Injustice: Gods Among Us/Shazam
Unlike most foster children, Billy Batson couldn’t care less about finding a family. He just wants to turn eighteen and finally become an adult. While the boy’s compassionate and kind, he’s gotten used to protecting himself by staying emotionally distant from everybody. But that changes when he meets an ancient wizard who introduces him to one very powerful word.
Just by saying SHAZAM!, Billy is transformed into a magical flying adult superhero, one with the genius of Solomon, the strength of Hercules, the unbreakable will of Atlas, the lightning blasts of Zeus, the power of Achilles and the speed of Mercury. But gaining the power of the gods means inheriting their enemies too. With the abilities of the world’s mightiest mortal, Billy will have to struggle with magical threats as well as his own youthful naïveté. To truly tap into his power, this orphan who’s always kept people at arm’s length will have to learn what family really is.
In a nutshell
Shazam is mixup character with rushdown abilities. Good dashes and teleport allows him to get in, variety of command grab mixups keep him where he wants to be, up close and personal. Shazam has access to high damage and can overwhelm an opponent with his fast and far reaching command grabs. His momentum is very fast however he is also very flexible possessing a retreating teleport and projectile. He adapts to the characters he faces and rewards smart players with high damage and fast momentum. Given time and patience young Billy Batson shows just what Earth's Mightiest Mortal is capable of.
Strengths: 50/50 mixup. Good damage with meter. Teleports build meter really well. Good dashes, can dash out of certain strings. Meter Burn projectile deals good chip and hits crouchers. Amazing command grab range and speed. Variety of high/low in Combos. Both teleports count as true wakeup, meaning they get full invincibility on startup when used as a wakeup attack. Wakeup teleports easily one of the best wakeups in game. Combos usually end in Hard Knockdown. Amazing crossup with j2. B2 hits overhead and has really good range. Trait gives large boost to damage in combos. Trait deals huge chip damage. Trait activation easily done at end of combos. Huge corner damage with trait. Very easy corner combos. Vortex setups with continuous mixups. (Personally a really fun character to play. SHAZAM!)
Weaknesses: B3 range pititful. Command throws are stance specific. Gets zoned out easily. Teleport has long startup, often hit out of startup. Projectile has long startup, and whiffs on crouching characters. Meter Burned Projectile has even longer startup, projectile very situational. B2 whiffs on most crouching characters that are up close. Vortex often has Shazam guessing as much as the opponent. Normals are comparatively weak against cast. Hard time dealing with certain tactics in the air, has to be careful with timing d2 (i.e. Batman crossup, air dashers, dive attacks like Hawkgirl). Damage reliant on meter. Super is garbage. Trait only affects his punching normals limiting damage.
Players to Watch
KTX Digit, Heroic Legacy, Indecisive, EGP Wonder_Chef, Pimpimjim,
EGP Wonder_Chef recently published a more concise guide discussing advanced strategies as well. It can be found here: http://testyourmight.com/threads/wisdom-of-solomon-complete-guide-to-shazam.42551/
Lasts 15 seconds
Takes 14 seconds to recharge
Bolt Of Zeus
Bolt Of Zeus
S.T.A.R. Labs Mode
1 = light attack, 2 = medium attack, 3 = strong/hard attack, xx = cancel into, -> = link Bolt of Zeus = Bolt, Atlas Torpedo = Torpedo or AT, Herculean Might = HM, Achilles' Clutch = AC, Advancing/Eluding Mercury Stream = Forward/Backward Teleport, Power of SHAZAM = Super
As mentioned before Shazam is a 50/50 grappler. Aim to lure the opponent into a false sense of security then snatch them a command grab for big consistent damage.
