Mortal Kombat 1/Frost (Kameo)/Strategy

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Ice Krash/Frosty’s Revenge

“Ice Krash” (K) is a Summon assist that quickly calls Frost to crash down in front of the player and raise a large ice spike from the ground towards the opponent, causing a knockdown. This move is a Mid with pushback that is +4 on block, and has 5 active frames allowing it to become +8 when hitting meaty; holding the Kameo button will change the attack to a multi-hitting High string (“Frosty’s Revenge”) that is -1 on block but jails after the first hit connects and pushes the opponent much further back. This move travels fullscreen remaining active for 5 hits, and may even interact uniquely with certain attacks from the opponent (i.e. being able to blockade and/or push back Noob Saibot’s shadow clone during BF3 Shadow Tackle). Both versions of this move cost half of the Kameo Gauge and have a very short cooldown window, refilling the gauge at a moderate rate as soon as Frost quickly runs offscreen. Ice Krash gains invulnerability on startup when used as a Getup, but will lose the ability to hold the button and change the move to Frosty’s Revenge. Ice Krash can also interact with Ice Wall by breaking it from the front; if the knockback hit reaction (which slightly elevates the opponent) pushes them backwards into the wall, the resulting interaction will shatter the wall and launch the opponent high up into the air, allowing for a juggle kombo. This can be performed either as a Summon (by inputting K after Ice Wall is called and Frost runs offscreen) or as an Ambush cancel directly after Ice Wall (by inputting K immediately after D+K while Frost is still onscreen); both versions will ultimately deplete the full Kameo Gauge, although the Ambush Cancel version will have a longer cooldown/recharge rate. Performing the Ice Krash as a Getup Reversal after Ice Wall has been set up will not remove its wakeup invulnerability.

Snow Flakes

“Snow Flakes” (B+K) is a Summon assist that calls Frost onscreen to create a slow-moving Mid projectile, which can be moved freely in front of or behind once the Summon startup animation has ended and the move is active. This can allow the player to control the space by forcing the opponent to retreat or block, as well as allow for pressure setups by baiting the opponent into taking their turn back and thus getting hit by the projectile in the resulting trade. This projectile has tracking properties which cause it to seek out the opponent’s location as it travels slowly across the screen for 5 seconds, and freezes the opponent on hit for 75 frames— certain movements/placements or actions may cause the projectile to move in abnormal arcs (i.e. over the head behind the opponent), but it will move towards the opponent until it either hits or becomes inactive. The startup of this move can be cancelled at any point before the projectile is fired by double-tapping Down; certain attacks or strings may have enough hit/cancel advantage to allow the executing player to Summon Cancel into Snow Flakes, quickly cancel its startup, and link into a follow-up kombo with a fast attack. This assist costs half of the Kameo Gauge and has a slower cooldown and recharge rate; cancelling the startup of this assist will negate the move’s cooldown window and begin recharging the gauge at a moderately faster rate.

Ice Carpet

“Ice Carpet” (F+K) is a Summon assist that calls Frost out to freeze the ground, creating a trail of ice; this ability is a fullscreen Low with instant travel speed that will freeze the opponent on hit for 91 frames and allow for follow-up kombos. Although it is highly punishable up close on block, it will gain advantage the farther it travels and is active for, making it hardly unsafe at fullscreen range; this move can be avoided by jumping, however, as it only affects opponents touching the ground. This move costs half the Kameo Gauge and automatically has a moderately fast cooldown and recharge rate.

Ice Wall

“Ice Wall” (D+K) is an Ambush assist that calls Frost onscreen to track the opponent’s position and quickly create a tall barrier of ice behind them. The wall’s placement will quickly autocorrect to match the opponent’s position relative to the executing player if they switch sides during the startup (regardless of Frost’s facing direction). Neither player can pass through this wall by normal walking/dashing/jumping, meaning whoever has their back to this wall is vulnerable to a corner kombo setup at any point onscreen that the wall is placed until the wall automatically breaks after 5 seconds (or the executing player uses a throw, string, or special with a “locked” hit animation that will otherwise interfere with the wall). It is recommended to use this assist in the middle or end of a kombo and force an opponent to hold the “corner” situation, preventing them from jumping over (or from teleporting behind) the player who called the ice wall and performing their own “corner kombo” in retaliation. Although the wall cannot be jumped over, it is possible for the player to juggle the opponent high enough to knock them over the wall, ostensibly placing the wall between both characters. Certain moves (such as aerial “flight” commands, air dashes, and teleports) will also allow players to travel to the other side of the wall, although many teleports will actually ignore this rule and travel to the opposite side of the opponent but still in front of the wall— this may be due to a collision glitch, the wall being out of frame, and/or the teleport having tracking properties that automatically place them beside the opponent. While on the other side of the wall, the executing player can freely zone with their own projectiles, whereas the opponent’s attacks and projectiles will be absorbed by the player’s wall. This wall will break after taking roughly 80-100 damage unscaled; typically this can be achieved in 3-4 hits maximum, but certain single-hit attacks with higher damage (i.e. D2 uppercut) can destroy the wall in one hit. Both players may also be able to negate or pass through the wall with certain attacks (such as normals/specials with disjointed and/or extended hitboxes, “mobility” specials that carry the character over/around/through the wall, or directable/tracking attacks), creating an extra layer of risk for both the player who called the Ice Wall and the opponent attempting to attack the player from the other side of it. This assist costs half of the Kameo Gauge and has a cooldown window that lasts roughly a second longer than the duration of the wall before recharging at a moderately fast rate. This lengthy cooldown window is maintained regardless of if the wall is broken earlier (by attacks other than Ice Krash) or not; it also still occurs even after the standard cooldown window that is triggered by Kameos being hit, whether or not the wall comes out before Frost is hit. However, as Frost may still have half of her gauge available to use (despite the gauge not having begun to recharge yet), this cooldown/recharge rate can be refreshed by spending the remaining half of the gauge on another assist with a faster cooldown/recharge (i.e. Ice Krash wall break, Snow Flakes cancel).

Ice Krash (Wall Break)

Additionally, Frost can also use her “Ice Krash” (K) assist to knock the opponent into an ice wall that is set up behind them, triggering an alternate “wall break” reaction that will launch the opponent high into the air for a juggle kombo. This launch will still occur if Ice Krash is used as an invulnerable Getup while Ice Wall is placed behind the opponent, essentially granting the executing player an invulnerable launcher on wakeup for the cost of a full gauge. On block, the wall break will leave the executing player at a frame advantage to continue their pressure. Ice Krash will not interact with Ice Wall if performed on the other side of the wall. This assist can either be performed after wall has been set up and Frost has left the screen, or immediately as an Ambush by inputting (D+K,K) which will instantly burn the remainder of the gauge, although the latter option will have a slightly faster cooldown/recharge rate.


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