halfcalorie
Noob
This isn't exactly new tech, but based on the changes people have been asking for on shazam's teleport I think it'd be good to simply raise awareness about how this works and why it's great as it is today.
After ending a combo with Achilles Clutch, d3, mb Atlas Torpedo + forward dash (or any other oki setup you may have that leaves shazam in a position to do his command grab trick) midscreen, you can opt to teleport forward.
Shazam's forward teleport has an interesting effect on the Injustice wakeup engine. When your opponent is inputting his special move, the wakeup window requires him to do so in your current direction. When the startup frames for the wakeup attack starts, shazam position is in flux and the attack starts in what shazam's position used to be. By the time the wakeup active frames start, shazam is exiting teleport recovery in his new location, and your opponent has successfully woken up in the wrong direction. From here you can perform the whiff punish of your choice.
When timed properly this essentially invalidates most wakeups that do not cause your opponent's character to move as well as a number of wakeups that do cause movement. In addition, you still have the ability to block if your opponent tries to punish you for teleporting.
Of course, if you're able to discourage your opponent from waking up that's when the fun begins.
After ending a combo with Achilles Clutch, d3, mb Atlas Torpedo + forward dash (or any other oki setup you may have that leaves shazam in a position to do his command grab trick) midscreen, you can opt to teleport forward.
Shazam's forward teleport has an interesting effect on the Injustice wakeup engine. When your opponent is inputting his special move, the wakeup window requires him to do so in your current direction. When the startup frames for the wakeup attack starts, shazam position is in flux and the attack starts in what shazam's position used to be. By the time the wakeup active frames start, shazam is exiting teleport recovery in his new location, and your opponent has successfully woken up in the wrong direction. From here you can perform the whiff punish of your choice.
When timed properly this essentially invalidates most wakeups that do not cause your opponent's character to move as well as a number of wakeups that do cause movement. In addition, you still have the ability to block if your opponent tries to punish you for teleporting.
Of course, if you're able to discourage your opponent from waking up that's when the fun begins.