SimSim
Norwegian Lab-work Champion
This combo/bnb thread is supposed to contain the essentials when it comes to Zod, and I will therefor strive to keep it short and to the point.
Note: All combos ending in special moves can be meterburned (MB) for more damage, but it's not worth it in most cases, so I didn't list the damage.
Here is a link to the old combo thread where you might find ideas for combos you won't find in this thread:
http://www.testyourmight.com/threads/general-zod-community-combo-guide.35036/
Note: All combos ending in special moves can be meterburned (MB) for more damage, but it's not worth it in most cases, so I didn't list the damage.
Side Arm = bf1
Kryptonian Rifle = db1
Fast Kryptonian Rifle = db1f
Slow Kryptonian Rifle = db1b
Zod Charge = bf2
Ground Blast = db2
Close Ground Blast = db2b
Far Ground Blast = db2f
Phantom Strike = bf3
Kryptonian Rifle = db1
Fast Kryptonian Rifle = db1f
Slow Kryptonian Rifle = db1b
Zod Charge = bf2
Ground Blast = db2
Close Ground Blast = db2b
Far Ground Blast = db2f
Phantom Strike = bf3
1 = Light
2 = Medium
3 = Hard
4 = Trait
MB = Meter Burn
u, d, b, f = Up, Down, Back, Forward
j = Jump
, = Link/juggle
xx = cancel
~ = fast input (e.g. 4 quickly followed by 1 = 4~1)
j2 = I don't specify if it is a neutral or forward jump, but it is obvious
2 = Medium
3 = Hard
4 = Trait
MB = Meter Burn
u, d, b, f = Up, Down, Back, Forward
j = Jump
, = Link/juggle
xx = cancel
~ = fast input (e.g. 4 quickly followed by 1 = 4~1)
j2 = I don't specify if it is a neutral or forward jump, but it is obvious
Meterless:
F213 xx Phantom Strike = 17%
Meterless:
B23, b23, f213 xx Zod Charge = 30%
1 meter:
B23, f2 xx close Ground Blast MB, j3, 123 xx Zod Charge =39%
1 meter:
F21 xx close Ground Blast MB, j3, f213 xx Zod Charge = 40%
F213 xx Phantom Strike = 17%
Meterless:
B23, b23, f213 xx Zod Charge = 30%
1 meter:
B23, f2 xx close Ground Blast MB, j3, 123 xx Zod Charge =39%
1 meter:
F21 xx close Ground Blast MB, j3, f213 xx Zod Charge = 40%
1 meter:
D12 xx close Ground Blast MB, dash, b23, f2, 123 xx Zod Charge = 39%
1 meter:
D12 xx close laser, j2 xx air Kryptonite Rifle (delayed), dash, 123 xx Zod Charge = 39%
*Hitting a delayed j2 xx air Kryptonite Rifle is challenging on smaller characters*
D12 xx close Ground Blast MB, dash, b23, f2, 123 xx Zod Charge = 39%
1 meter:
D12 xx close laser, j2 xx air Kryptonite Rifle (delayed), dash, 123 xx Zod Charge = 39%
*Hitting a delayed j2 xx air Kryptonite Rifle is challenging on smaller characters*
Meterless:
f21u2 xx air Kryptonite Rifle, j2 xx air Kryptonite Rifle, dash, f213 xx Zod Charge = 36%
1 meter:
f21u2 xx air Kryptonite Rifle, j2 xx air Kryptonite Rifle, dash, 12 xx close Ground Blast MB, dash, 123 xx Phantom Strike = 41%
f21u2 xx air Kryptonite Rifle, j2 xx air Kryptonite Rifle, dash, f213 xx Zod Charge = 36%
1 meter:
f21u2 xx air Kryptonite Rifle, j2 xx air Kryptonite Rifle, dash, 12 xx close Ground Blast MB, dash, 123 xx Phantom Strike = 41%
1 meter:
213 xx Ground Blast charge, delayed MB, dash, f2, 123 xx Zod Charge = 35% (34% if the two hits before the overhead is blocked)
213 xx Ground Blast charge, delayed MB, dash, f2, 123 xx Zod Charge = 35% (34% if the two hits before the overhead is blocked)
f21u2 xx air Kryptonite Rifle, j2 xx air Kryptonite Rifle, j2 xx air Kryptonite Rifle, f3, 123 xx Zod Charge = 43%
f3, j2 xx air Kryptonite Rifle (x3), 123 xx Zod Charge = 43%
213, b23, 1, 1, 1, 1, 123 xx Zod Charge = 34%
f3, j2 xx air Kryptonite Rifle (x3), 123 xx Zod Charge = 43%
213, b23, 1, 1, 1, 1, 123 xx Zod Charge = 34%
Meterless:
