
Black Adam
Long ago, the council of wizards—powerful beings that held dominion over all magic in the world—chose the warrior Black Adam as their champion, granting him vast magical powers and abilities. However, that power only further skewed Adam's already maligned moral compass, and rather than use his newfound gifts to help others, he used it to dominate them.
Adam turned against the wizards and after a brutal battle was imprisoned for thousands of years. But now he is free once more, and his insatiable quest to conquer the world, to control all magic, continues. The only thing that stands in his way is Shazam!, the new champion of magic—and Black Adam will do anything in his power to destroy him and assert his position as the true ruler of the world.
Driven by a need to rule, incredibly arrogant and one of the most powerful beings on the planet, Black Adam lives by a simple creed: kneel at his feet or be crushed by his boot.
In a nutshell
Character Info
Move List
Normal Moves
to charge attack, pressing Meter
Burn during charge will add armor
to attack (1 bar), cancel by
dashing forward or backwards
h to charge attack, pressing Meter
Burn during charge will add armor
to attack (1 bar), cancel by
dashing forward or backwards
Combo Attacks
knockdown leaves opponent half screen
away
launches opponent into air
knockdown leaves opponent half screen
away
launches opponent into air
launches opponent into air
knockdown leaves opponent full screen
away
forward moving combo that ends
in knockdown
Bounce Cancels
cancel the combo and perform a
groundbounce
cancel the combo and perform a
wallbounce
Character Powers
9.00 (Elbow)
double jump press m for a Med Divekick
or h for an Overhead Diving Elbow
that causes knockdown
bats to hover around Batman
as loose tracking projectiles, can
be used to set up combos
that damages opponent and destroys
bats if they're physically hit, all three
mechanical bats must be active
Throws
leaves opponent full screen away
leaves opponent full screen away
Special Moves
Alternate Command:
qcf + l
hit Batman pulls himself toward the
opponent and delivers a flying
kick resulting in knockdown
Straight Grapple
hit, Batman stops in front of stunned
opponent allowing time to attack
or combo
Alternate Command:
qcb + l
45 degree angle, if hit Batman pulls
opponent to the ground landing full
screen away
Sky Grapple
hit, gives groundbounce half
screen away
Alternate Command:
hcf + m
damage a piece
Batarang
Batarangs causing knockdown if hit;
Batarangs can be detonated at any
time even after block or hit
Alternate Command:
qcb + m
angle, causes knockdown
Up Batarang
Batarangs, causing very high
groundbounce if hit; Batarangs
can be detonated at any time even
after block or hit
Alternate Command:
hcf + h
knockdown , slides under most
high projectiles
Slide Kick
hit causes Batman to throw a Batarang
for additional damage
Alternate Command:
qcb + m
Bombs explode in
front of Batman, knockdown on
air opponents and stuns ground
opponents
Alternate Command:
qcb + h
Overhead attacks, ends in
knockdown
Super Move
ground to midcharacter height. If hit,
Batman commits a hit and run.
First hit: 2.00 then 1.90, 1.90, 1.90,
1.90, 1.90, 1.90, 7.60, 2.85, 9.50
Move Analysis
TBW
S.T.A.R. Labs Mode
TBW
Strategy
Basic Strategy
TBW
Advanced Strategy
TBW
Tips and Tricks
TBW
Combos
TBW
Alternate Costumes
![]()
|
Unlocking
- Regime- 1 Armory Key in Hall of Justice Archives
Match Ups
TBW
Frame Data
TBW