What's new

"I win. I always win." - The Official General Zod Discussion Thread

Metzos

You will BOW to me!
Ok, so I'm doing testing on Zod at the moment, thought I'd add in some of the frame data changes and a few other things:

Wraith Grab is -20 frames. Zod can punish with Sidearm(19 frames), but Superman can't with Super breath(20).

Zod charge in the air may be 5 frames slower,but Zod Charge on the ground is 6 frames faster. Not bad. Secret buff or was always like that? Also, air Zod charge down to -23 apparently.

d2 comes out in 9 frames down from 11 frames, but has 2 more recovery frames to compensate. Block advantage remains the same

11 d+2 is at -4 where it should be.

112, however, has the frame data wrong. As far as I can tell, it is still +5 or more(I was able to grab Lex out of a reversal Corp charge after he blocked the string)

Kryptonian Rifle(Ground) seems to be -20 instead of -33. It's -30. Was able to be punished by Super Breath and Phase Assault(MMH ground teleport. 28 frames). Was able to block Linking Rings from Zatanna(Startup frames of 30).

Ground Blast fully charged is about +1 or 2 on block. Ground Blast half charged is the same datawise as regular ground blast.

Summoning Wraith is about 35 frames or so before the wraith comes out, maybe a little more. From a -1 frame advantage, I could summon the Wraith sometimes vs reversal Heat Zap(Straight laser, 38 frames), but not vs Walking Corpse(35 frames). I am still getting hit by Ares God Smack (45 frames) without being able to move, and I haven't found anything else that isn't a ridiculous setup option like Gravity mines that I can get out of.

Wait, 112 is +5f or more, on block?
 

SquirtMcGirt

Purple balls covering the screen
SimSim when you do 22 cgl dash cancel into trait grab...how the fuck does that work and still combo? I can get the other stuff to work but I can't get that for the life of me. Is there some kind of trick? Are you canceling with back dash? Forward? Help a brother out here.
 

SimSim

Norwegian Lab-work Champion
SimSim when you do 22 cgl dash cancel into trait grab...how the fuck does that work and still combo? I can get the other stuff to work but I can't get that for the life of me. Is there some kind of trick? Are you canceling with back dash? Forward? Help a brother out here.
Yea, it's a dash cancel:p The trait grab cancels the dash. So you need to get the timing down for when the dash will come out after buffering the ff or bb, and do down + 4 pretty fast!
 

Pig Of The Hut

Day 0 Phenomenal Dr. Fate and Darkseid player
Wait, 112 is +5f or more, on block?
yep
Yes, so basically always use 112 after a jump-in 2.
most under used string

Its too good and everyone mashes after it
SimSim when you do 22 cgl dash cancel into trait grab...how the fuck does that work and still combo? I can get the other stuff to work but I can't get that for the life of me. Is there some kind of trick? Are you canceling with back dash? Forward? Help a brother out here.
yea its a fast cancel from a dash
 

Colonel-Gilgamesh

Hates NRS for making me not like Superman
112 is legit string, but a lot of people don't respect it enough to use it because it starts off his crappy jab. Too little range+high+9 frame startup = why?
 

RYX

BIG PUSHER
So I picked up Zod in attempt to finally find my zoning character :)

How do I bully people with him? Like, specific set ups and such. Do I use laser/trait cancels more? MB lasers?

Are iaKRs important to his game?
 

Pig Of The Hut

Day 0 Phenomenal Dr. Fate and Darkseid player
So I picked up Zod in attempt to finally find my zoning character :)

How do I bully people with him? Like, specific set ups and such. Do I use laser/trait cancels more? MB lasers?

Are iaKRs important to his game?
hmm yes yes yes
 
Reactions: RYX

Pig Of The Hut

Day 0 Phenomenal Dr. Fate and Darkseid player
I don't have the opportunity to check right now, but I would assume it is duckable yes. An early jump in 2 might not even be enough blockstun. Is j1 important?
Tons of reasons, in my exp it has a much more dominant hitbox on jump ins and jumps back (ie: jump back frost slide 1 will 90% win and 2 will fail 90%) I dont think ji3 would work. Theres a specific situation im inquiring about.

What we realllllly need to figure out quick is With trait, after 123, how perfectly uninterrupter-able can we make the following:

Jump in the air towards opponent, trait swipe to cover AAs, ji1 trait swipe into mix up

Jump in the air towards opponent, swipe, ji2 into mix up

jump in the air towards opponent, swipe, ji3 into mix up

Can this be done at any time trait is out?


Also we need to find the perfect spacing for this:

3/4 screen zc in on block, swipe to cover and make safe, into a mix up or pressure string.

What strings in this situation are 100000% safe and uninterrupter-able? What distance allows this setup to always happen guaranteed no questions asked