ryublaze
Noob
This is a list of every character's trait and what they do. Still a work in progress...
When submitting information, please keep it in this format:
Character Name
Trait: Trait Name
Description: What the trait does
Ares
Trait: Weapons of War
Description: Ares summons either a sword or an axe to attack the opponent and can be used in the following ways:
Straight Sword/Axe
Sword: [High] Releases the sword forward like a projectile and moves very fast. Safe on block. 9%
Axe: [Mid] Thrown in the same way as Sword, but travels slower and takes up a lot of space. Not safe up close on block. Up to 13%
Rising Sword/Axe
Sword: [Low] Puts the Sword right in front of him and brings it upward, launching the opponent if hits for a combo. Advantage on block. 9%
Axe: [Low] Just like the Sword, this pops the opponent up, although does not lead to much. Causes quick-stand if 2 or more hits (4 hits max) register. Safe on block. Up to 13%
Downward Sword/Axe
Sword: [Overhead] Summons the sword above and in front of Ares and brings it down to attack. Leaves the opponent standing. Safe on block. 9%
Axe [Overhead] Just like the Sword, only thing is that it's an untechable knockdown. Safe on block. 7%
Sword and Axe traits have an 8 second cooldown once used.
Black Adam
Trait: Orb of Seth
Description: Summons 3 lightning orbs that circle around him, that damages those who come into contact. Each orb can be shot at the opponent for minor damage.
Cooldown: 9 seconds
Duration: 4.5 seconds
Startup: 9 frames
Each orb does 4% damage alone and on block does 1.5% chip
*If hit while trait is out he loses orbs*
Catwoman
Trait: Cat Scratches
Description: Gains one scratch for each successful evade. May also gain one scratch randomly for each hit in a kombo starting with the second (low percentage).
Deathstroke
Trait: Enhanced Reflexes
Description: Takes 60 frames to activate (correct me if i'm wrong here). Has a 3 second duration in which your Quick Fire, Low Shots and Machine Gun specials do half the damage but your gun moves are unblockable. Has a 6 second cooldown where ALL gun moves will whiff.
Doomsday
Trait: Doom to All
Description: When activated, Doomsday's body turns into hardened rock preventing Doomsday from being knocked down or launched for six seconds. Recharges in 16 seconds.
The Flash
Trait: Time Loop
Description: It slows down the environment, everything moves slower with the exception of the trait user. Using trait in combos allows Flash to add repetions of specials and normals which lead greater damage. The trait can be negated by push blocking or hitting Flash. Flash cannot block while the trait is active.
start-up: 0 frames
recovery: 21 frames
cool down: 15 seconds
durariton: 5-7 seconds(not too sure)
Green Arrow
Trait: ???
Description: He can load 3 different types of arrows which all act as projectiles. Without loading any arrow he shoots normal arrows that do 1% on hit an grant small block advantage and can grant large amounts of hit advantage. By holding down and shooting an arrow it becomes a low, and by jumping and shooting an arrow downwards it becomes an overhead.
Fire Arrow (Loads 3 arrows) which knockdown on hit and do 7%.
Electric Arrow (Loads 2 arrows) which stagger on hit if the opponent is on the ground, or float them if they are in the air. 5% on hit and very fast travel speed.
Ice Arrow (Loads 1 arrow) which freezes the opponent on hit allows for a follow-up combo which is damaged-scaled. Travels quite slow.
Green Lantern
Trait: Beware My Power
Description: For roughly 10-15 seconds, Green Lantern does slightly more damage, and has altered properties on almost every special move he has. Upon activation, Green Lantern can cancel the recovery frames of Beware My Power into any special move. The cooldown for Beware My Power is roughly 5 seconds. The property alterations are as follows:
Lantern's Might - Now does a slight bounce that extends combos. The knockdown is very lengthy, as a result.
Air Oa's Rocket - Green Lantern's descends faster during recovery.
Rocket Power - All of them now launch on hit.
Minigun - Range increases to nearly full screen, while the MB version becomes full screen.
Hawkgirl
Trait: ???
Description: Her trait allows her to stay in the air for 8 seconds, she can use air mace tosses, air mace charge without falling down, she also has more normals in flight mode. She can cancel any air normal or wing evade into flight to not fall down and stay in the air, also she can use trait or cancel it whenever she wants. It has no cooldown.
