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Guide General Zod: The New Combo/BnB Thread

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.

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
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



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%
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*
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%
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)

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%

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%
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%
Meterless:
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
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%
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%
*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%
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)

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/
 
Last edited:

M2Dave

Zoning Master
SimSim, good effort.

I would also include f+2,1,u+2 xx slow ball, j.2 xx regular ball, dash forward 1,2,3 xx phantom strike / charge if you did not.
 

SimSim

Norwegian Lab-work Champion
SimSim, good effort.

I would also include f+2,1,u+2 xx slow ball, j.2 xx regular ball, dash forward 1,2,3 xx phantom strike / charge if you did not.
Thanks:)

f21u2 xx air Kryptonite Rifle, j2 xx air Kryptonite Rifle, dash, 123 xx Zod Charge = 36%

Under "Slower/harder punish" - I list Zod charge as an ender where it works consistently for the damage.
 

Colonel-Gilgamesh

Hates NRS for making me not like Superman
I know I like to include the MB option when I do a footsie into PS. Maybe include that option in there.

Oh, and 3 xx PS for footsies
 

Rajjaka

Urriapáh !!
Very nice info... Probably the only thing missing is what is the best option when you get a b3 or
Traited b3.
Looking foward for more info thanx
 

SimSim

Norwegian Lab-work Champion
I know I like to include the MB option when I do a footsie into PS. Maybe include that option in there.

Oh, and 3 xx PS for footsies
I won't add any MB enders as I wrote the "note" in the beginning of the thread. Not sure if I will add 3 xx PS even though I agree it's a nice footsie tool. I did list f213 xx PS so maybe I should list 3 xx PS too. Then again I write about PS being a safe ender, so it doesn't take much deduction to think of it in combination with footsie tools.

Rajjaka I could add this, but from my experience I don't land raw b3 (or f3) very often with Zod, as they kind of suck:p

I might add it later though, it would be something like this:
B3, dash, jump 1 xx rifle, j2 xx rifle, j2 xx rifle, dash, 123 xx PS (around 40% meterless)
 

Colonel-Gilgamesh

Hates NRS for making me not like Superman
I won't add any MB enders as I wrote the "note" in the beginning of the thread. Not sure if I will add 3 xx PS even though I agree it's a nice footsie tool. I did list f213 xx PS so maybe I should list 3 xx PS too. Then again I write about PS being a safe ender, so it doesn't take much deduction to think of it in combination with footsie tools.

Rajjaka I could add this, but from my experience I don't land raw b3 (or f3) very often with Zod, as they kind of suck:p

I might add it later though, it would be something like this:
B3, dash, jump 1 xx rifle, j2 xx rifle, j2 xx rifle, dash, 123 xx PS (around 40% meterless)
Ordinarily I would agree, but while the damage is nnice, ending in a MB PS leads to good setups, so I think it should be noted.
 

SimSim

Norwegian Lab-work Champion
Ordinarily I would agree, but while the damage is nnice, ending in a MB PS leads to good setups, so I think it should be noted.
I edited MB PS as a point under the utility ender category. Would you say this suffice? I will think about all the suggestions and make changes later:)

Groove Heaven :
Thanks for the suggestions!
-Traitless/Meterless is covered under the Footsie and punish category
-I chose not to include combos in to ground blast because they won't be go to combos as of now, since 22 xx charge, 4 is not that good of a mix up, and b12 xx charge, 4 has a tight timing. I might add it later on at one point if it becomes important for zods gameplay
-I will make note that delayed j2 xx air rifle is hard against small characters
-I did add meterless trait combos out of grab
-I guess I better add b3 combos
-I feel distance for trait grab has been covered. I don't agree with backdashing ever, since a close charge is preferable, but I did add info on forward dashing from full screen
-trait grab out of mb laser is essential when it comes to full screen mix ups!
-I won't add combos in to trait grab as they are very unpractical:)
 

Groove Heaven

Jobber-baron
Thanks for the suggestions!
-Traitless/Meterless is covered under the Footsie and punish category
-I chose not to include combos in to ground blast because they won't be go to combos as of now, since 22 xx charge, 4 is not that good of a mix up, and b12 xx charge, 4 has a tight timing. I might add it later on at one point if it becomes important for zods gameplay
-I will make note that delayed j2 xx air rifle is hard against small characters
-I did add meterless trait combos out of grab
-I guess I better add b3 combos
-I feel distance for trait grab has been covered. I don't agree with backdashing ever, since a close charge is preferable, but I did add info on forward dashing from full screen
-trait grab out of mb laser is essential when it comes to full screen mix ups!
-I won't add combos in to trait grab as they are very unpractical:)

When I made that post I thought we were in the preliminary stages still...I literally didn't realize you made the thread already (and that I was posting in it) hahahahaha. Sorry, I've had a long day...
 