MATCH START: Your options at the start of the match vary. You can immediately do HM however it barely reaches and it can get stuffed by opponents who are aware. Also your opponent can simply walk backwards and he/she will be out of range. Backdash, which will avoid most aggressive starts made by your opponent. b2,3 is not recommended but can catch your opponent offguard or slow startup moves. Or do nothing, just simply walk backwards and react instead to your opponent and what he/she decides to do. Forward dash: the risky option and not recommended as the opponent can punish you for it. Teleport, again not recommended as a lot of the cast has long reach and will hit you out of your startup. On the chance you catch your opponent getting the first meter is a huge boon to Shazam as meter greatly opens up his damage and general gameplan. However the high level your opponent is, the more likely they will be looking or already prepared for HM and just simply crouch stopping your grab attempt.
It also depends on the character you are facing. Facing Grundy, Bane, or such would recommend a backdash as you want to keep distance from you and your opponent. Facing a Raven or Deathstroke and such you would want to stay close and the more distance there is between Shazam and characters like them, the more Shazam is digging his own grave. The best way is to experiment and decide for yourself. Shazam is not limited to a certain playstyle as he is mildly flexible. It also depends on your opponent and what they do at the start.
Mid Distance: Play the poking game. f1,2/b1,2,3 etc to mess with your opponent. However keep in mind one of Shazam's weaknesses is that his normals usually start high so the opponent can just duck. And his mid hitting normals have slow startup or ass range. Of course they duck, you bust out AC. Still Shazam's footsies or poking normals are subpar especially the higher tier character you face. The trick is not to out footsie or beat their normals per say as it is to keep them in a set track. You want your opponent to stay standing or crouching even if just for one second for you to use HM/AC to catch them. Stay safe and essentially work towards faking your opponent out to land either grab.
Up Close: Use a mixup of your combo strings. They are analyzed below. Aside from 1,2,b/f3 Shazams strings have their own uses. The light starting strings are generally safe on block and one ends in a low knockdown. The reason is your want to fake your opponent to stay blocking either crouching or walking backwards. Catching them off guard with a grab is your game plan but you want to make your opponent stay in one stance. Use normal throw as well, granted you are not left in a super good position but the range you throw them at can push an opponent towards the corner. Normal throw is also Shazam's only reliable throw, it will catch either stance provided you are in range. It will not catch juggled opponents but that is for HM/AC. Keep your opponent guessing never 100% sure what you are going to do. Stay safe with 1,1,2/f1,2/2,2 Using these strings on block lets you avoid getting hit too much and 2,2 cancelled into either grab is a mixup in of itself. When the opponent is knocked down be wary of wakeup attacks, usually at the start of matches players act too aggressively and get caught with wakeup attacks like Wonder Woman upper, Black Adam cage, Batgirl cartwheel, etc. By backdashing on their wakeup you still have enough room to attack their recovery. Make them stop relying on wakeup attacks, when they stop using them because you back off, mix it up by using HM on their wakeup. Characters are standing on their 1st frame of getting up when knocked down. Timed well HM will catch an opponent just as they getup because there is still time for the game to register the opponent character crouching.
Far Range: The reason this is last is because I do not believe this is Shazam's ideal range. His projectile whiffs on crouching characters. Should you want it to catch crouching characters you waste valuable meter. Even meter burned the opponent can still jump to avoid the projectile as he would normally. Still he can zone certain characters like Grundy or Flash, or at least force them to work towards getting close to Shazam. Should you want to zone your opponent use Bolt or Backwards Teleport as your enders. Full screen Bolt is relatively useful, it's chip and damage are both decent without meter and can help close out rounds where the opponent can be chipped to death. Teleport backwards can build meter really fast should the opponent not be able to catch you. Force your opponent to come to you, use HM when they dash forwards and there is nothing they can do about it. Should they come too close or Bane does his charge move, practice timing your teleport where they cannot catch your startup or recovery. This resets the position you can just keep moving backwards again playing the zoning game. Another option when the opponent simply keeps crouching to avoid Bolt, is to get in at about mid range or slighter farther back and do Torpedo. Usually the opponent has gotten so used to ducking Bolt they do not stand up to block Torpedo which is an overhead. This distance between you and your opponent should be at 80% of the full screen as this is the max range torpedo will go if it does not hit the opponent. On hit you can meter burn torpedo with the meter you built from spamming Bolt, throwing the opponent away and leaving you at an advantageous position to start chucking Bolts again although it may not be completely full screen.