The Joker
Trait: Joker's Wild
Description: The Joker has two parries. One parries highs, mids, and overheads. The other parries lows. Parry successful and it gives you a "Ha". Each "Ha" improves Joker's walk speed and jump arcs.
Level 1 "Ha" - Slight speed boost for Joker's walk speed and jump arc for 8 secs.
Level 2 "Ha" - Better speed boost for Joker's walk speed and jump arc for 19 secs
Level 3 "Ha" - Greater speed boost for Joker's walk speed and jump arc for 27 secs
Cooldown: N/A
Active frames: 10 ???
Recovery frames: 28
* Works on all normals and some Physical specials*
Lex Luthor
Trait: ???
Description: He gains 1 hit of armour that lasts for around 5-6 seconds. There are 3 levels of trait charge, each level cuts the amount of damage Lex takes from the hit, level 3 being a 100% damage reduction. The trait has very quick recharge time. I think Lex is the only character that can cancel the animation of his trait activation with a dash, but still have the ability to charge it up.
Lobo
Trait: Nuclear Shells
Description: Loads 2 Nuke Shells into his shotgun, augmenting the power and the effect of all his attacks involving a blast from his firearm.
Martian Manhunter
Trait: Alien Malleability
Description: Gives Martian Manhunter better reach on the majority of his normals and more combo opportunities that you couldn't before, even his Super gets extended reach. Also gives him a slight damage increase (1.1%).
Raven
Trait: Demon Mode/Stance
Description: If successfully activated, Raven chances from her more human form to her demon form for 10 seconds. She loses access to some of her special moves but these are replaced with new ones. This form is usually used to zone opponents as she gains attacks that can instantly hit an opponent at full screen (they still have a start-up time, but there is no flight time like a projectile). In addition, she gains the ability to teleport to her opponent which in the context of the moves she gains (and loses) makes no sense what so ever. Once the trait expires, it will be on cooldown for 5 seconds. Raven has a long start-up animation for the trait (49 frames) but transitions back from Demon Stance to normal immediately and without interrupting any move she is doing at the time. Demon Mode can be activated while in the air as well as on the ground. You can also cancel combo strings into Demon Stance. If activated in the air, you can do an air normal once the activation is complete.
Event Horizon (replaces Singularity): down, back+2.
Description: This move has a full screen horizontal hitbox. If it hits the opponent they are dragged towards raven and then pushed away and knocked down. If MB they remain close to Raven hovering in their air, where Raven is then able to follow up with more moves. If MB and then no further action is taken, the opponent will fall to the ground but remain standing. This is Raven's only standing reset, and if timed well you can land an ambiguous cross-up just after they hit the floor forcing the opponent to guess 50/50 or get hit with another combo. Event Horizon can only be MB once per combo. Unlike Singularity, this move is mostly safe on block at -5.
Negative Mass (replaces Shadow Raven): down, forward + 1. Optional follow up inputs of back, forward or up to change the location of the move.
Description: This move can place a "pillar" of damage at one of 4 points on the screen depending on the direction pressed after the main input. This pillar reaches from the bottom to the top of the screen. The pillar locations are always a fixed distance away from Raven and there is a VERY small gap between each one that an opponent can stand in and remain safe from them all. On hit, the pillars can be MB to launch the opponent up in to the air for a follow-up combo. Unlike Aquaman's From the Deep, there is no limit to the amount of times you can MB the pillars in a combo (gravity and meter permitting). Pillars - both the initial hit and the MB hit - are always unclashable. One of the most common of Raven's unclashable combos is simply B3, pillar MB, pillar MB, etc. The pillars are 0 on block so leave Raven complete safe, and can be combined with Soul Crush's short start-up time to create a dash trap: opponents will want to dash after a blocked pillar to get closer - if you read this and do Soul Crush rather than another pillar then you will win and do more damage. The opponent is knocked to the ground and you can start the pressure again. Most people are forced into blocking pillars over and over again which builds lots of meter for Raven.
Dark Transmission: down, back + 3 (remains on same side) or down, forward +3 (swaps sides). Can be performed in the air.
