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{{InjusticeCharacterBox| Injustice_zod_small.jpg }} | {{InjusticeCharacterBox| Injustice_zod_small.jpg }} | ||
Once Krypton’s greatest military leader, General Dru-Zod was banished to the Phantom Zone for crimes he committed against the people of Krypton. Trapped for years—long past the destruction of his home planet—Zod emerged from his interdimensional prison seeking revenge against the man he blamed for his captivity by going after his jailer’s surviving son: Kal-El of Krypton, the hero known as Superman. | |||
Like all Kryptonians, Zod gains an array of powers after exposure to Earth’s yellow sun—including, but not limited to, super-strength, flight, super-speed, invulnerability, heat vision and x-ray vision. Beyond his physical abilities, Zod also possess a dangerously intelligent mind with a gift for strategy. | |||
A leader by nature, Zod tends give orders on the battlefield rather than jumping directly into the midst of it, using his subordinates to take down his enemies. However, he is not above joining the battle himself, using his own highly efficient combat skills to force his enemies to kneel before him. | |||
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{{Nutshell| | {{Nutshell| |
Revision as of 17:09, 13 July 2013

General Zod
Once Krypton’s greatest military leader, General Dru-Zod was banished to the Phantom Zone for crimes he committed against the people of Krypton. Trapped for years—long past the destruction of his home planet—Zod emerged from his interdimensional prison seeking revenge against the man he blamed for his captivity by going after his jailer’s surviving son: Kal-El of Krypton, the hero known as Superman.
Like all Kryptonians, Zod gains an array of powers after exposure to Earth’s yellow sun—including, but not limited to, super-strength, flight, super-speed, invulnerability, heat vision and x-ray vision. Beyond his physical abilities, Zod also possess a dangerously intelligent mind with a gift for strategy.
A leader by nature, Zod tends give orders on the battlefield rather than jumping directly into the midst of it, using his subordinates to take down his enemies. However, he is not above joining the battle himself, using his own highly efficient combat skills to force his enemies to kneel before him.
In a nutshell
Character Info
Move List
Normal Moves
to charge attack, pressing Meter
Burn during charge will add armor
to attack (1 bar), cancel by
dashing forward or backwards
h to charge attack, pressing Meter
Burn during charge will add armor
to attack (1 bar), cancel by
dashing forward or backwards
Combo Attacks
knockdown leaves opponent half screen
away
launches opponent into air
knockdown leaves opponent half screen
away
launches opponent into air
launches opponent into air
knockdown leaves opponent full screen
away
forward moving combo that ends
in knockdown
Bounce Cancels
cancel the combo and perform a
groundbounce
cancel the combo and perform a
wallbounce
Character Powers
9.00 (Elbow)
double jump press m for a Med Divekick
or h for an Overhead Diving Elbow
that causes knockdown
bats to hover around Batman
as loose tracking projectiles, can
be used to set up combos
that damages opponent and destroys
bats if they're physically hit, all three
mechanical bats must be active
Throws
leaves opponent full screen away
leaves opponent full screen away
Special Moves
Alternate Command:
qcf + l
hit Batman pulls himself toward the
opponent and delivers a flying
kick resulting in knockdown
Straight Grapple
hit, Batman stops in front of stunned
opponent allowing time to attack
or combo
Alternate Command:
qcb + l
45 degree angle, if hit Batman pulls
opponent to the ground landing full
screen away
Sky Grapple
hit, gives groundbounce half
screen away
Alternate Command:
hcf + m
damage a piece
Batarang
Batarangs causing knockdown if hit;
Batarangs can be detonated at any
time even after block or hit
Alternate Command:
qcb + m
angle, causes knockdown
Up Batarang
Batarangs, causing very high
groundbounce if hit; Batarangs
can be detonated at any time even
after block or hit
Alternate Command:
hcf + h
knockdown , slides under most
high projectiles
Slide Kick
hit causes Batman to throw a Batarang
for additional damage
Alternate Command:
qcb + m
Bombs explode in
front of Batman, knockdown on
air opponents and stuns ground
opponents
Alternate Command:
qcb + h
Overhead attacks, ends in
knockdown
Super Move
ground to midcharacter height. If hit,
Batman commits a hit and run.
First hit: 2.00 then 1.90, 1.90, 1.90,
1.90, 1.90, 1.90, 7.60, 2.85, 9.50
Move Analysis
Normal Moves
N/A
Throws
N/A
Character Traits
N/A
Special Moves
N/A
Super Move
N/A
S.T.A.R. Labs Mode
N/A
Strategy
Basic Strategy
N/A
Advanced Strategy
N/A
Tips and Tricks
N/A
Combos
N/A
Alternate Costumes
N/A
Match Ups
N/A
Frame Data
Move Name | Startup | Recovery | On Guard | On Hit |
---|---|---|---|---|