Use 13 to punish unsafe moves. If you miss your punish, then use 132 which will leave you at +3 on block.
Frost’s pokes are very slow making her weak up-close. D3 is Frost’s best poke, which has a start-up of 8 frames and can low profile enemy attacks. However it has little range, in which case you will want to use D1. At longer ranges, D4 is a great poke to keep opponents in check.
22 is +5 on block which makes for decent pressure up-close. This is very good for Frost because her attacks are normally slow. After 22 is blocked, you’ll be able to check your opponent with a D1. This is best in the corner because 22 will leave you fairly close to your opponent where D1 will be guaranteed. You can also use 224 which will hit if your opponent tries to move after 22.
Once your opponent respects your D1 or the last hit of 224, you can then go in for a throw. You can also walk back after 22 and if your opponent tries to poke, you can whiff punish with B12 or B22.
B121 is Frost’s best mid attack to use at close range. The first two hits can be hit confirmed into a combo. B121 is -2 and has great pushback on block. This is very strong because your opponent won’t be able to take their turn and attack after it is blocked. This also puts you in perfect range for Frost’s B2.
Frost’s main footsie tool is her B2. This can be staggered safely at a distance since it’s only -4 on block. You will want to use B2 along with B22. Frost’s B22 can be hit confirmed into Microburst, or DB4, for a full combo in her Ice Machine variation. If you are too far, then the Microburst won’t combo, so instead you must hit confirm B22 into BF4.
B22 is safe on block, but can be punished by Flawless Block. If your opponent is looking to Flawless Block B22, this will allow you to stagger B2. Although B22 is -5 on block, it’s best to use Blade Spin, or DF2, afterwards because it is -4 and will do additional chip damage. Because of Frost’s slow pokes, she won’t be able to do much after a blocked Blade Spin.
At longer ranges, F2 can be used to check your opponent’s movement. F2 is Frost’s longest-reaching attack, is 0 on block and has very good pushback. However F2 can be punished by ducking underneath it, so it should be used sparingly. If your opponent is ducking in anticipation of F2, this will allow you to either close the distance and put yourself in range for B22, or create more distance between you and your opponent.
Additionally, Frost’s Auger Lunge, or BF4, can be used at long ranges in her Ice Machine variation. It is unsafe on block, but if it hits, it will carry your opponent to the corner. It also has a Krushing Blow which can lead into a full combo.
Blade Spin, or DF2, is best used at the end of combos to send opponents fullscreen so that you can start Frost’s zoning game. It also has a lot of hit advantage, allowing you to get out a free Core Discharge (or Cryogenic Crown in her Frost-Byte variation), or DB2.
If instead you want to get maximum damage and corner carry, you can end combos with Auger Lunge, or BF4, in her Ice Machine variation.
Blade Spin can also be used after knocking the opponent down. Because it can hit behind Frost, it will stop Forward Roll Escapes. This is a pretty safe option unless your opponent does a Getup U3 or ducks underneath the Blade Spin.
When zoning with Frost, you will want to use Kryo-Stance, or BF3, mixed with ice bombs. BF3 shoots multiple high projectiles, and when Amplified, shots additional mid projectiles. Amplifying BF3 does a good amount of chip damage and pushes the opponent back.
In Ice Machine, DB2 is useful for hitting opponents out of the air and knocks the opponent down if it hits.
In Frost-Byte, DB2 becomes a bomb that explodes after a certain amount of time has passed. Once an ice bomb is on the screen, your opponent will try to avoid it. You will then want to use BF3 to stop your opponent from escaping from the bomb. What’s great about this is that if the BF3 hits a grounded opponent with an ice bomb underneath them, the bomb will freeze them allowing for a full combo.