Uber
Mortal
As we all know, Shazam is all about his Oki game. In case anyone didn't know, Shazam gets free HM grabs after any hard knockdown. To avoid the free combo, the opponent must do a wake-up special. This creates a fun mix-up game where Shazam will either go for the free HM or bait the wake up.
This guide will be a compilation of how to punish various wake-up specials from each character. For each wake-up special, I will explain how to punish it from 4 different situations:
1) After D3. For consistency purposes, I will be testing this from the distance after a 22 xx HM MB, B3, j3, d3
2) After Achilles Clutch
3) After Atlas Torpedo MB, Dash Forward
4) After HM MB B3, F3, Trait, Dash Forward
I will list the option for each wake-up that allows for the biggest combo. The combo starters i will be testing for are ranked in the following order:
1) J2 starter
2) F22 starter
3) F3 starter
4) HM starter
5) F12 starter
6) 22 starter
***Note: I will put a ' *** ' next to wake up specials that are likely to be used by each character.
Aquaman:
Overall Strategy: Jump over or teleport through if you think he will wake up, HM if you think he won't. Pretty simple. Water shield will absorb attacks on wakeup, so don't do anything really unsafe if hes using that.
Ares:
Bane:
Batman:
Batgirl:
Catwoman:
This guide will be a compilation of how to punish various wake-up specials from each character. For each wake-up special, I will explain how to punish it from 4 different situations:
1) After D3. For consistency purposes, I will be testing this from the distance after a 22 xx HM MB, B3, j3, d3
2) After Achilles Clutch
3) After Atlas Torpedo MB, Dash Forward
4) After HM MB B3, F3, Trait, Dash Forward
I will list the option for each wake-up that allows for the biggest combo. The combo starters i will be testing for are ranked in the following order:
1) J2 starter
2) F22 starter
3) F3 starter
4) HM starter
5) F12 starter
6) 22 starter
***Note: I will put a ' *** ' next to wake up specials that are likely to be used by each character.
Aquaman:
***Trident Rush:
1) Post D3: Cross up J2
2) Post AC: Jump in J2
3) Post AT MB: Teleport forward, jump in J2
4) Post B3 F3 Trait: Teleport forward, jump in J2
From the Deep:
1) Post D3: Cross up J2
2) Post AC: Jump in J2
3) Post AT MB: Cross up J2
4) Post B3 F3 Trait: Cross up J2
***Water Shield: You can't really punish this until he takes it off. You can still hit him for damage though, but be careful about using moves with long recovery.
1) Post D3: N/A
2) Post AC: N/A
3) Post AT MB: N/A
4) Post B3 F3 Trait: N/A
***Trident Scoop:
1) Post D3: Cross up J2
2) Post AC: Jump in J2
3) Post AT MB: Teleport forward, jump in J2
4) Post B3 F3 Trait: Teleport forward, jump in J2
Trident Toss:
1) Post D3: Cross up J2
2) Post AC: Jump in J2
3) Post AT MB: Cross up J2
4) Post B3 F3 Trait: Cross up J2
Overall Strategy: Jump over or teleport through if you think he will wake up, HM if you think he won't. Pretty simple. Water shield will absorb attacks on wakeup, so don't do anything really unsafe if hes using that.
Ares:
Phase Shifter:
1) Post D3:
2) Post AC:
3) Post AT MB:
4) Post B3 F3 Trait:
***God Smack:
1) Post D3:
2) Post AC:
3) Post AT MB:
4) Post B3 F3 Trait:
Dark Energy:
1) Post D3:
2) Post AC:
3) Post AT MB:
4) Post B3 F3 Trait:
***Warp Transmission(behind):
1) Post D3:
2) Post AC:
3) Post AT MB:
4) Post B3 F3 Trait:
***Warp Transmission(front):
1) Post D3:
2) Post AC:
3) Post AT MB:
4) Post B3 F3 Trait:
Bane:
***Body Press:
1) Post D3:
2) Post AC:
3) Post AT MB:
4) Post B3 F3 Trait:
Raging Charge:
1) Post D3:
2) Post AC:
3) Post AT MB:
4) Post B3 F3 Trait:
***Double Punch:
1) Post D3:
2) Post AC:
3) Post AT MB:
4) Post B3 F3 Trait:
***Venom Uppercut:1) Post D3:
2) Post AC:
3) Post AT MB:
4) Post B3 F3 Trait:
Rising Slam:
1) Post D3:
2) Post AC:
3) Post AT MB:
4) Post B3 F3 Trait:
Batman:
Straight Grapple:
1) Post D3: Cross up J2
2) Post AC: Cross up J2
3) Post AT MB: Cross up J2
4) Post B3 F3 Trait: Cross up J2
Sky Grapple:
1) Post D3: Cross up J2
2) Post AC: Teleport Forward, F22 or Jump in J2
3) Post AT MB: Cross up J2
4) Post B3 F3 Trait: Cross up J2
Batarang:
1) Post D3: Cross up J2
2) Post AC: Jump in J2
3) Post AT MB: Cross up J2
4) Post B3 F3 Trait: Cross up J2
Up Batarang:
1) Post D3: Cross up J2
2) Post AC: Jump in J2
3) Post AT MB: Cross up J2
4) Post B3 F3 Trait: Cross up J2
***Slide Kick:
1) Post D3: Cross up J2 (will whiff), dash forward F22
2) Post AC: Cross up J2 (will whiff), dash forward F22
3) Post AT MB: Cross up J2 (will whiff), dash forward F22
4) Post B3 F3 Trait: Block and punish.