Movement: Use walking, dashes, and teleport. Walking forward with Shazam's decent walk speed will help you practice reacting to moves thrown out by the opponent. Dashes are fast and go far, but the recovery is punishable and certain moves catch characters dashing so it is more risky and does not allow you to react. Teleports are nice and build meter, but often you get hit out of the startup and the recovery is punishable. Use all of them, but prioritize walking and dashing over teleport. They are safer and guarantee covering space. Teleport is better at farther ranges or on reading the opponent doing something where you can teleport through. Be wary of doing it at mid range or against character with long range/tracking specials. Unless your timing is perfect you will get out of the teleport.
Going over his notable attacks, Shazam has a decent move set regardless of some weaknesses.
Light Attacks (or strings that start with light attacks): Use 1,1,2/f1,2/b1,2,3/b1,2/1,2/d1/j1. (1,2,b/f3 are too situational to warrant being used.) Fast startup but usually start high.
1,1,2: Safe on block but long recovery on whiff. Stop yourself from mashing it out if the first two hits whiff and you drop a combo, the opponent will recovery faster than you and then punish you for whiffing the string. In combo you can end into anything. Do not cancel into Herculean Might or Achilles' Clutch, outside of the corner, they will whiff as the opponent is launched too far. In the corner if the opponent is launched too high the command grabs will whiff. Canceling into the grabs on block will also whiff. End in Bolt on hit to keep the opponent outside for light zoning if you feel like. End with Torpedo for damage and meter burn torpedo for hard knockdown. Canceling into backward teleport for getting away is semi pointless as you get the same result by canceling into Bolt, although you may want this during online play as the bolt will sometimes whiff due to lag. Forward teleport is risky as the mixup can be stuffed by wakeup attacks. Try canceling into trait to get the early damage boost. You can do it after a Bolt or directly after 1,1,2. It's riskier after torpedo unless the torpedo is meter burned as opponents wakeup attacks may catch you especially Martian Manhunter and Batgirl. If you do not cancel fast enough or due to online lag Bolt will whiff. This string is awesome in the corner. You can combo 1,1,2 into itself alot and at the end cancel into AC to keep the opponent in the corner. With trait this easy combo does monstrous damage.
1,1: The move string is plus on block. Although the first hit is high, you can hit confirm into easy corner combos or use this as the last few hits in a combo before ending it. Using this move in place of some kicks in combos while in trait mode greatly increases the damage. Albeit they are more difficult to perform with gravity scaling taking faster effect. Usually this string is reserved for combos ending
f1,2: You are advantageous on block and it has quick recovery on whiff. On hit you get a ground bounce but the opponent goes semi forward similar to the ground bounce off of a b2. If up close on hit you can cancel into AC. But it is better to cancel into HM as it will connect more consistently. Sometimes the opponent is too far for AC to catch them but HM will always catch them. Still up close and meterless AC will give more damage. Be careful as it starts high and then goes overhead. Opponents mashing can and will hit you out of the transition from f1 to 2. Still having advantage on block gives you more opportunity to mixup or get out of range before the opponent.
b1,2,3: A strings that ends in a low and knockdown is rare. Shazam does not have many lows to force the opponent to crouch. Using this tricks the opponent as they do not expect the low. The opponent can quick recover but still it is valuable so you can mixup the opponent for a little bit.
d1: 6 frame startup means it fast. +2 on block means the opponent cannot mash out and try anything, usually. On hit you can cancel into torpedo practicing this helps random hit damage and punishment as you can interrupt certain strings with d1. On hit it is also cancellable into HM or AC but they will whiff unless the opponent is juggled. On block people usually crouch block against this move although it is not a low, practice by hitting them with d1 and then they keep blocking expecting more d1s use the appropriate grab to catch them blocking. You can tick throw this into HM or AC against the appropriate stance.
j1: stays active for a long time. primarily used for air to air attacks. Hit on a grounded opponent does not have enough hitstun to guarantee a combo and on block I believe can be punished. Still can occasionally cross up but do not rely on it.
