early vs. KF to get out of the vortex
The Setup:
- The first mixup is the normal b1 or f3. However, if you do b1, you can cancel into either slide or MBDC f3.
- The result is that you get a second 50/50 mixup if your opponent blocks the low, which greatly increases your chance to land the hit.
- Damage is higher than your typical reset post 1.06 - around 43% for 2 bars and higher for 3.
If you have any other ways to squeeze out the win with KF, feel free to add.