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Strategy - Cryomancer Optimizing Anti-Air Options

RM Ree

Shiba Tamer
Since the buff, it's worth revisiting Cryo's anti-air game. I'm going to list what I personally find useful and most damaging But more so I'd like to hear what the rest of the community is doing in this area to try and find the best options we have to date. Tested vs. Scorpion jip.

Stand 1 anti cross up: 7 frames, under utilized. More than 1/4 health meterless.
  • AA 1, b12 xx ice ball, njp, f42 1+3 xx hammer - 29%
  • AA 1, f42 1+3 xx crushing hammer, f42 1+3 xx hammer - 38%
  • I've landed AA 1, b2, run f42 1+3 etc, but it's difficult enough that I didn't feel comfortable listing it. If you're aware of screen position, this is possible closer to the corner. 32% meterless, 43% 1 bar.
Frost Bomb: With new cold-blooded cancels behind this, it's damage is on par with Kung Lao's ex spin, and even surpasses it when burning a second bar. Below, run 1 is listed for inclusion sake, but makes only a 1% difference.
  • AA frost bomb, run 1, f42 1+3 xx hammer - 29%
  • AA frost bomb, run 1, f42 1+3 xx crushing hammer, f42 1+3 xx hammer - 38%
  • corner AA frost bomb, b2, f42 1+3 xx hammer - 33%
  • corner AA frost bomb, b2, f42 1+3 xx crushing hammer, f42 1+3 xx hammer - 42%
Upward sword: Being able to squeeze a little more damage out of the uppercut when you need it is nice. As a massive, 13 frame space control tool in the corner, it's pretty devastating.
  • AA d2... slide - 19%
  • AA d2... icy slide - 21%
  • AA corner d2, f42 1+3 xx hammer - 31%
  • AA corner d2, f42 1+3 xx crushing hammer, f42 1+3 xx hammer - 39%
D4: It's an option anyway... 7%, HKD.
 

boba_buster

Noob saibot
S1 works great if your stepping back in anticipation of a jump in , it beats everyone's jump ins that I've tried in practice mode. As long as your past there jump arc it's guaranteed