Frost

Move List


INPUT COMMANDS
Cold Punch
1
Headbutt
Back+1
Frigid Palm
Down+1
Arctic Strike
2
Icy Maul
Back+2
Blade Lunge
Forward+2
Frosted Uppercut
Down+2
Hinged Kick
3
Strong Step
Back+3
Chest Cold
Down+3
Chin Breaker
4
Polar Pound
Back+4
Serrated
Down+4
JUMPING ATTACKS
Frosty Burst
1
Auger Spin
2
Chill Toe
3or4
HOP ATTACKS
Auger Slam
Up,1orUp,2
Nano Strike
Up,3orUp,4
GETUP ATTACKS
Cold Burst
Up+2
Ice Spike
Up+3
FLAWLESS BLOCK ATTACKS
Core Burst
Up+2
Ice Spike
Up+3
THROWS
Toward Throw
1+3+ForwardorForward+1+3
Back Throw
1+3or1+3
ROLL ESCAPES
Forward Roll Escape
Forward+Stance Switch
Away Roll Escape
Back+Stance Switch
AIR ESCAPE
(Air) Breakaway
Down+Block
MOVE DATA
DAMAGE BLOCK DAMAGE F/BLOCK DAMAGE
N/A N/A N/A
MOVE TYPE VARIATION
N/A N/A
PROPERTIES
N/A N/A
DESCRIPTION
N/A
FRAME DATA
START-UP ACTIVE RECOVERY
N/A N/A N/A
CANCEL ADVANTAGE
N/A
HIT ADVANTAGE BLOCK ADVANTAGE F/BLOCK ADVANTAGE
N/A N/A N/A


Last Updated: May 21, 2020

Strategy


Frost is a footsie character with long-reaching normals and decent projectiles. In her Frost-Byte variation, she gains solid setup potential with her Cryogenic Crown Special Move. Her Ice Machine variation allows her to freeze opponents for combos and carry them to the corner. Her Arctic Anarchy variation gives her great pressure options up-close and the ability to attack opponents from above with her (Air) Icequake Special Move.

Key Moves

1,3,2 – High, hit confirmable, +2 on block, can be Flawless Blocked on 3rd hit
Back+1,2,1 – Fast 11 frame mid, hit confirmable, great pushback on block
Back+2,2/Back+2,2,1,2 – Slow 19 frame mid, hit confirmable, great range, can be Flawless Blocked on 2nd hit, triggers a Krushing Blow on Kounter or Punish
DownForward2 (Blade Spin) – High, combo ender, great chip damage, -4 on block
BackForward3 (Kryo-Stance) – High projectile

Strengths

  • Fast normals
  • Good pressure
  • Long-ranged normals

Weaknesses

  • Slow projectiles
  • Flawless Blockable gaps

Combo Starters

In Frost’s Ice Machine, she can freeze opponents by using any move and linking it into Microburst (DownBack4). Once the opponent is frozen, Frost will have a lengthy amount of time to hit them for a combo. In her Arctic Anarchy variation, she can use Ice Auger (BackForward1) to launch opponents for a combo. The Ice Auger keeps the opponent airborne for a short amount of time, allowing Frost to dash up and combo the opponent.

Combo Enders

Frost’s combos can be ended with her Blade Spin (DownForward2) Special Move. Blade Spin will send the opponent fullscreen where Frost can start her zoning game. In her Ice Machine variation, she also has the option to end combos with Auger Lunge (BackForward4) for maximum damage and when Amplified, will carry the opponent to the corner.

Winter Winds

Frost’s main footsie move is her Winter Winds (Back+2,2) string. Back+2,2 is a slow mid attack with incredible range and can be hit confirmed into a combo. Using Back+2,2 can be quite risky however because it can be Flawless Blocked on the 2nd hit. To stay safe, Frost can opt to stagger with Back+2 instead, which will leave her at -4 on block. In Frost’s Arctic Anarchy variation, she can safely combo from Back+2 by using Ice Auger (BackForward1) after it. Frost also has the option to complete the string by using Back+2,2,1,2, which will trigger a Krushing Blow if it hits as a Kounter or Punish. If Back+2,2 is blocked, it will leave Frost at -5. To put Frost in a slightly better position, it’s best to use Blade Spin (DownForward2) after Back+2,2 is blocked since it will leave her at -4 instead and deal additional chip damage to the opponent. It’s important to be able to hit confirm Back+2,2 into a Special Move or Krushing Blow, and block confirm into Blade Spin.

