Swoops
Noob
combo > ...D1 xx DB2B (hold till full)
Let me start by saying that I have started to forget about actually busting out my trait on the opponent's wake up. This set up is that dirty, as even though the pure mix up potential is somewhat diminished, the odds of the opponent waking up safely are heavily diminished. Basically, Zod gets away with murder.
So on to the details:
If you end a Zod juggle with d1 or d12, it will cause a hard knockdown. This isn't huge news, and neither is using them to set up a trait or charge laser. But the all of the fun and dirtiness in this set up lies in the specifics. Basically, if you end the juggle with d1 xx close GB charge and keep holding back, Zod can recover in time to block any reversals that are 7 frames and up. So if you attempt this and flash does a random wake up super? Yup, you will block in time. Free punish for any dumb reversals. Now there are a couple stipulations to this that have mostly to do with gravity scaling, but there are easy and even dirtier ways around this. More on that in a second.
The fully charged laser itself is veeery meaty. This means that if they do anything except invincible wake up, they will be launched for a full b3 combo. So, they hit a button? Launched. Backdashed? Launched. Tried to jump? Yup, launched. They have to sit there like good little underlings and block low or they will eat 30-40% meterless. Oh...they decided it's not worth it and decided to just block? Well...
The meaty laser actually ends up being at around +4 on block with decent spacing. If the opponent is mashing d1 afterwards, they can be easily hit out of it with a f21 xx MB ground blast.
Now on to a few of those hiccups. This set up always allows Zod to block reversals at 12 frames and up. But the set up is a bit finicky for 7-11 frame reversals, dependent on gravity scaling and where you hit them with the d1. So, certain reversals like Flash flying charge, DS sword flip, and GL lantern's might can cause a bit of trouble. This is only at the end of scaled combos, so simple ones like 1121+3, dash d1 xx close GB still work, but you want to be able to use them after big damage combos. So that leads to a couple fixes.
d12 xx medium GB charge fixes a lot of these issues, as many reversals (including Flash 6f uppercut and Lex 6f charge) will now either whiff or take to long to reach Zod in time to punish. So at the end of huge combos with these particular characters, d12 xx medium GB is usually a safer bet, but d1 xx close GB can still provide really good results.
There's a hell of a lot more to do with this though, but I'm trying not to post to big of a wall here without getting a video up first. Since Ground Blast can be dash canceled, you can also dash into MB f3, fake that into a low, or do some nasty neutral jump cross up shenanigans that I've been finding.
So what does everyone think? Obviously his wraith set ups can be arguably just as powerful if not more, but what if you are currently traitless with a combo opportunity? I've been finding a lot of success summoning trait to find a combo opportunity, then ending with this to threaten another 30-40% and waste time with a long combo as my trait comes back. I've taken off rounds in like 2 mix ups >.<
AK Pig Of The Hut
Disaster FX
Johnny2d
My recording situation is shit right now. But hopefully I can get a quick video up by tomorrow sometime.
Let me start by saying that I have started to forget about actually busting out my trait on the opponent's wake up. This set up is that dirty, as even though the pure mix up potential is somewhat diminished, the odds of the opponent waking up safely are heavily diminished. Basically, Zod gets away with murder.
So on to the details:
If you end a Zod juggle with d1 or d12, it will cause a hard knockdown. This isn't huge news, and neither is using them to set up a trait or charge laser. But the all of the fun and dirtiness in this set up lies in the specifics. Basically, if you end the juggle with d1 xx close GB charge and keep holding back, Zod can recover in time to block any reversals that are 7 frames and up. So if you attempt this and flash does a random wake up super? Yup, you will block in time. Free punish for any dumb reversals. Now there are a couple stipulations to this that have mostly to do with gravity scaling, but there are easy and even dirtier ways around this. More on that in a second.
The fully charged laser itself is veeery meaty. This means that if they do anything except invincible wake up, they will be launched for a full b3 combo. So, they hit a button? Launched. Backdashed? Launched. Tried to jump? Yup, launched. They have to sit there like good little underlings and block low or they will eat 30-40% meterless. Oh...they decided it's not worth it and decided to just block? Well...
The meaty laser actually ends up being at around +4 on block with decent spacing. If the opponent is mashing d1 afterwards, they can be easily hit out of it with a f21 xx MB ground blast.
Now on to a few of those hiccups. This set up always allows Zod to block reversals at 12 frames and up. But the set up is a bit finicky for 7-11 frame reversals, dependent on gravity scaling and where you hit them with the d1. So, certain reversals like Flash flying charge, DS sword flip, and GL lantern's might can cause a bit of trouble. This is only at the end of scaled combos, so simple ones like 1121+3, dash d1 xx close GB still work, but you want to be able to use them after big damage combos. So that leads to a couple fixes.
d12 xx medium GB charge fixes a lot of these issues, as many reversals (including Flash 6f uppercut and Lex 6f charge) will now either whiff or take to long to reach Zod in time to punish. So at the end of huge combos with these particular characters, d12 xx medium GB is usually a safer bet, but d1 xx close GB can still provide really good results.
There's a hell of a lot more to do with this though, but I'm trying not to post to big of a wall here without getting a video up first. Since Ground Blast can be dash canceled, you can also dash into MB f3, fake that into a low, or do some nasty neutral jump cross up shenanigans that I've been finding.
So what does everyone think? Obviously his wraith set ups can be arguably just as powerful if not more, but what if you are currently traitless with a combo opportunity? I've been finding a lot of success summoning trait to find a combo opportunity, then ending with this to threaten another 30-40% and waste time with a long combo as my trait comes back. I've taken off rounds in like 2 mix ups >.<
AK Pig Of The Hut
Disaster FX
Johnny2d
My recording situation is shit right now. But hopefully I can get a quick video up by tomorrow sometime.