PrinceCola
Mortal
Ah, i did not see that...i will swallow my shame.It's in the DLC area as a purchase for $0.00
Ah, i did not see that...i will swallow my shame.It's in the DLC area as a purchase for $0.00
Ah, i did not see that...i will swallow my shame.
Never again.From now on we Zod players should do Zod puns when posting on TYM.
*Sees Superman's nerfs*From now on we Zod players should do Zod puns when posting on TYM.
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.
Yes, so basically always use 112 after a jump-in 2.Wait, 112 is +5f or more, on block?
Yea, it's a dash cancel 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!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.
yepWait, 112 is +5f or more, on block?
most under used stringYes, so basically always use 112 after a jump-in 2.
yea its a fast cancel from a dashSimSim 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.
no idea sorrySimSim
EGP Wonder_Chef
Do you guys or anyone know if ji1 112 is interrupt-able or duck-able after the ji1 on block?
Are you on skype? i just got some ideasno idea sorry
ill try and get on later and try it out.SimSim
EGP Wonder_Chef
Do you guys or anyone know if ji1 112 is interrupt-able or duck-able after the ji1 on block?
yeah but i just got home im about to go into a coma for all of sunday, tell me laterAre you on skype? i just got some ideas
hmm yes yes yesSo 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?
thank you pig <3hmm yes yes yes
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?SimSim
EGP Wonder_Chef
Do you guys or anyone know if ji1 112 is interrupt-able or duck-able after the ji1 on block?
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.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?
I don't think ji1 jails to anything.SimSim
EGP Wonder_Chef
Do you guys or anyone know if ji1 112 is interrupt-able or duck-able after the ji1 on block?
what about ji1 trait swipe to string?I don't think ji1 jails to anything.