Note: If Back+2,2 is done at maximum range, it will not combo into Microburst.

Blade Lunge

Blade Lunge (Forward+2) is an advancing high attack with great range. Forward+2 can be used to stop opponents’ movements. Although it is 0 on block, it can be punished if the opponent is crouch blocking. While opponents are crouching in anticipation to Forward+2, Frost can then close the distance and approach with Back+2,2. Due to the unsafe nature of Forward+2, it should only be used sparingly.

Blizzard

Frost’s Blizzard (Back+1,2,1) string is an 11 frame mid attack that can be safely hit confirmed into a combo. Back+1,2,1 is Frost’s fastest mid attack and is best used at close range. If blocked, Back+1,2,1 will leave Frost at -7 with substantial pushback. This string is very good because Frost does not have to go on the defensive if it’s blocked. After Back+1,2,1 is blocked, Frost will be at perfect range for her Back+2,2.

Pressure

Up-close, Frost is able to pressure by using her 1,3,2 and 2,2 strings. 1,3,2 is a 3-hit string that leaves Frost at +3 on block. Frost can then follow this up with a poke such as Down+1 or Down+3. Be careful when using 1,3,2 as the last hit can be Flawless Blocked. To stay safe, use 1,3,4 instead. Frost’s 1,3,4 leaves her at -2 but ends in an overhead and has no gaps.

Frost’s 2,2 leaves her at +5 on block. Frost can then guarantee a Back+1,2. If the opponent tries to escape, they will be hit by the Back+1,2, which Frost can then hit confirm into a combo. Another option is to complete the string by using 2,2,4. The last hit of 2,2,4 is a low attack. If the opponent attempts to attack after 2,2 then they will be hit by the low. Once the opponent respects Frost’s follow-up attack, she can then mix this up by using a throw after 2,2.

Pokes

One of Frost’s glaring weaknesses is that her pokes are slow making her weak up-close. Frost’s strongest pokes are her Down+1 and Down+3, both having a start-up of 8 frames. Frost’s Down+3 can low profile enemy attacks. It is also very reliable as an anti-air because it will avoid jump attacks. At farther distances, Frost’s Down+4 is an amazing poke due to its range.

Blade Spin

Frost’s Blade Spin (DownForward2) Special Move is a multi-hitting high attack. Blade Spin is usually used at the end of combos to send the opponent fullscreen where Frost can start zoning. Blade Spin also has a high amount of hit advantage, allowing Frost to get a free Core Discharge, Cryogenic Crown or Core Overload on knockdown. Up-close, Blade Spin can be used after blockstrings for additional chip damage. If Amplified, Frost will deal even more damage which can be great for closing out the round.

Zoning

Frost has multiple projectiles to keep opponents at bay. Her Kryo-Stance (BackForward3) allows her to shoot multiple high projectiles at the opponent. When Amplified, Frost will shoot additional projectiles that will hit mid. Amplifying Kryo-Stance deals a good amount of chip damage and causes the opponent to be pushed back. Frost’s Core Discharge (DownBack2) is a high projectile that can be directed close, mid or far. Core Discharge can be useful for knocking opponents out of the air.

In Frost’s Frost-Byte variation, Cryogenic Crown (DownBack2) allows Frost to shoot ice bombs on the floor that will explode after a certain amount of time has passed. Once an ice bomb is placed on the screen, Kryo-Stance can be used to stop opponents from escaping the bomb. If the Kryo-Stance hits a grounded opponent with an ice bomb underneath them, the bomb will freeze the opponent for a full combo.

Cryogenic Crown Setup

Frost’s Frost-Byte variation also gives her powerful setups in the corner. By ending combos with Blade Spin, Frost can safely place a Close Cryogenic Crown (DownBack2Back) on the floor. Once the Cryogenic Crown is set up, Frost can then attack the opponent on knockdown. The opponent will then have to block the Cryogenic Crown, which will leave Frost at +77 on block. Another option is to throw the opponent into the Cryogenic Bomb. This will allow Frost to combo off of her throw due to the Cryogenic Crown freezing the opponent in the middle of being thrown. What’s special about this setup is that even if the opponent attempts to Throw Escape, the Cryogenic Crown will still freeze them for a combo. This makes Frost’s throw an untechable combo starter when the Cryogenic Crown is in play.

