@
subzerosmokerain asked for a break down for the NW-Shazam MU. I've played every Shazam on PSN from @
gnarlygatoalex to Emperor Infusion and your everyday Shazam like Kaoz, Subzerosmokerain and MashPotatoPower and probably more. So before Pryce comes here and having a titty attack about who I played, I threw out my resume out there and he'll most likely claim these guys aren't not decent because he never played them with his almighty self. Other Nightwings in here can have their opinion too and it don't matter where they placed in tourney or what almighty player they played online, it's a discussion forum...theres no best Nightwing, you're all good...stop the baby Dick complex and get over it, it makes the forum lame as hell when theres some Nightwing fighting with another in every thread...the same shit in every thread. Shazzayam, you gotta fall back on the call outs too and that goes for anyone. I'm here to read and learn about my character.
Shazam and Nightwing.
The most obvious thing is Shazam's wake up negates Nightwing's regular rush down or knockdown game.
Nightwing has ways to play around this and Shazam has his ways as well.
Shazam has a forward teleport and a backward teleport, Nightwing can choose to let him wake up and play neutral or MB Ground pound him out of his wake up or JB 3 if he tries to teleport and do torpedo instead of his teleport command grab. Ground spark cancels are a risk, but you can ground spark cancel and bait him into doing a torpedo and cancel into wing dings low off the floor.
Nightwing can out zone Shazam easily but don't get too comfortable, Shazam has the option to torpedo through NW's low projectiles. The struggle is if Shazam can ever get close to NW to do this. It's up to the Nightwing player to let Shazam in or not, which is a very compromising situation.
Full screen Shazam gets beat easily and it becomes hard for Shazam at the end of the match to make a comeback if he doesn't have the life lead.
Wing ding only if Shazam gets impatience and chooses you to not walk you down. If the Shazam is just raw teleport and torpedoing into you, punish it all the time. It's free damage and builds meter up so theres no reason not to do this. Once again, don't get comfortable, do this as a counter to Shazam's mistakes.
Shazam has a pretty good back dash, if he does raw torpedo against Escrima NW he can back dash away from the punish and go in for a command grab. Staff NW's stand 1 can also be backdash by Shazam after torpedo. This is a plus for Shazam because he doesn't have to deal with NW's staff plus frames in this position.
Teleport command grab can be punished with jumpback 1 in staff or B3 MB on reaction. Shazam wants this fight mid screen where he can use his wall bounce shenanigans which gives Shazam's more safe options and have to keep the Nightwing player thinking fast if he guesses wrong on the wrong command grab, it becomes easier with experience which I think this match up favors Dick 7-3. Shazam has no safe options to getting in and he gets out zoned and out chipped heavily.