Groove Heaven

Jobber-baron
But also good job, this thread looks great and you did it so fast!

Do you think a meterless combo out of b23 is worth noting? b23, b23, f213~ZC/KR or something?
 

SimSim

Norwegian Lab-work Champion
I added:

-Corner meterless combo with 213 starter
-Meterless and meter combos from b3/f3
-mid screen footsie/neutral game meterless combo starting with b23

I have chosen to leave all MB endings out of the strings, especially when PS MB even has it's own spot in the utility ender category
 

Rajjaka

Urriapáh !!
yes my bad... i meant MB b3 or MB f3........ right now i am getting 47% with the MB B3, it cost me 2 bars though. 39% with only the first one.

MB b3 j3 f21 MB ground blast dash 3 Zod Charge. 47%

MB b3 j3 f213 Zod Charge 39%
 

SimSim

Norwegian Lab-work Champion
yes my bad... i meant MB b3 or MB f3........ right now i am getting 47% with the MB B3, it cost me 2 bars though. 39% with only the first one.

MB b3 j3 f21 MB ground blast dash 3 Zod Charge. 47%

MB b3 j3 f213 Zod Charge 39%
I will add MB b3/f3 damage to the combos in the b3/f3 category
 

Colonel-Gilgamesh

Hates NRS for making me not like Superman
SimSim

Here's a couple more Trait strings for you.

123 xx PS, 4, d4 Charged Ground Blast b3 j2 123 PS. 38% Meterless. And comes off a safe string.

f213 xx PS, 4, d4 charge Ground Blast b3 j2 123 xx PS 45%. Pretty good for Meterless.

213, d4, charged ground blast, b3 j3 12 xx MB Ground Blast, dash 3 xx PS. 44%

21 MB Ground Laser d4 charged ground laser b3 j3 123 xx PS. 42%

3 xx PS, 4, d4, charged Ground Blast, b3 j2 123 xx PS 40%. Meterless

d12 xx PS 4, d2, d4 Charged Ground Blast b3 j2 123 xx ps 38% Meterless

Any of the PS 4 d4 cancels can be tricky, but easy to land with practice. I do not think any of them are optimized though, so you may want to have a go at them if you want. I can understand it if you didn't want to put it in the BNB thread. But doing PS trait combos makes them unmatched in terms of safety. If these combos don't suit you, doing a 4 quicker after a PS string leads to a free d2, which will always link into d4(though not optimal for the 3 xx PS combo).

You should at least have 213/21MB Ground Blast in the trait section too. Just for the damage though.
 

SimSim

Norwegian Lab-work Champion
SimSim

Here's a couple more Trait strings for you.

123 xx PS, 4, d4 Charged Ground Blast b3 j2 123 PS. 38% Meterless. And comes off a safe string.

f213 xx PS, 4, d4 charge Ground Blast b3 j2 123 xx PS 45%. Pretty good for Meterless.

213, d4, charged ground blast, b3 j3 12 xx MB Ground Blast, dash 3 xx PS. 44%

21 MB Ground Laser d4 charged ground laser b3 j3 123 xx PS. 42%

3 xx PS, 4, d4, charged Ground Blast, b3 j2 123 xx PS 40%. Meterless

d12 xx PS 4, d2, d4 Charged Ground Blast b3 j2 123 xx ps 38% Meterless

Any of the PS 4 d4 cancels can be tricky, but easy to land with practice. I do not think any of them are optimized though, so you may want to have a go at them if you want. I can understand it if you didn't want to put it in the BNB thread. But doing PS trait combos makes them unmatched in terms of safety. If these combos don't suit you, doing a 4 quicker after a PS string leads to a free d2, which will always link into d4(though not optimal for the 3 xx PS combo).

You should at least have 213/21MB Ground Blast in the trait section too. Just for the damage though.
Thanks, I will look in to the strings later. As long as I feel they "add" something I will include them (Meterless/different high/low variations from the ones I have added/more bang for the buck etc.)