Ice Auger Pressure

In Frost’s Arctic Anarchy variation, she gains access to Ice Auger (BackForward1). Ice Auger is a high projectile that has a slow travel speed and can be used for pressure. This is best done after Frost’s Back+2. Despite the fact that Ice Auger is a high projectile, it is relatively safe when spaced out. If Ice Auger is Amplified, the 2nd auger will come out immediately after the 1st. Depending on the distance, Ice Auger can be advantageous on block. When Back+2 is used at maximum range, Ice Auger can be up to +8 on block, or +5 if Amplified. Frost can then follow this up with another Back+2 for pressure, or use Close Core Discharge (DownBack2,Back) to hit opponents out of the air. It’s a good idea to mix up both the regular and Amplified Ice Auger so that opponents must guess on which Frost will use.

Core Overload Setup

In Frost’s Arctic Anarchy variation, Core Overload (DownDown3) enhances the damage dealt by chest energy core attacks. When Amplified, Frost will set a timer on herself which upon detonation will freeze nearby opponents. Core Overload can be set up by ending combos with Blade Spin (DownForward2). It’s important to time Frost’s attacks with the Core Overload detonation. The Core Overload timer lasts approximately 7 seconds upon activation. A good way to freeze opponents with Core Overload is to use a well-timed throw. When timed correctly, the opponent will be frozen in the middle of being thrown allowing for Frost to combo.

(Air) Icequake

Frost’s Arctic Anarchy variation gains increased mobility with (Air) Icequake (BackForward4). (Air) Icequake is a divebomb Special Move that allows Frost to attack from above. Although (Air) Icequake is -22 on block, it can be made safe if it hits the bottom portion of the opponent.

Combos


Arctic Anarchy

Frost - Arctic Anarchy - Beginner Combos

Frost – Arctic Anarchy – Beginner Combos


Frost - Arctic Anarchy - Beginner Combos
Frost - Arctic Anarchy - Advanced Combos

Frost – Arctic Anarchy – Advanced Combos


Frost - Arctic Anarchy - Advanced Combos

Frost-Byte

Frost - Frost-Byte - Beginner Combos

Frost – Frost-Byte – Beginner Combos


Frost - Frost-Byte - Beginner Combos
Frost - Frost-Byte - Advanced Combos

Frost – Frost-Byte – Advanced Combos


Frost - Frost-Byte - Advanced Combos

Ice Machine

Frost - Ice Machine - Beginner Combos

Frost – Ice Machine – Beginner Combos


Frost - Ice Machine - Beginner Combos
Frost - Ice Machine - Advanced Combos

Frost – Ice Machine – Advanced Combos


Frost - Ice Machine - Advanced Combos

Guides


General

Icy Maul Blade Spin Option Select

Icy Maul Blade Spin Option Select


One of the longest reaching normals in Mortal Kombat 11 is Frost’s . Although it has great range, using Frost’s string can be risky because the 2nd hit can be Flawless Blocked. This can be made completely safe by option selecting the string with a Special Move. Frost’s Blade Spin, or , is a safe on block Special Move that can be used after her . Option selecting this will allow Frost to use ...

Arctic Anarchy

Punishing Icequake

Punishing Icequake


In Frost’s Arctic Anarchy variation, she gains access to Icequake. This is a divebomb Special Move that allows her to attack from the air. Icequake can be difficult to punish, or even safe, depending on the height and distance that it’s used. When spaced out, it can be up to -8 on block. If you block the Icequake standing, it will create pushback which means you won’t be able to punish with a jab. To make ...
Ice Auger Pressure Guide

Ice Auger Pressure Guide


Frost’s Ice Auger is a high projectile that has a slow travel speed. At first glance, this move may not seem like much due to its slow movement and the fact that it disappears after travelling a certain distance. This is because Ice Auger isn’t just meant to be used for zoning, it is a powerful pressure tool as well. The best move to use Ice Auger after is . This gives Frost a near safe ...

Frost-Byte

Ice Machine

Optimizing Frost's Restand by MonkeyBizness

Optimizing Frost’s Restand by MonkeyBizness


In Frost’s Ice Machine variation, she is able to freeze opponents on the ground for a combo. Because of this, Frost has the option to keep opponents standing for pressure. In the above video, MonkeyBizness goes over how exactly to do this restand and how Frost can pressure opponents afterwards.