What's new

General/Other 1.06 Shazam Patch Notes

Will you still use Shazam?


  • Total voters
    81

smokey

EX Ovi should launch
yea bro forgive me for actually putting myself in that ridiculous banter, lets get back on track

At this point theres not really much to say, play with the d1 stuff and try get the timing to link HM, thats definitely useful, but until the patch comes theres not much worth saying... just hope b23 is shit hot.
 

Cabronium

Stream monster: Qperg.
Do you all think these "buffs" will help Shazam with his bad matchups? Was Shazam's damage output the issue? I feel like Shazam is still going to struggle
 

Vocket

Day 1 Phenomenal Teth-Adam Player
Do you all think these "buffs" will help Shazam with his bad matchups? Was Shazam's damage output the issue? I feel like Shazam is still going to struggle
I still feel like shazam will have terrible footsies, he has nothing safe or fast in the range between b2 and 22, which is most of the mid game. I don't really mind that as he is a yolo character but it makes him difficult to balance without having lopsided matchups.

With the b2 buff Achilles clutch or low grab will be useless except at point blank, where it is almost always better to do a string into torpedo due to the pitiful damage gotten from the low grab. We really gotta see if they amp up his damage hardcore to truly judge him.
 

Cabronium

Stream monster: Qperg.
I still feel like shazam will have terrible footsies, he has nothing safe or fast in the range between b2 and 22, which is most of the mid game. I don't really mind that as he is a yolo character but it makes him difficult to balance without having lopsided matchups.

With the b2 buff Achilles clutch or low grab will be useless except at point blank, where it is almost always better to do a string into torpedo due to the pitiful damage gotten from the low grab. We really gotta see if they amp up his damage hardcore to truly judge him.
Well said. I just feel that the tools he has are the issue. But hopefully I'm wrong and the damage is all he really needed
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
you should leave most of it, that shit needed to be said

im so tired of this guy going around acting like we're all shit and insulting us
It may have, but it could've been said elsewhere.

Btw, I could say something to the last thing, but I'm just going to leave that out of this thread.
 

Shawi

Apprentice
Shawi i know this, then do ji2-f12/22/3 its not that serious
Don't want to fight you man, but we are discussing meterless damage, hence why I highlighted the huge flaw in the f223 string. So counting it out as not viable means his meterless damage is VERY low.


good luck? MB b3 is that serious to you?

Once again why are you guys implying crappy damage when he has the trait he has? This is just getting repetitive
Again, we are discussing meterless damage. MB b3 takes a bar a meter, leaving this argument of yours moot.

You can also do a d1 which is + on block and will grant full combo on hit (with a bar) if they are trying to poke out after the ji2.

Whoever posted that d1~HM is guaranteed on hit basically made shazams D1 into his F22 but 6 frames... means that you can lock people up with D1 and D2 which kinda fills the gap where his slow normals, or high strings could not cover and made people want to risk more with the low grab. Play safe, its hard to counter.
Right so I do a ji2, into d1 and confirm that into either a hit -> HM or a block -> a string. Well I don't know about everyone else but I can't possibly do a d1, recognise that it has hit, and then input dbf1. That would require me to, in 13 frames of hit stun, recognise and input. I can't do that in a 5th of a second, if you can, then I rate you.

Im not low level, im just not a crybaby who makes all these retarded complaints about nothing. i used the B3 combo as a MB punish or just to put up because you can pull it off no matter how unlikely it is. He doesnt need trait mid combo because once again you guys dont seem to get he has command throws and this is why they buffed it AGAIN. Stop trying to tell me about a character ive been working with since launch when all you guys do is complain while i find ways to approach his playstyle in various techniques. Please dont do this again, its tiresome.
I don't know what him having command throws has to do with him not needing trait combos. Last time I checked, HM effectively hits low and AC effectively hits overhead. Just like killer frosts slide and f3, or aquamans b12 and b2 or supermans f3 and scoop or batmans f3 and b11.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
Right so I do a ji2, into d1 and confirm that into either a hit -> HM or a block -> a string. Well I don't know about everyone else but I can't possibly do a d1, recognise that it has hit, and then input dbf1. That would require me to, in 13 frames of hit stun, recognise and input. I can't do that in a 5th of a second, if you can, then I rate you.
You confirm starting with the j2. If you've played enough fighters, hitconfirming that shouldn't be too ridiculous...hell some games have you hitconfirming less than that.
 