B3, dash, j2 xx air Kryptonite Rifle (hits on the opposite side), j2 xx air Kryptonite Rifle, j2 air Kryptonite Rifle, dash, 123 xx Phantom Strike = 40%
Meterless:
B3, j3, f2, 123 xx Zod Charge = 34%
1 meter:
B3, j3, f21 xx Ground Blast MB, dash, 123 xx Zod Charge = 42%
Meterless:
F3, j2 xx air Kryptonite Rifle, j2 xx air Kryptonite Rifle, dash, 123 xx Zod Charge = 38%
1 meter:
F3, j3, 12 close Ground Blast MB, dash, 123 xx Zod Charge = 41%
B3, dash, j2 xx air Kryptonite Rifle (hits on the opposite side), j2 xx air Kryptonite Rifle, j2 air Kryptonite Rifle, dash, 123 xx Phantom Strike = 40%
Meterless:
B3, j3, f2, 123 xx Zod Charge = 34%
1 meter:
B3, j3, f21 xx Ground Blast MB, dash, 123 xx Zod Charge = 42%
Meterless:
F3, j2 xx air Kryptonite Rifle, j2 xx air Kryptonite Rifle, dash, 123 xx Zod Charge = 38%
1 meter:
F3, j3, 12 close Ground Blast MB, dash, 123 xx Zod Charge = 41%
Meterless:
D2, j2 xx air Kryptonite Rifle, j2 xx air Kryptonite Rifle, dash 123 xx Zod Charge = 29%
1 meter
D2, j2 xx air Kryptonite Rifle, j2 xx air Kryptonite Rifle, dash, 12 xx close Ground Blast MB, dash, 123 xx Phantom Strike = 34%
D2, j2 xx air Kryptonite Rifle, j2 xx air Kryptonite Rifle, dash 123 xx Zod Charge = 29%
1 meter
D2, j2 xx air Kryptonite Rifle, j2 xx air Kryptonite Rifle, dash, 12 xx close Ground Blast MB, dash, 123 xx Phantom Strike = 34%
Meterless:
D2, f213 xx Zod Charge =19%
1 meter
D2, f21 xx Ground Blast MB, dash, 123 xx Zod Charge = 27%
D2, f213 xx Zod Charge =19%
1 meter
D2, f21 xx Ground Blast MB, dash, 123 xx Zod Charge = 27%
4, f2 xx d4
4~b12 xx d4
4~b12 xx d4
1 meter:
4~11d2, 4, f2, 4, 12 xx close Ground Blast MB, dash, 123 xx Phantom strike = 39%
1 meter:
f213, 4, f2, 4, 12 xx close Ground Blast MB, dash, 123 xx Phantom Strike = 41%
1 meter:
4~12 xx close Ground Blast charge, 4~MB, b3, j3, f213 xx Zod Charge = 40% (Some times glitches and does 46%)
1 meter:
Ground Blast MB, dash, d4, dash, fully charged close Ground Blast, j2 xx air Kryptonite Rifle, j2 xx air Kryptonite Rifle, dash, 123 xx Zod Charge = 45%
4~11d2, 4, f2, 4, 12 xx close Ground Blast MB, dash, 123 xx Phantom strike = 39%
1 meter:
f213, 4, f2, 4, 12 xx close Ground Blast MB, dash, 123 xx Phantom Strike = 41%
1 meter:
4~12 xx close Ground Blast charge, 4~MB, b3, j3, f213 xx Zod Charge = 40% (Some times glitches and does 46%)
1 meter:
Ground Blast MB, dash, d4, dash, fully charged close Ground Blast, j2 xx air Kryptonite Rifle, j2 xx air Kryptonite Rifle, dash, 123 xx Zod Charge = 45%
Meterless:
D4, fully charged close Ground Blast, j2 xx air Kryptonite Rifle, j2 xx air Zod Kryptonite Rifle, dash, 123 xx Zod Charge = 40%
1 meter:
D4, fully charged close Ground Blast, j2 xx air Kryptonite Rifle, j2 xx air Zod Kryptonite Rifle, dash, 12 xx Ground Blast MB, dash, 123 xx Phantom Strike = 44%
D4, fully charged close Ground Blast, j2 xx air Kryptonite Rifle, j2 xx air Zod Kryptonite Rifle, dash, 123 xx Zod Charge = 40%
1 meter:
D4, fully charged close Ground Blast, j2 xx air Kryptonite Rifle, j2 xx air Zod Kryptonite Rifle, dash, 12 xx Ground Blast MB, dash, 123 xx Phantom Strike = 44%
*1 dash gets you in range from full screen*
Meterless:
D4, fully charged normal Ground Blast, B3, j3, f213 xx Zod Charge = 39%
1 meter:
D4, fully charged normal Ground Blast, B3, j3, 12 xx close Ground Blast MB, dash, 123 xx Phantom Strike = 43%
Meterless:
D4, fully charged normal Ground Blast, B3, j3, f213 xx Zod Charge = 39%
1 meter:
D4, fully charged normal Ground Blast, B3, j3, 12 xx close Ground Blast MB, dash, 123 xx Phantom Strike = 43%
Phantom Strike on block:
By ending a blocked string with Phantom Strike you will keep yourself safe, but at a slight frame disadvantage