Raven's teleport. Two choices of input allow you to decide where you reappear - either directly in front of the opponent or directly behind. You have a large amount of recover frames so you can not use this a raw teleport to start pressure - do it at the end of a combo (you can cancel strings into the teleport) or as a reaction to the opponent doing something. The teleport can be done in the air, and when you reappear you can do an aerial attack (1/2/3). You can also cancel into teleport from one of these attacks, meaning you can kick/tele/kick/tele/etc. Looks awesome but isn't a proper combo. You can teleport after activating trait in the air, but the teleport input MUST be completed before the Demon Stance activation finishes otherwise the move won't come out.
Empty Void: down, back 1 (also available in normal stance)
Including this for completeness sake. This is Raven's projectile absorb. During demon stance the move works exactly the same, but she gains a lot more meter for successfully absorbing a projectile.
Shazam
Trait: Solomon's Judgement
Description: Shazam calls down and catches bolts of lightning that augment all of his punching attacks to increase their damage for a limited period of time. Also it builds slightly more meter during this. The trait can glitch out if he is hit with certain moves so his fists will stop glowing but the trait will still be active.
Sinestro
Trait: ???
Description: Charges a construct that can he used to shoot 3 shots at anytime (except for when Sinestro is in hit or block stun). The shots launch on hit. Once the 3 shots are gone, he has to charge it up again.
Solomon Grundy
Trait: The Pain Chain
Description: Three different attacks where each chain has two different commands each that give you a x1, then a x2 buff depending on which chain you use. The initial 4(grab) can be parried.
Power chain(FB, DF) buffs attacks, (interactions as well) Can 't be clashed until the very last hit. Good to use with grave rot since the animation.
Health chain(4,DD, UU) raises your overall health. Can be clashed on second hit.
Defense chain(4, DU, UD)
Decrease the amount of chip damage received. Can be clashed on second hit.
Wonder Woman
Trait: ???
Description: Her sword & shield stance, gives her a whole new set of moves, normals & strings.
*Shield toss: it has a bit more of range than tiara toss in lasso stance, but works the same way.
*Shield bash: Great range, -9 on block, but the MB version is a 2 hits move, +9 on block and you can delay the 2nd hit.
*Air shield toss: It goes downwards, it's an overhead, a lot of recovery frames and - on block.
*Upwards shield toss: it's pretty useless, it has slow start up & a lot of recovery frames.
*Parry: probably the best parry in the game, since even if it didn't parry anything it's a hit, it's a 1 frame parry, gives 18% of damage if you parry something, you have to press some buttons after you parry something to get the whole damage.
Best strings:
*B2,1 : a fast low to overhead, with decent range, it's a hard knockdown & it's -8 on block.
*B2,3 : a fast low to low string, withdecent range, it's a hard knockdown & it's -3(?) on block (i don't remember but it's safe)
*F1,2 : 7 frames of start up, gives full combo, a great poke, it's a high and great as combo ender.
*1,1,B1 : it gives godlike damage when you loop it in combos in the corner.
*2,2: 14(?) frames of start up, it's a mid, you can end it as 2,2,3 to get a last overhead hit, but 2,2 leads to great damage combos, +2 on block.
Zatanna
Trait: Sargon's Hat Stance
Description: Her stance trait gives her a whole new special move & normals set. This includes:
* straight spark: projectile, it goes full screen, it's a high, pretty fast start up, godlike chip damage & + on block
* low spark: projectile, it goes full screen, it's a low, oretty fast start up, godlike chip damage & + on block
* upwards spark: projectile, it goes upwards Zatanna, good anti air, good damage, pretty fast start up
* lightning cage: fast start up, tons of active frames, 1 hit of armor, puts your opponent at full screen, great chip damage & +1 on block
* pilar: it's an OTG, slow start up, +8 on block, low chip damage*
* Smoke & mirrors: pretty useless in this stance
* teleports: do exactly the same
But in her stance trait she can't block low moves, if something hits her even if she blocks it the stance is gone, she can't jump. 8 seconds of cooldown & 10 seconds of duration if she doesn't get hit.
Zod
Trait Name: Wraith
Description: Zod summons a monster from the phantom zone that follows the opponent for four seconds. The cool down is 12 seconds. The monster can do two moves.
- Pressing 4 swipes the opponent. The swipe is an independent attack that can be done at any time unless Zod is stuck in block stun or being attacked.
- Pressing d+4 causes the monster to bite the opponent. The bite is an overhead launching attack that Zod can only do on the ground. The bite behaves like a special move. In other words, you can combo into the bite from any of Zod's strings. You can also cancel your forward and back dash with the bite. The bite is -20 on block.
