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=== Super Move === | === Super Move === | ||
{{InjusticeMoveListHeader}} | {{InjusticeMoveListHeader}} | ||
{{ MoveListRow | The Power of SHAZAM | Super Command | 38.50 | Mid strk <br> Armored | {{ MoveListRow | The Power of SHAZAM | Super Command | 38.50 | Mid strk <br> Armored On hit, Shazam launches opponent into the sky with a haymaker and attacks with a flurry of punches finished with a smashing elbow. He then grabs the opponent as he/she flies downward, spinning them around before throwing them to the ground.<br>First hit: 10.00 then 4.75, 5.70, 6.65, 11.40}} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Revision as of 13:08, 2 March 2014

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
Strengths: 50/50 mixup. Good damage with meter. Teleports build meter really well. Good dashes, can dash out of certain strings. D2 can interrupt certain strings as well. 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 leading to further mixup and interactable shenanigans. Amazing crossup with j2. B2 hits overhead and has really good range, off the ground certain frames (avoids some low attacks if timed). 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. (Personally a really fun character to play. SHAZAM!)
Weaknesses: Command throws are stance specific, recovery can be punished if opponent is in wrong stance. Gets zoned out easily. Projectile sub par normally, horrible startup for both normal and meter burn versions. B2 whiffs on nearby crouching characters. Combos are pretty timing specific with B3 which most of his higher damage combos rely on. High risk versus characters with certain wakeup moves, has to be very careful dealing with wakeups. Normals are comparatively weak with high startup hurting poking game. Hard time dealing with certain tactics in the air, has to be careful with timing d2. Damage without meter is mediocre or has to sacrifice positioning for damage. Super is garbage. Reliant on meter so has to be wary of clash system. Trait only affects his punching normals limiting combo potential. Corner combos weak without trait or has to sacrifice positioning for damage.
Character Info
Move List
Normal Moves
Combo Attacks
knockdown 3/4ths screen away speccancel
softknockdown half screen away
softknockdown 1/4th screen away
groundbounce speccancel
softknockdown
Jails softknockdown speccancel half screen away
m groundbounce h launch
brief stun on second hit speccancel
launch speccancel
Bounce Cancels
Character Power
Lasts 15 seconds
Takes 14 seconds to recharge
Throws
Special Moves
Alternate Command:
hcf + m
Atlas Torpedo
Alternate Command:
qcb + m
Bolt Of Zeus
Alternate Command: qcb f + l
Herculean Might
recovery can be jump cancelled as well
Alternate Command: qcb + l
Achilles' Clutch
adds a divekick that causes groundbounce
Alternate Command:
qcf + h
Alternate Command:
qcb + h
Super Move
Armored On hit, Shazam launches opponent into the sky with a haymaker and attacks with a flurry of punches finished with a smashing elbow. He then grabs the opponent as he/she flies downward, spinning them around before throwing them to the ground.
First hit: 10.00 then 4.75, 5.70, 6.65, 11.40
Move Analysis
TBW
S.T.A.R. Labs Mode
TBW
Strategy
Basic Strategy
Movment: Shazam is grappler. So he needs to get in. His dashes are really good as well as his teleports. However be careful of spamming either move. Walk speed is decent so simply walking foward may be your best option as you can block on reaction to moves thrown out by your opponent. When facing an aggressive opponent or a character who needs to be close to do damage do not worry about pursuing them! They will come to you, so you need to be prepared to use Herculean Might, Achille's Clutch, and/or Atlas Torpedo to catch them in their movement punishing them at the right distance so they become wary of your options. When you are knocked down, TELEPORT. It resets positioning slightly allowing you to catch your breath and completely avoid any wakeup mindgames the opponent has for you. Just be careful and watch what your opponent does right before you teleport. If he jumps back he is expecting an Advancing Mercury Stream, so you will use Retreating Mercury Stream. Avoid relying on raw teleports as their startup is unprotected and you can be hit out of it. Also be careful of where your opponent is when doing a raw teleport as you can be punished during the recovery.
DO NOT ABUSE Atlas Torpedo. You will become reliant on it and offline or a good enough connection will result in you getting punished. Hard. Use it when the opponent is crouching or dashing forward a lot. Try doing it close to the opponent so that you land far away from them.
Advanced Strategy
TBW
Tips and Tricks
TBW
Combos
TBW
Alternate Costumes
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Unlocking
- Regime- 1 Armory Key in Hall of Justice Archives
- New 52- Complete every Shazam mission
Match Ups
TBW
Frame Data
Move Name | Startup | Recovery | On Guard | On Hit |
---|---|---|---|---|
God Punch | 8 | 17 | -2 | 2 |
Knee Strike | 9 | 23 | 1 | 12 |
Hook Kick | 12 | 27 | 3 | 5 |
Hook Punch | 8 | 18 | -3 | 17 |
Thundering Elbow | 20 | 25 | -11 | 39 |
Power Cross | 30 | 27 | 7 | 54 |
Roundhouse Kick | 10 | 19 | -2 | 20 |
Hercules Uppercut | 16 | 28 | -5 | 5 |
Mighty Slam | 29 | 28 | 7 | 62 |
Low Jab | 6 | 15 | 2 | 13 |
Lifting Cut | 9 | 16 | -3 | 60 |
Sweeping Kick | 10 | 20 | -11 | 25 |
Jumping Strike | 6 | 24 | -10 | 2 |
Mercury Sidekick | 7 | 24 | -6 | 15 |
Achilles' Fist | 10 | 24 | -2 | 53 |
Forward Throw | 10 | 21 | - | - |
Back Throw | 10 | 21 | - | - |
One-Two Punch | 7 | 17 | 2 | 16 |
Solomon's Wisdom | 9 | 24 | -2 | 7 |
Hercules' Strength | 14 | 22 | -1 | 63 |
Atlas' Stamina | 11 | 26 | 1 | 32 |
Zeus' Power | 13 | 36 | -2 | 32 |
Achilles' Courage | 15 | 22 | 3 | 37 |
Mercury's Speed | 5 | 23 | -2 | 8 |
Mighty Colossus | 8 | 38 | -6 | 6 |
One-Two Kick | 18 | 25 | -9 | 25 |
Mighty Charge | 12 | 40 | -9 | 52 |
Mighty Force | 20 | 25 | -1 | 20 |
Roaring Strike | 9 | 23 | 0 | 47 |
Atlas Torpedo | 17 | 0 | -12 | 22 |
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 | 11 | 17 | - | 25 |
Herculean Might (Meter Burn) | 0 | 27 | - | 26 |
Achilles' Clutch | 13 | 21 | - | 23 |
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 | - | - |