Disaster FX
Boom Bap Dragon
Got the idea from Pakman and his thread for Supes space control, props to him for a great idea. I feel it's as equally important for Zod, and after extensive matches with him, here is the space I feel Zod can effectively control , which tools are worth using and where he is safe from punishment (more details below). I have left non MB grounded Zodballs out intentionally, as I feel they are very aren't very safe, nor do they provide appropriate cover considering the startup time and recovery.
NOTE: The coloured squares do not outline the hitbox of the attack, but rather they outline the areas where your opponent should be when you use certain moves. Example: If your opponent is occupying the space in the yellow square, then you can use Air Zod Charge with relative safety.
BLUE: Non MB Air Zodballs - These will make your opponent aware that the air space half a screen in front of them is a "no fly zone". Make them aware of this and use the distraction of the approaching ball to summon trait, establish zoning with Sidearm or make an attempt to close space.
CYAN: MB grounded Zodballs, Air MB Zodballs - See above. If using multiple slow Zodballs, there is a gap where the opponent can get through them and hit you on jump in, but it is spacing dependent.
GREEN: Ground Blast - After experimenting with Close/Far/Fullscreen Ground Blast, their space is best covered by other moves. Regular Ground Blast is best used sparingly. When used, charge it momentarily to confirm that it is safe to use, MB at your leisure. A blocked MB Ground Blast is +15 on block, so again you can summon trait, establish zoning with Sidearm or make an attempt to close space.
YELLOW: Air Zod Charge. The space covered is where you need to train your opponent to fear being. Make them respect the power of a 1F air to air that can me instant jump cancelled.
RED: Phantom Strike - I will argue that this is Zod's best footsie tool. It is faster than his F2 and covers more space. With correct spacing, you can contest against Superman F23 approaches, and whiff punish adequately, with PERFECT spacing, a blocked Phantom Strike is safe from a reversal Superman super. The hitbox on this thing is amazing, so it can catch characters as they attempt jumping. Since it is only -2 on block (It's not -1, despite what the in game data says) at the perfect range, the pushback is almost safe for you to throw out another Phantom Strike, not safe against faster footsie tools like Superman F23 or GL B1, but it's noteworthy elsewhere. An MB Phantom Strike is worth the meter, it does 17% damage, pushes full screen and leaves you with a fair chunk of frames to do what you want. With an MB Phantom Strike, you have enough time to summon trait or dash twice and be 100% safe, more set ups are available if you experiment. Non MB Phantom Strike grants enough time for a trait summon (safe from wake up Superman Super) or single dash with a little time for pressure on wake up.
PINK: Side Arm - This is a moderate start up projectile at 19F, but the recovery on it is phenomenal. It's also only -14 on block, so from the outlined spacing, you are safe from most punishment if it is blocked. It does hit high, but because you recover so fast, even if they duck it you are still relatively safe. On hit, you can Wraith Summon relatively safely, not 100% safe from fast, full screen attacks like teleports or Superman/Flash Supers. This projectile is used as a means to force an approach from full screen.
NOT DISPLAYED: Wraith Slash/Wraith Grab. They cover the whole screen, use them to reinforce your other spacing tools. With trait active, you can now hit them ANYWHERE on screen, thus they are not outlined. Back up everything with Slash. Back up Zodballs, Sidearm and Ground Blast with Wraith Grab. Ground Blast and Trait sets up situations difficult to block, Sidearm high shots and if they block it a couple times, they may attempt a crouch to avoid them, seting you up for an overhead grab.
Let me know what you think of this diagram, as well as the tactics, intentions and reasoning for their space control. Discuss.
NOTE: The coloured squares do not outline the hitbox of the attack, but rather they outline the areas where your opponent should be when you use certain moves. Example: If your opponent is occupying the space in the yellow square, then you can use Air Zod Charge with relative safety.
BLUE: Non MB Air Zodballs - These will make your opponent aware that the air space half a screen in front of them is a "no fly zone". Make them aware of this and use the distraction of the approaching ball to summon trait, establish zoning with Sidearm or make an attempt to close space.
CYAN: MB grounded Zodballs, Air MB Zodballs - See above. If using multiple slow Zodballs, there is a gap where the opponent can get through them and hit you on jump in, but it is spacing dependent.
GREEN: Ground Blast - After experimenting with Close/Far/Fullscreen Ground Blast, their space is best covered by other moves. Regular Ground Blast is best used sparingly. When used, charge it momentarily to confirm that it is safe to use, MB at your leisure. A blocked MB Ground Blast is +15 on block, so again you can summon trait, establish zoning with Sidearm or make an attempt to close space.
YELLOW: Air Zod Charge. The space covered is where you need to train your opponent to fear being. Make them respect the power of a 1F air to air that can me instant jump cancelled.
RED: Phantom Strike - I will argue that this is Zod's best footsie tool. It is faster than his F2 and covers more space. With correct spacing, you can contest against Superman F23 approaches, and whiff punish adequately, with PERFECT spacing, a blocked Phantom Strike is safe from a reversal Superman super. The hitbox on this thing is amazing, so it can catch characters as they attempt jumping. Since it is only -2 on block (It's not -1, despite what the in game data says) at the perfect range, the pushback is almost safe for you to throw out another Phantom Strike, not safe against faster footsie tools like Superman F23 or GL B1, but it's noteworthy elsewhere. An MB Phantom Strike is worth the meter, it does 17% damage, pushes full screen and leaves you with a fair chunk of frames to do what you want. With an MB Phantom Strike, you have enough time to summon trait or dash twice and be 100% safe, more set ups are available if you experiment. Non MB Phantom Strike grants enough time for a trait summon (safe from wake up Superman Super) or single dash with a little time for pressure on wake up.
PINK: Side Arm - This is a moderate start up projectile at 19F, but the recovery on it is phenomenal. It's also only -14 on block, so from the outlined spacing, you are safe from most punishment if it is blocked. It does hit high, but because you recover so fast, even if they duck it you are still relatively safe. On hit, you can Wraith Summon relatively safely, not 100% safe from fast, full screen attacks like teleports or Superman/Flash Supers. This projectile is used as a means to force an approach from full screen.
NOT DISPLAYED: Wraith Slash/Wraith Grab. They cover the whole screen, use them to reinforce your other spacing tools. With trait active, you can now hit them ANYWHERE on screen, thus they are not outlined. Back up everything with Slash. Back up Zodballs, Sidearm and Ground Blast with Wraith Grab. Ground Blast and Trait sets up situations difficult to block, Sidearm high shots and if they block it a couple times, they may attempt a crouch to avoid them, seting you up for an overhead grab.
Let me know what you think of this diagram, as well as the tactics, intentions and reasoning for their space control. Discuss.