Big thanks, bro! So good reply!I could say more but this should be a good intro (others can add other stuff I left out)
Stay away from Frost-Byte, use Ice Machine.
B2 and 22 are your range controlling friends
B1 and S1 are your punishing friends. S1 has weird range so sometimes will whiff
D1 can jail into S1 and S3 (see below for BnBs)
D4 is a great distancing tool.
Doing D1, or D3 or D4 into the spin is a great way to catch many ppl off guard
B22 is -5f but canceling into a Spin(DF2) leaves you at -4. You can go for poke if they try to start a string, you can hop attack if they are conditioned to keep blocking low waiting for your poke, or you can grab or start pressure or back away to regain the range control and whiff punish their delayed move.
The second hit of B22 is flawless blockable so you can cancel B2 into the close projectile (B2~DB2B) if they start flawless blocking.
B121 is safe due to it's pushback but some character who have good range will make you lose your turn (but not punish). You can time a flawless block here if they have a tendency to attack you. B1 is an 11f mid, which is great for punishing and attacking opponents pressing buttons on wakeup when they dont have defensive meter.
22 is +5 on block so you can do 224 for a huge pushback, putting you at a great range for B22. and 223 is a low that is not punisheable but you lose your turn since it's -7.
B3 is slow and punisheable but can be used to mix a passive opponent (like B3, grab or B3, B32D1 if they block high after the first B3). B32D1 should only be used in a combo since every hit is flawless bloackable and the string is punishable af. B31 is -5 so it can be used for some pressure but not a favorite of mine.
F2 is a high and neutral on block. Great for checking opponents but abuse it and you will get wrecked.
134 and 132 are safe but the last hit is flawless bloackable. A lot of times people will press buttons after 132 thinking they can punish but a quick B1 fucks them up.
You can cancel a lot of strings into the spin (DF2) to make them safer if needed. Like B12 is -7 on block but end it in a spin and your at -4 with the opponent having to guess if you're going for a poke, a grab or a hop (you also have to guess what he is going to do so it's not like you're invincible).
If you are about to finish your combo and the person breakaways, your BF4 ender whiffs and they can punish you. So I sometimes like to end my combos with DB3. It does a bit more damage and is safe if they breakaway.
B2212(KB) shouldnt be done midscreen since your dmg output is poop. Use the BnB below
You will notice good players will be very hard to open up so you may need to adjust your strategy to include more grabs.
DB2 is your friend. It is a hardknock down that can shut down zoning or jumpers easily.
344 can catch a lot of people because of the double lows so you can go for a BnB there (see below) and if they block it, 3442 ends in an overhead. If they block that, go for a grab after 344. If they start to realize that there is a gap before the last hit, they might interrupt the string, in which case, go for a DB4 to freeze them or flawless block them (combo for U2 flawless block below).
Frost is a beast in the corner so get your opponents in there. You can maintain proper distance for your B2 and they cant back away
Don't bother with the BF4 KB. The requirement is too expensive in terms of meter. You've got 2 grab KBs so use em.
Corner (FYI: ending in D2 does more damage but gets them out of the corner)
- B32D1 > 1 > 13~BF4
- XX~DB4(amp) > Ji2 > B32D1 > 1 > 13~BF4 (or DB3 in you feel they will breakaway)
- XX starters: 344 (320), B22 (302), 13 (297), 4 (291), 2 (271), B12 (292)
- D2(KB) > B1~DB4(amp) > Ji2 > uppercut = 391
- D2(KB) > B1~DB4(amp) > Ji2 > 13~BF4(amp) = 416
Flawless block combo: U2 > Dash > B3~DB4(amp) > cross-jump kick > D2 = 249
- NjK or JiK > 4~DB3 > 13~DB4(amp) > NjK > D1~BF4 = 353 (BF4amp = 371)
- NjK > 4~DB3 > 13~DB4(amp) > NjK > D2 = 367
- XX~DB4(amp) > Ji2 > B32D1 > B32D1 > 13~BF4
- XX starters: B22 (317), 344 (335), 4 (322), 13 (326), B12 (307)
- B2212(KB) > walk F > 4~DB3 > 13~DB4(amp) > NjK > D2 = 369
- B2212(KB) > walk F > 4~DB3 > 13~DB4(amp) >NjK > 4~BF4 = 366
- B2212(KB) > B32D1 > 13~DB4(amp) > Jk > D2 = 378
- D2(KB) > 4~DB3 > 13~DB4(amp) > JiK > 1~BF4 = 423
- D2(KB) > 4~DB3 > 13~DB4(amp) > NjK > D2 = 436
Anti-Air: You can do 1 > 13~BF4 or 1 > 13~DB2B for a hard knockdown in front of you