Phantom Strike MB:
Ending combos with Phantom Strike MB will give you enough advantage on hit that you can safely activate trait against most characters
123 xx trait:
123 grants a hard knock down, and canceled in to trait it will give you most advantage out of all of Zod's strings. This will leave you with approximately +28 frames of advantage
123 xx Ground Blast charge:
123 canceled in to Ground Blast charge will lead to a fully charged low hitting explosion right after the opponent wakes up. There are wake up moves that will beat this, but not that many. It leads to a launch and juggle on hit, and will leave you safe on block
Back ground bounce (Interactable):
Ending a combo with back ground bounce gives you a hard knock down with approximately +41 frames of advantage if you activate trait, and is therefor good to pressure your opponent on wake up
Ground Blast MB:
Even though this is a soft knock down, it is unclashable after the first hit, and leaves you at +49 frames of advantage if you activate trait and can therefor be an ender to consider in some instances
D3:
D3 followed by a forward dash and a neutral jump, will let you land very ambiguously right on top of the opponent as he wakes up, and will lead to terrifying mix ups if you have trait active
Air Zod Charge in the corner:
When ending a combo with air Zod Charge with your opponent in the corner (You end up in the corner after the charge lands), you gain the ability to dash over the opponent while he is knocked down and go for a mix up. If you have trait active you will be able to cancel your dash with trait grab on either side (50/50)
By ending a blocked string with Phantom Strike you will keep yourself safe, but at a slight frame disadvantage
Phantom Strike MB:
Ending combos with Phantom Strike MB will give you enough advantage on hit that you can safely activate trait against most characters
123 xx trait:
123 grants a hard knock down, and canceled in to trait it will give you most advantage out of all of Zod's strings. This will leave you with approximately +28 frames of advantage
123 xx Ground Blast charge:
123 canceled in to Ground Blast charge will lead to a fully charged low hitting explosion right after the opponent wakes up. There are wake up moves that will beat this, but not that many. It leads to a launch and juggle on hit, and will leave you safe on block
Back ground bounce (Interactable):
Ending a combo with back ground bounce gives you a hard knock down with approximately +41 frames of advantage if you activate trait, and is therefor good to pressure your opponent on wake up
Ground Blast MB:
Even though this is a soft knock down, it is unclashable after the first hit, and leaves you at +49 frames of advantage if you activate trait and can therefor be an ender to consider in some instances
D3:
D3 followed by a forward dash and a neutral jump, will let you land very ambiguously right on top of the opponent as he wakes up, and will lead to terrifying mix ups if you have trait active
Air Zod Charge in the corner:
When ending a combo with air Zod Charge with your opponent in the corner (You end up in the corner after the charge lands), you gain the ability to dash over the opponent while he is knocked down and go for a mix up. If you have trait active you will be able to cancel your dash with trait grab on either side (50/50)
Here is a link to the old combo thread where you might find ideas for combos you won't find in this thread:
http://www.testyourmight.com/threads/general-zod-community-combo-guide.35036/
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