Cape Parry:
1) Post D3: Cross up J2
2) Post AC: Jump in J2
3) Post AT MB: Cross up J2
4) Post B3 F3 Trait: Cross up J2
Overall Strategy: Batman's wakeup options are pretty weak. Jump in J2 beat just about everything in most situations. J2 will whiff if Batman does Slide Kick, but the recovery on that move is so long that you can still dash in and punish. The one thing you need to look out for is Sky Grapple after an AC ender. In this situation, Sky Grapple will beat J2, but you can still Teleport forward to punish Sky Grapple (and everything else).
Batgirl:
***Smoke Bomb: Punishable on block (-18)
1) Post D3: Block and punish
2) Post AC: Block and punish
3) Post AT MB: Block and punish
4) Post B3 F3 Trait: Block and punish
Batarang: Safe on block, but duckable (-5)
1) Post D3: Cross up J2
2) Post AC: Jump in J2
3) Post AT MB: Cross up J2
4) Post B3 F3 Trait: Cross up J2
***Flying Bat: Punishable on block (-17)
1) Post D3: Block and punish F22. Or backdash and B2
2) Post AC: Block and punish F22. Or backdash and B2
3) Post AT MB: Jump over J2 (will whiff), HM
4) Post B3 F3 Trait: Backdash, HM
***Redemption: Advantage on block (+1)
1) Post D3: Cross up J2
2) Post AC: Jump in J2
3) Post AT MB: Backdash, HM
4) Post B3 F3 Trait: Backdash, HM
***Bat Evade: Frame advantage depends on version of move
1) Post D3: Jump in J2, catch with HM
2) Post AC: Jump in J2, catch with HM
3) Post AT MB: Jump in J2, catch with HM
4) Post B3 F3 Trait: Jump in J2, catch with HM
***Bat-Wheel: Frame advantage depends on version of move
1) Post D3: Cross up J2 (don't jump until you would do HM)
2) Post AC: Cross up J2
3) Post AT MB: Back dash, HM
4) Post B3 F3 Trait: Back dash, HM
Bab's Bola: Advantage on block (+3)
1) Post D3: Cross up J2
2) Post AC: Jump in J2
3) Post AT MB: Cross up J2
4) Post B3 F3 Trait: Cross up J2
Overall Strategy: The best strategy here might just be to go for max damage combos instead of going for the vortex. She just has too many wake up options and they all require a different action to punish. If I had to choose the most consistent option, I would choose backdash HM punish, but even that can be defeated in a few ways.
Black Adam:Lightning Storm: Safe on block (-2)
1) Post D3: Cross up J2 OR Teleport forward, jump in J2
2) Post AC: Jump in J2 Or Teleport forward, F22
3) Post AT MB: Cross up J2 OR Teleport forward, jump in J2
4) Post B3 F3 Trait: Cross up J2 OR Teleport forward, jump in J2
Black Magic: Punishable on block (-26)
1) Post D3: Cross up J2 OR Teleport forward, jump in J2
2) Post AC: Jump in J2 OR Teleport forward, F22
3) Post AT MB: Cross up J2 OR Teleport forward, jump in J2
4) Post B3 F3 Trait: Cross up J2 OR Teleport forward, jump in J2
***Lightning Cage: Safe on block (-2)
1) Post D3: Teleport forward, then F3 punish the whiff
2) Post AC: Wait for cage to whiff, then jump in with J2
3) Post AT MB: Teleport forward, then jump in with J2
4) Post B3 F3 Trait: Teleport forward, then HM the whiff
Lightning Strike: Punishable on block (-12)
1) Post D3: Cross up J2 OR Teleport forward, jump in J2
2) Post AC: Jump in J2 OR Teleport forward, F22
3) Post AT MB: Cross up J2 OR Teleport forward, jump in J2
4) Post B3 F3 Trait: Cross up J2 OR Teleport forward, jump in J2
Lightning Bomb: Punishable on attempt (- a million)
1) Post D3: Cross up J2 OR Teleport forward, jump in J2
2) Post AC: Jump in J2 OR Teleport forward, F22
3) Post AT MB: Cross up J2 OR Teleport forward, jump in J2
4) Post B3 F3 Trait: Cross up J2 OR Teleport forward, jump in J2
Overall Strategy: Black Adam is very susceptible to Teleport forward baits. They allow Shazam to avoid and punish every wake up special Black Adam has in many cases. The one exception is following an AC ender. In this case, Shazam is left at the perfect distance where if he gets hit if he tries to jump forward and gets hit by the other side of the cage if he teleports forward. Because of this, it may just be better to block and allow the cage to whiff after AC.
Catwoman:
Cat Claws:
1) Post D3:
2) Post AC:
3) Post AT MB:
4) Post B3 F3 Trait:
Cat Dash:1) Post D3:
2) Post AC:
3) Post AT MB:
4) Post B3 F3 Trait:
Straight Whip:
1) Post D3:
2) Post AC:
3) Post AT MB:
4) Post B3 F3 Trait:
Up Whip:
1) Post D3:
2) Post AC:
3) Post AT MB:
4) Post B3 F3 Trait:
High Feline Evade:
1) Post D3:
2) Post AC:
3) Post AT MB:
4) Post B3 F3 Trait:
Low Feline Evade:
1) Post D3:
2) Post AC:
3) Post AT MB:
4) Post B3 F3 Trait:
Cat Stance:
1) Post D3:
2) Post AC:
3) Post AT MB:
4) Post B3 F3 Trait:
***Cat Scratch (Trait):
1) Post D3:
2) Post AC:
3) Post AT MB:
4) Post B3 F3 Trait: