Blocking is always an option dealing with rush down characters. Turn the tides by looking for the jump in and low profiling with slide or anti air with Cryos great d2. I personally look for the eventual njp and use ex hammer to absorb the first hit and trip guard the landing (am I using that term right?).
I also use B12 xx ice ball pretty frequently. B12 is a natural frame trap after hitting with d4 and you can hit confirm it (leads to mix up mind games once your opponent learns to respect it). Your combo post freeze should be jip, b2, run f42 1+3 if you want max damage, jip, 242, run 1, f42 1+3 for screen push or jip b12/ f12, into standing reset.
You absolutely should use ice ball in Cryomancer. There's a meta with this character no one talks about, but people complain about (and it is a serious issue, but you can curb it to a point).
Cryomancer is meter hungry, and doesn't have a great way to build bars. So, how you mitigate this is to avoid using ex hammer/ ex freeze UNLESS the opponent does not have the option to break. I'm not saying never use the ex hammer, just to be mindful that an opponent breaking after you use meter leaves you a little worse off than if you opted not to. This variation does similar damage with/ without meter and can play a strong and rewarding poke game with d4 and f12 into surprising mix ups(although b33 is less of a threat as a starter if you're unwilling to use hammer).
If you're opponent doesn't break, you'll have an abundance of meter for yourself. Aim to push to the corner, but always end with cold blooded. Keep in mind that b2, run b12 xx x-ray is 47% and closes out matches in a hurry.