I made a brief post on this earlier, but I'm going to repost and expand a bit, as well as make a video in the next day or so.
Zod's 123 string sets a hard knock down and the 3rd hit can be cancelled into any special. What this means is you can Wraith Summon safely, pushing the opponent a third of the screen away, with you at plus frames. From here, you can MB Ground Blast and the only way out is by jumping on wake up or using an advancing wake up attack like Doomsday Venom or Superman Flying Punch. If they jump, you have Wraith out and can slap them out of the air on reaction.
Expanding on the setup to MB DB2, if they block low, Wraith Slash them 3 times during the block stun of MB DB2. Wraith will recover from the third slash just as the final hit of MB DB2 hits their block, keeping you at +15, dealing about 10% in chip damage with you at fullscreen. Their vision will also be obscured by the smoke from MB Ground Blast, and you can Wraith Grab to end the string overhead, or Far Ground Laser again to end low.
For no additional meter, from a raw MB Ground Blast:
MB Ground Blast, Wraith Slash x 3, Wraith Grab, Full Charge Ground Blast, B3, J3, 3 xx Zod Charge: 51%
You can raw Wraith Grab overhead, but you can't do it as soon as they wake up, so they will be able to escape, but with your Wraith keeping them in check.
I honestly think ending on 123 xx Wraith Summon is going to be as integral to Zod as it is to Green Arrow ending his combos with 33 xx Freeze Arrow.
EDIT:
Ending with D12 sets the same spacing, and is also a hard knockdown (why, I don't know) so a hit confirm of 112 1+3, dash, D12 will now give you an option into this set up. Also just checking them with D12 xx Wraith on hit will push them into the Wraith Trap.
Discuss.
Props to
RizRaz for the Full Charge Ground Blast combo extended in the Wraith Trap.