Medium Attacks: 2,2/b2,3/f2,2/f2,2,3/d2/j2 (Medium attacks are generally really good but sometimes have long startup) 2,2: Jails meaning the opponent is locked in place and basically HM is guaranteed if you cancel into it. So are AC and AT. However the opponent can still crouch so you want to be sure to catch them with the correct option. Opponents can also backdash inbetween the string so canceling into AT will catch their backdash. On hit it launches the opponent away and you get a guaranteed HM or AT. Again you can also teleport or activate trait for variety and depending on the situation.
b2,3: Seems amazing on paper but it has flaws. On block it is punishable and will completely miss crouching characters who are too close to you. Opponents can also backdash to avoid the string or the 3 launcher which they then punish on whiff recovery. On hit the 3 launches the opponent up for a combo so it is very good in that regard. It is also relatively fast and you are airborne for the b2 portion. Meaning you avoid grabs like Grundy's Walking Corpse. If you do use it, see if your opponent punishes you. If they do not you get a free tool to abuse. If they do practice b2 and canceling into a move. Canceling into HM or AC will whiff but try teleports to get away from the opponent. If those options do not work do not use the move unless you are sure it will hit. On block also try backdashing afterwards so the opponent cannot punish too heavily if they are slow to punish. If your opponent is crouching and in the corner, up close b2,3 will actually cross them up instead or just missing them. Very tricky however if they stand up to block the b2 will hit them on block and the 3 will whiff leaving not only cornered but in heavy recovery.
f2,2: Aside from being an amazing move where he yells SHAZAM. f2,2 hitting on a grounded opponent also stuns the opponent briefly. From here you are guaranteed to connect everything that is cancelled from f2,2 except AC. AC will whiff as the opponent will be standing. However HM will combo and so will Bolt or Torpedo. It also starts mid and is relatively safe on block. The downside is that the move has relatively slow startup. The very plus side is that the stun period lasts enough that you can stop after f2,2 recover fast enough to create an inescapable reset with HM. Effectively making a 40% BnB net 46% or higher.
f2,2,3: Continuing the great string but on hit launches the opponent in the air. On block you are neutral so it is pretty good. It is also special cancelable but the opponent is launched too high for HM or AC to connect. If you want the grabs you have to link them, wait for the recovery of f2,2,3 to end and then input the grabs. However mid combo using this string not only nets damage but the grab are guaranteed. You can link a 1,1,2 for a decent combo afterwards. Keep in mind the string is still relatively slow so practice doing it in combos. You can also cancel into teleports from this move for mixups.
d2: Anti air. Sometimes inconsistent and other times amazing how well it hits people. I swear this scales combos a lot but it does not matter. You can interrupt strings with this and anti air relatively well. You get a guaranteed combo so it is still very good. Practice timing it against certain attacks as the startup is weird. Timed well you can hit people directly above you. Practice using this move a lot against opponents that jump in a lot.
j2: Great jump in attack. It crosses up really really well. The hitstun decays fast at times but still you can consistently get a 2,2 afterwards as well as f2,2. Its reach can also preemptively hit people out of the air but it is not super as an air to air attack. In the corner this move is deceptive against opponents.
Strong Attacks: 3, f3, b3, j3, d3 (Strong attacks are usually strong but suffer from long startup or small hitboxes.) 3: By itself it is relatively good. On block you are safe due its significant blockstun. Practice hitting the opponent with this on block and canceling into trait it is practically guaranteed. While it is cancelable, on hit most attacks do not start up fast enough to the opponent while they are in hitstun. Its hit cancel properties is mainly used for combos. On block you can teleport or whatever but better to cancel into trait for possible damage and mind games.
f3: Has pretty long range and hits overhead. The groundbounce is nice for combos afterwards as you can get a j3 after it. Aside from being powered up by trait nothing special besides the long range and usual frame advantage on block.
