Injustice: Gods Among Us/Shazam: Difference between revisions

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Shazam is a 50/50 grappler. Meaning in spite of their amazing range and speed Herculean Might will whiff(not hit) on crouching and airborn characters who are not juggled(meaning he/she is in one of your combos). And Achille's Clutch will whiff on standing characters and juggled characters who too high in the air (do not even think about using it on airborn characters seriously why would that work? :P). Herculean Might can also be backdashed, meaning if opponent backdashes he/she will not be caught by Herculean Might. The point is that you cannot rely on throwing out those moves on a wild guess to hit your opponent for easy damage like Bane or Grundy. You have to base your choice on using the move by reading the opponent. Meaning if you know they cannot avoid Herculean Might, THEN you use it. For instance if they simply walking backwards or dashing forwards etc. We'll go more in depth later on.  
Shazam is a 50/50 grappler. Meaning in spite of their amazing range and speed Herculean Might will whiff(not hit) on crouching and airborn characters who are not juggled(meaning he/she is in one of your combos). And Achille's Clutch will whiff on standing characters and juggled characters who too high in the air (do not even think about using it on airborn characters seriously why would that work? :P). Herculean Might can also be backdashed, meaning if opponent backdashes he/she will not be caught by Herculean Might. The point is that you cannot rely on throwing out those moves on a wild guess to hit your opponent for easy damage like Bane or Grundy. You have to base your choice on using the move by reading the opponent. Meaning if you know they cannot avoid Herculean Might, THEN you use it. For instance if they simply walking backwards or dashing forwards etc. We'll go more in depth later on.  


Step 1: Getting in. Use a combination of walking forward, dashes, teleports, and Atlas Torpedo (Psycho Crusher) to get in. In that order. Shazam's walk speed is decent so simply walking forward not only allows you to get in, but can prepare himself in case the opponent tries to throw out a move as well. His dashes are great for closing in the distance but the opponent can catch the
Getting in: Use a combination of walking forward, dashes, teleports, and Atlas Torpedo (Psycho Crusher) to get in. In that order. Shazam's walk speed is decent so simply walking forward not only allows you to get in, but can prepare himself in case the opponent tries to throw out a move as well. His dashes are great for closing in the distance but the opponent can catch the recovery with a long range move. Same problem with his teleport but his teleports suffer from extended recovery and can be hit out of during startup. Finally the unreliable option is Atlas Torpedo, specifically on block. As a movement tool you may feel compelled to use Atlas Torpedo, but be wary. It has no invincibility so projectile characters can and will hit you out of it. The only thing I have found to avoid sometimes is Joker's Gunshot. On block majority of the cast can punish it, the safest you will be is to use it when you close to the opponent so you land far away from them which defeats the purpose of using it as a movement tool... The last option that may come to mind is of course b23 or Thundering Elbow or something like that. Do not use it. It is punishable someone mashing Light attack punishes you every time you do the 3. Test your opponent do the move and try to backdash to see if they punish it, if they do not punish b23. Abuse their stupidity and mash it to get in. Keep in mind that better players can and will punish you for doing it. If you rely on it for whatever reason do b2 and cancel into something to get you out of there either teleport or Atlast Torpedo.
 
Up Close: You have command grabs and lockdown normals. Use them. Keeping in mind the stances, use Herculean Might and Achille's Clutch appropriately. Not just for the damage but for the hard knockdown for a mixup opportunity. But for now looking at normals.
 
Light Attacks: 1 is good punishing tool as it leads into 1,1,2 which punished moves that leave the opponent rather close to you.


