
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
Neutral: Power Character. High speed Grappler but stance specific.
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
Move List
Normal Moves
Combo Attacks
knockdown 3/4ths screen away speccancel
softknockdown half screen away
softknockdown 1/4th screen away
softknockdown speccancel
hardknockdown
Jails softknockdown speccancel half screen away
groundbounce
brief stun 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
Alternate Command: qcb + l
Achilles' Clutch
adds a divekick that causes groundbounce
Alternate Command:
qcf + h
Alternate Command:
qcb + h
Super Move
Armored If hit, Shazam launches opponent into the sky and attacks with a flurry
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
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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 | - | - |