b3: Okay on block. Wallbounce on hit. Short range, however after a HM meter burn this move is guaranteed with practice. This is the key to Shazams higher level combos. Do not expect amazing properties like Flash 2 hit b3 or Batmans shenanigans after his b3. This move usually just nets damage for Shazam's combos.
j3: Okay overhead. Knockdown on hit but you can get st3 before the opponent lands to the ground and then combo from there. Usually better in combos. As an air to air not sure how this moves fares against other characters. Air to ground on hit is okay. On Block you can get hit during landing if done too early. Relatively safe on block but do not expect any air to ground like in Street Fighter. Occasionally this move crosses up but do not waste time as j2 does the job better and more consistent. It's short range compared to most j3s limit this move for mainly combos. In the corner you can use this move as a followup after f3 and then a 112 combo from there. This nets massive damage with trait.
d3: Sweep is really nice on hit. Great advantage and plenty of time to setup your mixup and it is a hard knockdown. It sucks at about everything else. Throwing this move out will get you punished more often than not. It's recovery is atrocious on whiff or block. On whiff other characters especially grapplers and yes SHAZAM in a mirror can and will grab your extended hitbox. Basically they grab your extended leg if your sweep whiffs. b1,2,3 has better range and is relatively safer on block although it will not give a hard knockdown. However it has its uses, using it will often mixup your opponent when they worry too much about AC or are walking backwards. It can catch them the trick is to not overuse the move and become reliant on it.
Note: I am not a tournament level player, however the concepts I discuss I feel are more towards the advanced side and therefore put here. Nothing fancy, just maybe slightly more difficult.
Vortex: A vortex is a fancy way of saying a character ends his/her combos in a situation where the opponent has to guess what you will do on his wakeup and whether to block high or low. Famous examples of vortexes come from characters like Ibuki and Akuma whose plethora of move makes the opponent constantly guess what to do on wakeup. Shazam gets a vortex from Achilles' Clutch. The distance he is left at and recovery time makes it so he gets an almost inescapable Herculean Might. The only way for opponents to get out of meaty Herculean Might is to wakeup attack. Because of this mixup alone, people panic and opt to wakeup attack. At this point you can block, armor f/b 3 the wakeup attack etc. You have to predict what the opponent will do or make him/her so scared to give you the free HM when, meter burned will give you a hefty combo leading back into the same mixup.
Tick Throws: Certain normal moves and strings leave the opponent in a short block stun state. Short enough that if you cancel the normal or string into the correct command grab you will grab them usually before they can react. Notable normals/strings to create tick throws are 22, d2, and d1. There are others like b2 and f223 but are really silly and will be discussed why.
22 Tick: The staple of Shazam. Hits mid meaning crouching opponents cannot simply crouch to avoid it. Use 22 and if the person blocks the move canceling into a command grab will connect. The second hit of 22 jails meaning the opponent is stuck in that stance for whatever grab you choose. However 22 can be backdashed at any time during the string and the opponent can still crouch during the string. Canceling straight into HM will not work and you need to either condition your opponent to maintain one stance for a long time.
d2 Tick: The lesser used but still very viable. d2 leaves Shazam safe but does not jail the opponent. It is VERY FAST however and often times the opponent must backdash on the read. Still the stance itself must be guessed correctly as the grab must be input rather early for the tick throw setup. Sometimes the d2 will hit even though going for the tick throw. At that point AC recovers too slowly to capitalize on the hit. HM recovers fast enough that with good execution you can use d1 into a combo or 3xxeither grab. The value lies in the speed of the setup and how it is rarely used.
d1 Tick: You are left safe and at an advantage. The value is that people rarely backdash if even possible the d1. This and the tendency for people to crouch block the d1, which sets them up very easily for AC. The difficulty comes in the timing of the cancel.
Conditioning:Mixups are the basis of Shazam gameplay. The weakness of 22? Backdashing. Canceling into Atlas Torpedo punishes both backdashing and crouch blocking, this makes people less likely backdash in the future. This opens them up back into the 22 mixup and other tick throws or other setups Shazam has. Punishing wakeup attacks makes them less likely to do it. You want to counter the actions of your opponent to make them less likely to uses certain tactics like backdashing or wakeup attacks. This makes your opponent seal away their own option and being stuck in Shazams deadly range.
1st frame Wakeup: I hinted at this mechanic beforehand and talk about it later on here. Knockdown your opponent, provided it is a hardknock and/or they stand up normally meaning no wakeup attacks. The 1st frame as an opponent gets up has the opponent standing. So as they are getting up even if the opponent hold down on his controller, the game has the character as standing. Meaning timed well HM will catch the opponent right as they wakeup before they start crouching. Go into training mode set the dummy to crouching and and knock him down. Now just as the dummy wakes up do HM and it will connect even though it is set to crouching. Just as the opponent is on his/her knees to get up is when the HM should connect. This is key to higher level mixups, dashing up and doing HM when an opponent does not do a wakeup move stops them from doing anything. You get a free combo! Then when you feel your opponent is frustrated and will attempt a wakeup move you just block and punish it. This also extends the use of AC as the timing is just after you land, extending damage and whatnot. Landing on AC you are in range for HM whereas landing on HM requires you to dash forward. However this tactic falls short of wakeup happy opponents, so you have to predict/be confident that your opponent is conditioned to not wakeup or the opponent cannot time a decent wake up to save his life. Do not count on the latter for higher level opponents of course.
Using Trait: If you end combos with a meter burn Atlas Torpedo, land a st3 on standing opponent block or hit, you should cancel into trait. The only real downside to Shazam is that only his upper body strings are affected. The chip damage you gain and the overall damage on hit boosts your combos by 6 to 10 percent. Corner damage skyrockets making the easy peasy 1,1,2 deadly. You gain some momentum in the mind games as well. Your opponent will second guess his offensive strategy as a costly mistake will lead to a highly damaging combo. Even on the defensive he has to deal with the increased chip damage. However the bonus only applies to upper body strings so you should implement the punching strings more. You may lose the advantage of strings like f1,2 but 1,1,2 blocked is still safe at -1. Your b1,2,3 string still gains the chip and the low hit when they least expect it so there is that. Bottom line: Implement trait earlier in game and matches to gain some momentum. Use it too late and your combos risk getting clashed which will waste your trait and not using trait earlier in the game reduces your damage overall.
Stage Management: Shazam is a grounded power character. The reason the grounded part is important is because he doesn't get access to fancy OTG shenanigans characters like Wonder Woman, Superman, and Black Adam get access to. That said he is still a power character. If it is an interactable Shazam can and should throw it. Aside from tools like Bat missiles and Jet engine fire on Watchtower, most objects will be thrown by Shazam. I don't know of any favorites but generally most stages work for Shazam. The reason this is advanced is not just how to use Interactables but WHEN to use them. Using them willy nilly will result in the opponent baiting you out and hitting you out of the animation. Generally opt for using one after a hard knockdown or basically at the end of a combo. However watchout for specific characters like Zod or Batgirl whose wakeup attacks always catch you when you use objects. When facing those characters you want to fake them out. Jump as if you will use the interactable but then don't press any buttons. If done just before they wakeup, the opponent is fooled into using a wakeup attack. You land faster and recover before their move can hit you and from that point you punish. Afterwards mix it up once they respect you not using interactables, use one to throw them off.
Practice Background Bounce: Certain stages like Hall of Justice and Wayne Manor are rife with background interactable bounces. This greatly increases meterless damage and punishing. This require knowledge of the stage and a bit of stage control. Punishing your opponent for 37% using no meter greatly helps as opposed to wasting valuable resources that you could use for later on.
Teleport: There are multiple concepts wrapped up in teleport. The get out of jail free card and meter building bonuses it gives also come with one more finicky bonus. When you teleport you actually have a hitbox mid teleport towards the end. If an opponent throws a projectile or a move and it hits the teleport hitbox, it will act as if you blocked the move. For example if Bane charges at you from a distance and you time the teleport correctly. Not only do you pass through him, but Bane reacts to hitting the teleport hitbox as if he had hit a blocking opponent. This puts him in a state of recovery where you can punish him without facing the threat of armor or grab or whatever. However if timed incorrectly, you can either get hit out of the startup of teleport or you simply phase through the opponent and Bane for example would simply charge all the way to the other end of the screen. So ideally you would want for the block recovery state the opponent is left in, if you cannot achieve that you still pass through the opponents move, but be sure to practice timing and measuring distance. You can and will be hit out of the startup of the move.