=== Advanced Strategy ===
=== Advanced Strategy ===

Revision as of 16:07, 2 March 2014

Injustice: Gods Among UsInjusticeLogo.png


Shazam

Injustice shazam small.png

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

Type:
Power
Real Name:
Billy Batson
Debut:
Whiz Comics #2 (February 1940)
Voice Actor:
Joey Naber

Move List

Normal Moves

Name
Command
Damage
Notes
SU
RC
OG
OH
God Punch
l
3.00
High speccancel
Knee Strike
m
3.00
med speccancel
Hook Kick
h
7.00
med speccancel
Hook Punch
b + l
3.00
High speccancel
Thundering Elbow
b + m
3.00
Overhead small groundbounce for a combo. speccancel
Power Cross
b + h
11.00
med wallbounce hold h to charge attack, (pressing Meter Burn makes it an armored move costs 1 bar,) cancel by dashing forward or backwards
Roundhouse Kick
f + l
3.00
High speccancel
Hercules Uppercut
f + m
3.00
med speccancel
Mighty Slam
f + h
11.00
Overhead groundbounce hold h to charge attack, (pressing Meter Burn during charge will make the move armored costs 1 bar,) cancel by dashing forward or backwards
Low Jab
d + l
2.00
med speccancel
Lifting Cut
d + m
5.00
med , launch on hit Note: Scales combos heavily
Sweeping Kick
d + h
7.00
Low hardknockdown
Jumping Strike
l aironly
5.00
Overhead, Note: Decent air to air move
Mercury's Sidekick
m aironly
7.00
Overhead, Note: Very good crossup hitbox
Achilles' Fist
h aironly
11.00
Overhead softknockdown

Combo Attacks

Name
Command
Damage
Notes
SU
RC
OG
OH
One-Two Punch
l , l
4.90
High , med speccancel
Solomon's Wisdom
l , m
4.90
High , med speccancel
Hercules' Strength
l , l , m
11.22
High , med , med
knockdown 3/4ths screen away speccancel
Atlas' Stamina
l , m , b + h
11.22
High , med , med
softknockdown half screen away
Zeus' Power
l , m , f + h
11.22
High , med , med
softknockdown 1/4th screen away
Achilles' Courage
f + l , m
5.85
med , Overhead
groundbounce speccancel
Mercury's Speed
b + l , m
4.90
High , med speccancel
Mighty Colossus
b + l , m , h
11.22
High , med , Low
softknockdown
One-Two Kick
m , m
5.85
med , med
Jails softknockdown speccancel half screen away
Mighty Charge
b + m , h
9.30
Overhead
m groundbounce h launch
Mighty Force
f + m , m
5.85
med , med
brief stun on second hit speccancel
Roaring Strike
f + m , m , h
12.17
med , med , med
launch speccancel

Bounce Cancels

Name
Command
Damage
Notes
SU
RC
OG
OH
Mighty Slam
f , f , Meter Burn
Cancel
During a combo, burn two bars to cancel the combo and perform a groundbounce. Can also be done with qcf Meter Burn, alternate controls
Power Cross
b , b , Meter Burn
Cancel
During a combo, burn two bars to cancel the combo and perform a wallbounce. Can also be performed with qcb Meter Burn, alternate controls

Character Power

Name
Command
Damage
Notes
SU
RC
OG
OH
Solomon's Judgement
Trait
-
All of Shazam's punching moves see heavily increased chip and added on damage. This is very important for his easy peasy corner combos.
Lasts 15 seconds
Takes 14 seconds to recharge

Throws

Name
Command
Damage
Notes
SU
RC
OG
OH
Forward Throw
f + l + h
11.00
Throw leaves opponent 1/4th screen away
Back Throw
l + h
11.00
Throw leaves opponent 1/4th screen away