Shawi

Apprentice
You confirm starting with the j2. If you've played enough fighters, hitconfirming that shouldn't be too ridiculous...hell some games have you hitconfirming less than that.
I started fighters with MK and I could only ever hit confirm sub zeros 212 into ice ball or clone, and sektor's b34 into tele. Heck I couldn't hit confirm subs 22 into iceball or 4xxclone (only played sub and sektor, where I only picked sektor after I realised sub was crap)
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
I started fighters with MK and I could only ever hit confirm sub zeros 212 into ice ball or clone, and sektor's b34 into tele. Heck I couldn't hit confirm subs 22 into iceball or 4xxclone (only played sub and sektor, where I only picked sektor after I realised sub was crap)
MK isn't excessively known for being a game where you are required to hitconfirm some pretty difficult stuff...there's some things, like 22 freeze, but there's much harder, pretty required hitconfirms out there.
 

NRF CharlieMurphy

Kindergarten Meta
MK isn't excessively known for being a game where you are required to hitconfirm some pretty difficult stuff...there's some things, like 22 freeze, but there's much harder, pretty required hitconfirms out there.
2,2 freeze was so easy to HC
mainly because you were HC and rolling the freeze motion already.

This game is hard to HC because the windows on some moves canceling are not as they seem.
 

juicepouch

blink-182 enthusiast
I been thinking about this a bit lately:

With added range to HM and AC, what do you guys think about teleporting to the opponent's back and grabbing them from there? I've been toying around with the idea in this version, but the variables in distance and getting bopped out of teleport's startup had me stumped. I think it could open up a few possibilities, especially considering a great many people just start blocking instinctively when they see the other character start to move/attack/whatever
 

Xanru

Noob
I been thinking about this a bit lately:

With added range to HM and AC, what do you guys think about teleporting to the opponent's back and grabbing them from there? I've been toying around with the idea in this version, but the variables in distance and getting bopped out of teleport's startup had me stumped. I think it could open up a few possibilities, especially considering a great many people just start blocking instinctively when they see the other character start to move/attack/whatever
b2xxteleport is pretty much how I've been starting my offense with Shazam. Against a good portion of the cast it leaves you in range to b2 or HM. It works best against those with wide hitboxes/stances, becoming significantly more spacing dependent against those with narrower/taller hitboxes (BA, GL, Supes, etc.).
For example, against Batgirl or Deathstroke it seems to work regardless of the distance you b2 at, on someone like BA however, it only seems to work when done at the absolute maximum range of b2, which is about the range a normal HM leaves you at.
 

EGP Wonder_Chef

Official Quan Chi Nerf Demander™
b2xxteleport is pretty much how I've been starting my offense with Shazam. Against a good portion of the cast it leaves you in range to b2 or HM. It works best against those with wide hitboxes/stances, becoming significantly more spacing dependent against those with narrower/taller hitboxes (BA, GL, Supes, etc.).
For example, against Batgirl or Deathstroke it seems to work regardless of the distance you b2 at, on someone like BA however, it only seems to work when done at the absolute maximum range of b2, which is about the range a normal HM leaves you at.

Also if you catch them out of the air with that you can get this:

it's old but I thought it was worth bringing up again.
 

ZigZag

That Welsh Guy
In any case whatever we think is going to come out of this everyone all I want to say is I can't wait for the buffs and to start trying to throw out new combo's, and I really can't wait to see what some of you guys come up with got some really good Shazam players here!