Learn Matchups: Some characters like Batman or Raven fall prey to Shazam mixups far more easily than Bane or Doomsday would. Practice what to do against various wakeup attacks and understand how to approach various characters.
WHIFF PUNISHING: Easily one of the most important, when your opponent is throwing out moves constantly and you just stand there, you are essentially just building up to lose the match. Grundy spamming walking corpse? Whiff punish. Black Adam spamming lightning strike or b2,3? Whiff Punish. Wonder Woman or Superman dashing through the air and trying to side switch you? Whiff punish or anti air with good timing. If your opponent throws out of a move that does not hit you and you are at mid to close distance. Whiff punish. Now what tools would allow you to do so? b2,3, Herculean Might, and sometimes Achilles' Clutch. b2,3 crap on block but great on hit. It's speed and range practically guarantee hitting that annoying opponent throwing out moves willy nilly. Same goes especially goes for Herculean Might. Practicing whiff punishing and backdashing are key to Shazam. Achille's Clutch is less consistent but when the opponent keeps spamming d1 and/or sweep it might good to use AC during the whiff recovery of moves like sweep etc.
Baiting: A hefty chunk of playing Shazam relies on you making the rights reads. More often than not you have to be the one to figure out which wakeup move your opponent will use. Can't exactly jump over for the crossup when your opponent wakes up with uppercut or antiair grab. You need to learn how to read the opponent, early match watch what your opponent does on wakeup in response to your playstyle. If he/she wakeup uppercut don't go for the crossup or jump at all unless you have enough to land on the other side and block. Often times you can teleport through wakeups so try practicing that. Tricking your opponent into doing an unsafe move and figuratively handing you opportunity on a silver platter. Use a combination of backdashing and WELL TIMED teleports on the opponents wakeups and if they spam moves a lot. I repeat WELL TIMED, the startup on teleport is short enough to warrant using, but long enough that opponents can and will hit you of it. Backdashing is faster, relatively safer against certains moves, and while it doesn't build meter the timing is easier to manage. The downside is you cannot phase through the opponent, so you can't switch sides by dashing as you would with forward teleport.
Bolt of Zeus: Ignoring my move analysis. Bolt is still a tool to use. And all Shazam players must use everything available to them. Regular bolt is still decent to use at the end of combos when you want to play a range game against certain characters like Bane, Grundy, Flash, etc. Yes they all have ways around the move but forcing characters like those to come to you give you the power to dictate the pace of the match. Characters who do not possessed projectiles themselves are also good targets for Bolt. Characters like Wonder Woman and Hawkgirl may have projectiles but their lackluster range and high hitbox allow you to duck and throw out your own again forcing them to come to you. If you find yourself at a distance from the opponent throwing the projectile forces them to either jump or crouch, where you can then use Atlas Torpedo to catch them crouching or jumping. Do not expect to get a Ryu/Sagat fireball game going. Crouching avoids all normal Bolts no matter how many times you throw them. It's recovery is also long enough that mid range you can be punished for it. Not to mention characters like Scorpion or Martian Manhunter who blow up zoning of any kind.