Special Moves

Name
Command
Damage
Notes
SU
RC
OG
OH
Atlas Torpedo
b , f + m
Alternate Command:
hcf + m
9.00
Psycho Crusher. Hits Overhead. Punishable by some cast depending on landing space.
Atlas Torpedo (Meter Burn)
Meter Burn during
Atlas Torpedo
5.70
pressing Meter Burn on hit will throw the opponent for additional damage. Hard Knockdown.
Bolt Of Zeus
d , b + m
Alternate Command:
qcb + m
7.00
Throws a bolt of lightning. proj Think High Tiger Shot. Does not hit crouching characters.
Bolt Of Zeus (Meter Burn)
Meter Burn during
Bolt Of Zeus
13.00
Pressing Meter Burn during Bolt of Zeus will increase damage. Now it hits crouching characters. Will also softknockdown on hit.
Herculean Might
d , b , f + l
Alternate Command: qcb f + l
13.00
Command throw only on standing or juggled opponents hardknockdown
Herculean Might (Meter Burn)
Meter Burn during
Herculean Might
9.00
Pressing Meter Burn on successful grab keeps opponent in air and Shazam in a special recovery state. Can follow up with b + h
recovery can be jump cancelled as well
Achilles' Clutch
d , b + l
Alternate Command: qcb + l
14.00
Command throw that only connects with crouching and juggled opponents. hardknockdown
Achilles' Clutch (Meter Burn)
Meter Burn during
Achilles' Clutch
17.00
Pressing Meter Burn during Achilles' Clutch
adds a divekick that causes groundbounce
Advancing Mercury Storm
d , f + h
Alternate Command:
qcf + h
-
Half screen forward teleport True Wakeup Attack
Eluding Mercury Storm
d , b + h
Alternate Command:
qcb + h
-
Half screen back teleport True Wakeup Attack

Super Move

Name
Command
Damage
Notes
SU
RC
OG
OH
The Power of SHAZAM
Super Command
38.50
Mid strk
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

Shazam is a 50/50 grappler. Meaning in spite of their amazing range and speed Herculean Might will whiff(not hit) on crouching and airborn characters who are not juggled(meaning he/she is in one of your combos). And Achille's Clutch will whiff on standing characters and juggled characters who too high in the air (do not even think about using it on airborn characters seriously why would that work? :P). Herculean Might can also be backdashed, meaning if opponent backdashes he/she will not be caught by Herculean Might. The point is that you cannot rely on throwing out those moves on a wild guess to hit your opponent for easy damage like Bane or Grundy. You have to base your choice on using the move by reading the opponent. Meaning if you know they cannot avoid Herculean Might, THEN you use it. For instance if they simply walking backwards or dashing forwards etc. We'll go more in depth later on.

Getting in: Use a combination of walking forward, dashes, teleports, and Atlas Torpedo (Psycho Crusher) to get in. In that order. Shazam's walk speed is decent so simply walking forward not only allows you to get in, but can prepare himself in case the opponent tries to throw out a move as well. His dashes are great for closing in the distance but the opponent can catch the recovery with a long range move. Same problem with his teleport but his teleports suffer from extended recovery and can be hit out of during startup. Finally the unreliable option is Atlas Torpedo, specifically on block. As a movement tool you may feel compelled to use Atlas Torpedo, but be wary. It has no invincibility so projectile characters can and will hit you out of it. The only thing I have found to avoid sometimes is Joker's Gunshot. On block majority of the cast can punish it, the safest you will be is to use it when you close to the opponent so you land far away from them which defeats the purpose of using it as a movement tool... The last option that may come to mind is of course b23 or Thundering Elbow or something like that. Do not use it. It is punishable someone mashing Light attack punishes you every time you do the 3. Test your opponent do the move and try to backdash to see if they punish it, if they do not punish b23. Abuse their stupidity and mash it to get in. Keep in mind that better players can and will punish you for doing it. If you rely on it for whatever reason do b2 and cancel into something to get you out of there either teleport or Atlast Torpedo.

Up Close: You have command grabs and lockdown normals. Use them. Keeping in mind the stances, use Herculean Might and Achille's Clutch appropriately. Not just for the damage but for the hard knockdown for a mixup opportunity. But for now looking at normals.

Light Attacks: 1 is good punishing tool as it leads into 1,1,2 which punished moves that leave the opponent rather close to you.

Advanced Strategy

TBW

Tips and Tricks

TBW

Combos

TBW

Alternate Costumes

Shaz-reg.jpg
Regime
Shaz-new.jpg
New 52


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 - -