A useful thing to know is that b23 done early (early as in b2 wiffs completely so you're aiming for 3 to hit them) beats slide/spikes/super on wake-up. Spikes/super wiff, slide goes under and you can usually recover quick enough to punish. Gets beat by ice parry if done in melee range though, but beats ice daggers.
Damn, I hadn't even considered that. I'll have to try it out when I next face that matchup.
Killer Frost is annoying because her game plan is pretty one-dimensional, but because it's just that good, you have to respect it anyway. Throws often work well after a blocked slide, I find. If she's going for parry a lot, use b12 into Singularity (since she can't parry lows). Honestly, though - best option is to jump back, do j2 and combo punish lololol (or MB b3/f3 if you're not too confident about the jump back timing).
If you achieve a hard knockdown, your best option is to jump backwards. If she slides, you can usually get j2 into a combo - at the very least you won't get punished. If she goes for daggers, transition into Demon Stance to float in mid-air and prevent yourself from being hit by them - now you're in DS yay. Every other options whiffs.
Negative Mass is a lot more high-risk than it usually is here, which is annoying.
But Event Horizon is solid because it can punish spikes from any range for a big combo AND it's safe on block, allowing you some long-range pressure.
It's easily one of Raven's hardest match-ups, but it's still manageable. Practice jump back punishing slide when possible, stay the heck outside of f3 range (because then you can just default to crouch blocking) and use Event Horizon when in DS to keep her honest.