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

Pig Of The Hut

Day 0 Phenomenal Dr. Fate and Darkseid player
Sorry, I should have been more specific. It won't go corner to corner, but it does put them Max screen, with at least 1 dash that can push them further in the corner(not much time for anything but a standing move though)
So you dont have time off of side arm mb to dash in whiff ji2 and go for reset?
 

SimSim

Norwegian Lab-work Champion
Speaking of resets, has anyone given thought to the hard knockdown that the Bite provides at the end? Seems like an easy way to set up an ambiguous crossup jump in attempt.

3 4 3 xx MB Sidearm d4 29%

213 4 3 xx MB Sidearm d4 29%
I have zod ball traps and unblockables after it, but not very practical:p
 

SimSim

Norwegian Lab-work Champion
It's basically the same distance except you have more control over dashes
but you dont have time for 2 dashes + whiffing a normal-> j2? I would think they are already being thrown away by the trait at that point. Pig and I are still talking about trait grab reset as they can wake up with invincible attacks if you do it on the hard knock down.
 

Colonel-Gilgamesh

Hates NRS for making me not like Superman
but you dont have time for 2 dashes + whiffing a normal-> j2? I would think they are already being thrown away by the trait at that point.
Not to whiff a normal, no. I get ZC builds meter, but I get there faster with dashes and again have more control. I guess it's a mater of priorities.
 

SimSim

Norwegian Lab-work Champion
Not to whiff a normal, no. I get ZC builds meter, but I get there faster with dashes and again have more control. I guess it's a mater of priorities.
The zod charge builds meter yes, but it acts as a whiffed normal in itself so you can go for the reset, while with 2 dashes you can't go for the reset. Matter of reset or no reset.
 

Colonel-Gilgamesh

Hates NRS for making me not like Superman
The zod charge builds meter yes, but it acts as a whiffed normal in itself so you can go for the reset, while with 2 dashes you can't go for the reset. Matter of reset or no reset.
I think I'm missing something here. When we were talking about whiffs, I was assuming that ji2 was the whiff, in that instead of using the landed ji2 to combo, you just landed it and used it's large hitstun to setup a new string.
 

Pig Of The Hut

Day 0 Phenomenal Dr. Fate and Darkseid player
I think I'm missing something here. When we were talking about whiffs, I was assuming that ji2 was the whiff, in that instead of using the landed ji2 to combo, you just landed it and used it's large hitstun to setup a new string.
zc whiffing = same as ji2 whiffing
 

SimSim

Norwegian Lab-work Champion
I think I'm missing something here. When we were talking about whiffs, I was assuming that ji2 was the whiff, in that instead of using the landed ji2 to combo, you just landed it and used it's large hitstun to setup a new string.
Well you can whiff j2, but I am saying that we should find ways to use j2 on block or hit as a part of the mix up (left right). With zod charge, j2 (not whiffed, but hitting/getting blocked) in to mix up, they have to block the j2 correctly AND the following mix up correctly. With dash, dash j2, then mix up after j2 hits, they have a much easier mix up to block.
 

Colonel-Gilgamesh

Hates NRS for making me not like Superman
Well you can whiff j2, but I am saying that we should find ways to use j2 on block or hit as a part of the mix up (left right). With zod charge, j2 (not whiffed, but hitting/getting blocked) in to mix up, they have to block the j2 correctly AND the following mix up correctly. With dash, dash j2 then mix up after j2 hits they have a much easier mix up to block.
I guess I get you, though I tried it and I was only able to land it on the front.
 

SimSim

Norwegian Lab-work Champion
I just wanted to quote this again

<3

This is the future of ZOD

I'm on this like beans on rice till NEc I promise

Also may I ask a favor? Incorporating f2 FF f3 cancel into the resets incase they block and as a starter
Sure I can do that!

Some points regarding my video:
As long as you hit f2 close to the ground you will be able to do 4, 3 xx d4. The reason why you need f2 close to the ground is because you have to do the 4 pretty quick and then do the 3 quick after that. If you do the f2 when they are higher in the air the 3 at the end will miss.

Also, all the examples I posted where cross ups, but by taking a step back, then do f2, you should be able to stay on the same side. The distance they go before getting d4'd also seems to wary slightly depending on the height the are/how scaled the combo is when 3 hits, and you therefor need to be familiar with the distance so you can predict if it will cross or not.
 

SimSim

Norwegian Lab-work Champion
I deleted the previous video and re-uploaded it with Pig's request added to it.

But it seems to be worse than I thought. They can block in by holding back, so you need to make the cross up more obvious, and this set up won't work for that:(
 

Pig Of The Hut

Day 0 Phenomenal Dr. Fate and Darkseid player
I deleted the previous video and re-uploaded it with Pig's request added to it.

But it seems to be worse than I thought. They can block in by holding back, so you need to make the cross up more obvious, and this set up won't work for that:(
Awesome!!!!!

But can u explain the problem a little more?

Was that 49% initial combo?
 

SimSim

Norwegian Lab-work Champion
Awesome!!!!!

But can u explain the problem a little more?

Was that 49% initial combo?
Ok I kind of withdraw what I said, since I can get the cross up if I do it right.

The thing is, a LOT of the cross ups you do with my set ups will only cross if the opponent does not block. What I mean is: The opponent can hold back and you will not cross up (The hurtbox of sinestro changes when holding back even when he is in the trait grab animation). What you need to do is this:

After the PS, do a slightly delayed 4 so that you have time to hit with f2. Then do 3 fast after hitting f2 (so that you hit with 3 when the opponent is high in the air close to your body) and cancel in to d4. If you hit with 3 further out on the limb, the opponent will fly further before getting grabbed and you will have problems crossing up the opponent (Even if it crosses when they don't block).