Tips and Tricks
Note: Under Construction as Damage will be added later on. Bread and Butter? Either that or just basic combos. 1 = light attack, 2 = medium attack, 3 = strong/hard attack, xx = cancel into, > = link Bolt of Zeus = Bolt, Atlas Torpedo = Torpedo, Herculean Might = HM, Achilles' Clutch = AC, Advancing/Eluding Mercury Stream = Forward/Backward Teleport, Power of SHAZAM = Super,
No Meter 1,1,2xxBolt of Zeus 1,1,2xxAtlas Torpedo (1,1,2xxTrait/Teleport for gimmicks)
f12xxAchilles' Clutch (Note Achilles' Clutch will whiff if the opponent is hit too far away after the f1,2) f12xxHerculean Might (Herculean Might more consistent at farther ranges)
b12 and 12 strings are interchangeable as they both end with a cancel to Bolt or Torpedo should you opt not to use the 3 enders. Try to avoid using because if you hit these you could have hit better combos starters unless you aim for b1,2,3 in footsie game.
f22xxHerculean Might (If you land f2,2 be sure to represent and yell SHAZAM seriously it is fun, also Achilles' Clutch will whiff since grounded opponents hit by this are standing and the stun does not last long. Do not take it for granted.)
f22 > Herculean Might (waiting for the recovery to end and doing HM just the stun ends results in an inescapable combo reset. More damage than canceling the f22 into HM)
f2,2,3 -> 1,1,2xxAtlas Torpedo (More consistent ender than Bolt of Zeus and best midscreen meterless damage without trait)
f2,2,3 (slight pause) Herculean Might or Achille's Clutch Canceling into either will result in the grab whiffing. You must link the grabs. The timing is tight so practice if you choose to implement this combo.
b2,3 -> 3xxHerculean Might (Decent Damage just remember the risk of b2,3 and not to get caught in abusing the move.)
b2,3 -> f2,2,3xxHerculean Might/Achille's Clutch (Here you can cancel into the grabs as the hitstun does not launch the opponent as high. Not super practical but looks flashy. Tight link.)
b2,3 -> 22xxHerculean Might More consistent when dealing with laggy connections sacrifice of some damage though overall.
d1xxAtlas Torpedo (As d1 catches a lot of stuff it is a very easy combo for frame trap and abusing on opponent who habitually crouchblock)
No Meter Anti Air d2 combos are distance and seem be low damage combos as d2 I guess scales combos more? That said Shazam's anti air is still fairly decent and you should know these combos especially if you interrupt strings with d2.
d2-> 3xxHerculean Might This combo is range dependent, if the opponent is too far away when you hit the d2 the 3 will whiff. However it is fairly decent damage.
d2-> f2,2,3xxHerculean Might Much more consistent albeit some higher scaling.
d2 j2 3xx Herculean Might The j2 is distance dependent as well. Too far and it will either whiff or the opponent will fall out before you can get a combo going.
f/b3 Combos Rare but on the off chance that you do get them. f3->j3->3xxHerculean Might b3->j3->f,2,2,3xxHM/AC
One Bar: This is where Shazam really opens up in damage and vortex setups etc. HM MB > b3 > j3 > f223 xx AC/HM 40% (Bread and Butter 1 Bar combo for Shazam. AC better for vortex setups. HM better to keep distance in certain matchups.)
HM MB > b3 > j2 > j2 > 2xx AC/HM (Easier combo at the cost of 3% damage. HM you have to cancel earlier and AC very easy to connect off of 2.)
f22 > Either combo mentioned above. (The slight wait reset. Doing the aforementioned reset for the combos get you better damage overall.)
d2 > f223xx HM MB > b3 > j2 > 2xx AC/HM (Again HM is a more difficult cancel off of 2 especially the gravity scaling in the combo. Opt to use AC more for the vortex and ease off of 2)
- Regime- 1 Armory Key in Hall of Justice Archives
- New 52- Complete every Shazam mission
|Move Name||Startup||Recovery||On Guard||On Hit|
|Atlas Torpedo (Meter Burn)||0||60||-||60|
|Bolt Of Zeus||26||-162||-6||1|
|Bolt Of Zeus (Meter Burn)||39||-165||3||26|
|Herculean Might (Meter Burn)||0||27||-||26|
|Achilles' Clutch (Meter Burn)||0||46||-||34|
|Advancing Mercury Storm||25||11||-||-|
|Eluding Mercury Storm||25||9||-||-|
|The Power Of SHAZAM||17||42||-10||6|
|Trait: Solomon's Judgement||0||43||-||-|