Injustice: Gods Among Us/Shazam

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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 high and low grab range and speed. Variety of high/low in Combos. Wakeup teleport Top 3 if not best wakeup 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. (Personally a really fun character to play. SHAZAM!)

Weaknesses: 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 weak with high startup at times on ground hurting the poking game. Air to air decent but loses to some characters. 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 has laggy startup and recovers slowly. Trait also only affect his punching normals limiting combo potential. Anti air is sub par at times.


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
Knee Strike
m
3.00
med
Hook Kick
h
7.00
med
Hook Punch
b + l
3.00
High
Thundering Elbow
b + m
3.00
Overhead small groundbounce to combo into specials
Power Cross
b + h
11.00
med wallbounce hold h to charge attack, pressing Meter Burn during charge will add armor to attack (1 bar,) cancel by dashing forward or backwards
Roundhouse Kick
f + l
3.00
High
Hercules Uppercut
f + m
3.00
med
Mighty Slam
f + h
11.00
Overhead groundbounce hold h to charge attack, pressing Meter Burn during charge will add armor to attack (1 bar,) cancel by dashing forward or backwards
Low Jab
d + l
2.00
med
Lifting Cut
d + m
5.00
med , launches opponent into air on hit
Sweeping Kick
d + h
7.00
Low hardknockdown
Jumping Strike
l aironly
5.00
Overhead
Mercury's Sidekick
m aironly
7.00
Overhead
Achilles' Fist
h aironly
11.00
Overhead knockdown

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
softknockdown 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
groundbounce
Mighty Force
f + m , m
5.85
Mid , med
brief stun 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
12.00
Command Grab but only on standing characters. Stand throw Think like King's standing command grab from SFxT. hardknockdown
Herculean Might (Meter Burn)
Meter Burn during
Herculean Might
4.50
Pressing Meter Burn on successful grab will allow Shazam to follow up with additional attacks
recovery can be jump cancelled
Achilles' Clutch
d , b + l
Alternate Command: qcb + l
9.00
Command Grab that only grabs crouching and juggled opponents. Crouching throw hardknockdown
Achilles' Clutch (Meter Burn)
Meter Burn during
Achilles' Clutch
5.00
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
Eluding Mercury Storm
d , b + h
Alternate Command:
qcb + h
-
Half screen back teleport

Super Move

Name
Command
Damage
Notes
SU
RC
OG
OH
The Power of SHAZAM
Super Command
38.50
Mid strk
Armored If 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 they fly 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 grappler. So he needs to get in. Easiest way that also builds meter is of course his teleport. However do not abuse the move. It's recovery is enough for characters to punish you. Often they will hit you out of the startup. Your better option is to calmly walk forward, dash is you can risk it. F22 is a good string because it is fairly safe and on hit gets you a grab. You can choose to combo Herculean Might or opt for a reset which will be explained in advanced section.

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 - -