When submitting information, please keep it in this format:
Character Name
Trait: Trait Name
Description: What the trait does
Ares
Trait: Weapons of War
Description: Ares summons either a sword or an axe to attack the opponent and can be used in the following ways:
Straight Sword/Axe
Sword: [High] Releases the sword forward like a projectile and moves very fast. Safe on block. 9%
Axe: [Mid] Thrown in the same way as Sword, but travels slower and takes up a lot of space. Not safe up close on block. Up to 13%
Rising Sword/Axe
Sword: [Low] Puts the Sword right in front of him and brings it upward, launching the opponent if hits for a combo. Advantage on block. 9%
Axe: [Low] Just like the Sword, this pops the opponent up, although does not lead to much. Causes quick-stand if 2 or more hits (4 hits max) register. Safe on block. Up to 13%
Downward Sword/Axe
Sword: [Overhead] Summons the sword above and in front of Ares and brings it down to attack. Leaves the opponent standing. Safe on block. 9%
Axe [Overhead] Just like the Sword, only thing is that it's an untechable knockdown. Safe on block. 7%
Sword and Axe traits have an 8 second cooldown once used.
Black Adam
Trait: Orb of Seth
Description: Summons 3 lightning orbs that circle around him, that damages those who come into contact. Each orb can be shot at the opponent for minor damage.
Cooldown: 9 seconds
Duration: 4.5 seconds
Startup: 9 frames
Each orb does 4% damage alone and on block does 1.5% chip
*If hit while trait is out he loses orbs*
Catwoman
Trait: Cat Scratches
Description: Gains one scratch for each successful evade. May also gain one scratch randomly for each hit in a kombo starting with the second (low percentage).
Deathstroke
Trait: Enhanced Reflexes
Description: Takes 60 frames to activate (correct me if i'm wrong here). Has a 3 second duration in which your Quick Fire, Low Shots and Machine Gun specials do half the damage but your gun moves are unblockable. Has a 6 second cooldown where ALL gun moves will whiff.
Doomsday
Trait: Doom to All
Description: When activated, Doomsday's body turns into hardened rock preventing Doomsday from being knocked down or launched for six seconds. Recharges in 16 seconds.
The Flash
Trait: Time Loop
Description: It slows down the environment, everything moves slower with the exception of the trait user. Using trait in combos allows Flash to add repetions of specials and normals which lead greater damage. The trait can be negated by push blocking or hitting Flash. Flash cannot block while the trait is active.
start-up: 0 frames
recovery: 21 frames
cool down: 15 seconds
durariton: 5-7 seconds(not too sure)
Green Arrow
Trait: ???
Description: He can load 3 different types of arrows which all act as projectiles. Without loading any arrow he shoots normal arrows that do 1% on hit an grant small block advantage and can grant large amounts of hit advantage. By holding down and shooting an arrow it becomes a low, and by jumping and shooting an arrow downwards it becomes an overhead.
Fire Arrow (Loads 3 arrows) which knockdown on hit and do 7%.
Electric Arrow (Loads 2 arrows) which stagger on hit if the opponent is on the ground, or float them if they are in the air. 5% on hit and very fast travel speed.
Ice Arrow (Loads 1 arrow) which freezes the opponent on hit allows for a follow-up combo which is damaged-scaled. Travels quite slow.
Green Lantern
Trait: Beware My Power
Description: For roughly 10-15 seconds, Green Lantern does slightly more damage, and has altered properties on almost every special move he has. Upon activation, Green Lantern can cancel the recovery frames of Beware My Power into any special move. The cooldown for Beware My Power is roughly 5 seconds. The property alterations are as follows:
Lantern's Might - Now does a slight bounce that extends combos. The knockdown is very lengthy, as a result.
Air Oa's Rocket - Green Lantern's descends faster during recovery.
Rocket Power - All of them now launch on hit.
Minigun - Range increases to nearly full screen, while the MB version becomes full screen.
Hawkgirl
Trait: ???
Description: Her trait allows her to stay in the air for 8 seconds, she can use air mace tosses, air mace charge without falling down, she also has more normals in flight mode. She can cancel any air normal or wing evade into flight to not fall down and stay in the air, also she can use trait or cancel it whenever she wants. It has no cooldown.
The Joker
Trait: Joker's Wild
Description: The Joker has two parries. One parries highs, mids, and overheads. The other parries lows. Parry successful and it gives you a "Ha". Each "Ha" improves Joker's walk speed and jump arcs.
Level 1 "Ha" - Slight speed boost for Joker's walk speed and jump arc for 8 secs.
Level 2 "Ha" - Better speed boost for Joker's walk speed and jump arc for 19 secs
Level 3 "Ha" - Greater speed boost for Joker's walk speed and jump arc for 27 secs
Cooldown: N/A
Active frames: 10 ???
Recovery frames: 28
* Works on all normals and some Physical specials*
Lex Luthor
Trait: ???
Description: He gains 1 hit of armour that lasts for around 5-6 seconds. There are 3 levels of trait charge, each level cuts the amount of damage Lex takes from the hit, level 3 being a 100% damage reduction. The trait has very quick recharge time. I think Lex is the only character that can cancel the animation of his trait activation with a dash, but still have the ability to charge it up.
Lobo
Trait: Nuclear Shells
Description: Loads 2 Nuke Shells into his shotgun, augmenting the power and the effect of all his attacks involving a blast from his firearm.
Martian Manhunter
Trait: Alien Malleability
Description: Gives Martian Manhunter better reach on the majority of his normals and more combo opportunities that you couldn't before, even his Super gets extended reach. Also gives him a slight damage increase (1.1%).
Raven
Trait: Demon Mode/Stance
Description: If successfully activated, Raven chances from her more human form to her demon form for 10 seconds. She loses access to some of her special moves but these are replaced with new ones. This form is usually used to zone opponents as she gains attacks that can instantly hit an opponent at full screen (they still have a start-up time, but there is no flight time like a projectile). In addition, she gains the ability to teleport to her opponent which in the context of the moves she gains (and loses) makes no sense what so ever. Once the trait expires, it will be on cooldown for 5 seconds. Raven has a long start-up animation for the trait (49 frames) but transitions back from Demon Stance to normal immediately and without interrupting any move she is doing at the time. Demon Mode can be activated while in the air as well as on the ground. You can also cancel combo strings into Demon Stance. If activated in the air, you can do an air normal once the activation is complete.
Event Horizon (replaces Singularity): down, back+2.
Description: This move has a full screen horizontal hitbox. If it hits the opponent they are dragged towards raven and then pushed away and knocked down. If MB they remain close to Raven hovering in their air, where Raven is then able to follow up with more moves. If MB and then no further action is taken, the opponent will fall to the ground but remain standing. This is Raven's only standing reset, and if timed well you can land an ambiguous cross-up just after they hit the floor forcing the opponent to guess 50/50 or get hit with another combo. Event Horizon can only be MB once per combo. Unlike Singularity, this move is mostly safe on block at -5.
Negative Mass (replaces Shadow Raven): down, forward + 1. Optional follow up inputs of back, forward or up to change the location of the move.
Description: This move can place a "pillar" of damage at one of 4 points on the screen depending on the direction pressed after the main input. This pillar reaches from the bottom to the top of the screen. The pillar locations are always a fixed distance away from Raven and there is a VERY small gap between each one that an opponent can stand in and remain safe from them all. On hit, the pillars can be MB to launch the opponent up in to the air for a follow-up combo. Unlike Aquaman's From the Deep, there is no limit to the amount of times you can MB the pillars in a combo (gravity and meter permitting). Pillars - both the initial hit and the MB hit - are always unclashable. One of the most common of Raven's unclashable combos is simply B3, pillar MB, pillar MB, etc. The pillars are 0 on block so leave Raven complete safe, and can be combined with Soul Crush's short start-up time to create a dash trap: opponents will want to dash after a blocked pillar to get closer - if you read this and do Soul Crush rather than another pillar then you will win and do more damage. The opponent is knocked to the ground and you can start the pressure again. Most people are forced into blocking pillars over and over again which builds lots of meter for Raven.
Dark Transmission: down, back + 3 (remains on same side) or down, forward +3 (swaps sides). Can be performed in the air.
Raven's teleport. Two choices of input allow you to decide where you reappear - either directly in front of the opponent or directly behind. You have a large amount of recover frames so you can not use this a raw teleport to start pressure - do it at the end of a combo (you can cancel strings into the teleport) or as a reaction to the opponent doing something. The teleport can be done in the air, and when you reappear you can do an aerial attack (1/2/3). You can also cancel into teleport from one of these attacks, meaning you can kick/tele/kick/tele/etc. Looks awesome but isn't a proper combo. You can teleport after activating trait in the air, but the teleport input MUST be completed before the Demon Stance activation finishes otherwise the move won't come out.
Empty Void: down, back 1 (also available in normal stance)
Including this for completeness sake. This is Raven's projectile absorb. During demon stance the move works exactly the same, but she gains a lot more meter for successfully absorbing a projectile.
Shazam
Trait: Solomon's Judgement
Description: Shazam calls down and catches bolts of lightning that augment all of his punching attacks to increase their damage for a limited period of time. Also it builds slightly more meter during this. The trait can glitch out if he is hit with certain moves so his fists will stop glowing but the trait will still be active.
Sinestro
Trait: ???
Description: Charges a construct that can he used to shoot 3 shots at anytime (except for when Sinestro is in hit or block stun). The shots launch on hit. Once the 3 shots are gone, he has to charge it up again.
Solomon Grundy
Trait: The Pain Chain
Description: Three different attacks where each chain has two different commands each that give you a x1, then a x2 buff depending on which chain you use. The initial 4(grab) can be parried.
Power chain(FB, DF) buffs attacks, (interactions as well) Can 't be clashed until the very last hit. Good to use with grave rot since the animation.
Health chain(4,DD, UU) raises your overall health. Can be clashed on second hit.
Defense chain(4, DU, UD)
Decrease the amount of chip damage received. Can be clashed on second hit.
Wonder Woman
Trait: ???
Description: Her sword & shield stance, gives her a whole new set of moves, normals & strings.
*Shield toss: it has a bit more of range than tiara toss in lasso stance, but works the same way.
*Shield bash: Great range, -9 on block, but the MB version is a 2 hits move, +9 on block and you can delay the 2nd hit.
*Air shield toss: It goes downwards, it's an overhead, a lot of recovery frames and - on block.
*Upwards shield toss: it's pretty useless, it has slow start up & a lot of recovery frames.
*Parry: probably the best parry in the game, since even if it didn't parry anything it's a hit, it's a 1 frame parry, gives 18% of damage if you parry something, you have to press some buttons after you parry something to get the whole damage.
Best strings:
*B2,1 : a fast low to overhead, with decent range, it's a hard knockdown & it's -8 on block.
*B2,3 : a fast low to low string, withdecent range, it's a hard knockdown & it's -3(?) on block (i don't remember but it's safe)
*F1,2 : 7 frames of start up, gives full combo, a great poke, it's a high and great as combo ender.
*1,1,B1 : it gives godlike damage when you loop it in combos in the corner.
*2,2: 14(?) frames of start up, it's a mid, you can end it as 2,2,3 to get a last overhead hit, but 2,2 leads to great damage combos, +2 on block.
Zatanna
Trait: Sargon's Hat Stance
Description: Her stance trait gives her a whole new special move & normals set. This includes:
* straight spark: projectile, it goes full screen, it's a high, pretty fast start up, godlike chip damage & + on block
* low spark: projectile, it goes full screen, it's a low, oretty fast start up, godlike chip damage & + on block
* upwards spark: projectile, it goes upwards Zatanna, good anti air, good damage, pretty fast start up
* lightning cage: fast start up, tons of active frames, 1 hit of armor, puts your opponent at full screen, great chip damage & +1 on block
* pilar: it's an OTG, slow start up, +8 on block, low chip damage*
* Smoke & mirrors: pretty useless in this stance
* teleports: do exactly the same
But in her stance trait she can't block low moves, if something hits her even if she blocks it the stance is gone, she can't jump. 8 seconds of cooldown & 10 seconds of duration if she doesn't get hit.
Zod
Trait Name: Wraith
Description: Zod summons a monster from the phantom zone that follows the opponent for four seconds. The cool down is 12 seconds. The monster can do two moves.
- Pressing 4 swipes the opponent. The swipe is an independent attack that can be done at any time unless Zod is stuck in block stun or being attacked.
- Pressing d+4 causes the monster to bite the opponent. The bite is an overhead launching attack that Zod can only do on the ground. The bite behaves like a special move. In other words, you can combo into the bite from any of Zod's strings. You can also cancel your forward and back dash with the bite. The bite is -20 on block.
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