shazam>superman
XBL: ZGS Legacy
deathstroke's zoning and superman's zoning and f23 seem to be the only bad MU for me
Well since NRS decided to ditch to arguably phenomenal Captain Marvel from MK VS DC I have nothing on her from a distance so I go in her face ( her ugly , tranny like face ) and I basically get stuck in sweep distance because her bck2,3 is overhead , anti-air , quick , unpunishable , long and infuriating . So in the slim chance she forgets to use it , she has a brainless 42 % combo ( really NRS ) so she's always at full meter meaning that clashes are never in my favour . My meaty HM and jump-ins are blown up by her anti-air , quick starting , spining thing ( I don't remember it's name ) and if I do nothing it's all good though . Which is good because I am already at 20 % health ( sarcasm )in this matchup I often get to the last second/last pixel. How do you approach this MU?
Could you share his 60% corner combo?whatever keeps you in sweep distance . you shouldn't use MB Atlas Torpedo to end combos ( if he's like 3% away from death go for it ) as it throws him very far , however MB AT will most likely land you near an interactible so do whatever you think best at the time Definetely end combos with Herculean Might -example fwd2,2 xx HM xx bck 3 j2,fwd2,2,3 xx HM - as it does the best damage and leaves you at a decent range for another carefully timed jump-in . when you have cornered him do something like this - 1) 1,1,2,4 2)fwd2,2,3,4 so you get him to panic because he has limited option when in the corner and you can get some easy 60% corner damage or at least some good chip go for fwd2,2,3 because 3 is 0 on block . also when you have no meter end combos that throw the opponent far away like that 1)1,1,2 xx Advancing Mercury Storm 2) 2,2, xx AMS . Remember Black Adam must not be very far
Best ways to use meter other then extending combos 1) MB zeus bolt is out of the question NEVER use it 2) MB HM is very good option when he is just getting up but Lighting Cage and Lighting Hands beat it , so time it good 3) MB torpedo I mentioned it earlier 4) MB Achilles Clutch is a ''meh'' because it's hard to get him with it outside a combo and it's very punishable 5) MB the back 3 is a good choice only near a transition zone but you have to be in his face ( because it's short ) and most likely bait his wakeups ) MB Forward 3 is perfect for corner damage combined with trait (if you don't have trait active already , I advise against it) 6) clash is pretty situational so do whatever you think when you are defending only win by a 2+ bar advantage and when you are attacking let him have it regardless ( but spend everything you have if he's real low health or you are ) 7) Super is a last blow resort because Shazam is a meter whore so use only to kill . Sorry for the long post man , I had to be thorough
Could you share his 60% corner combo?
I had a feeling I wasn't the only one.I really think MMH is very bad mu for Shazam.
Out of those 4, id say MMH is the worst. Mostly because Shazam cant do much to discourage overhead teleport spam without burning meter on B3.Which of these characters would you say is the worst MU for Shazam and why exactly? Also, is there a specific way to play against the MU's that are tough?:
Raven
MMH
Killer Frost
Wonder Woman
Also if you don't have trait this corner setup works wonders and catches lots of people of guard
f223, 112, 112, 112~trait then immediately MB f3
I've discovered that a lot of people try and wakeups attack to try and punish trait activation
Follow up combo is j3, 112,112,112~AC I think it does 67%. Not too sure I'll have to go into practice
mode and make sure
I just found that out during a set tonight! I was like wtf! I can punish that damn tele! I've also been trying it out against Black Adam's boot stomp with surprisingly promising results.Not sure if this is known but I just figured it out. Against MMH overhead teleport, you get a pretty good punish. In case you didn't know, overhead teleport can be punished by walking forward and punishing within 8 frames. I previously thought all you could get was D1xxAT for 12%, which sucks. I just realized that since MMH is caught airborne in this situation, Shazam can actually get:
D1xxHM MB, B3, J3, 2xxAC -37%
I am suddenly not so afraid of this move.
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Shazam breaks even with alot of the cast, his best matchups are no doubt the heavy characters though.What is Shazam best matchups guys ? DD, Bane, Grundy ?
What are his 6-4 mu ?
Do you think Shazam is still th worse char of the game ?
Well the 3 heavies you mentioned.I want names pls.
Him and Bane go 5-5... Max can't play the MU worth a poo but we do have tech to blow up pretty much every wake-up you guys have :|What is Shazam best matchups guys ? DD, Bane, Grundy ?
What are his 6-4 mu ?
Do you think Shazam is still th worse char of the game ?
Seriously who is Max?Max can't play the MU worth a poo.
Maxintensity25 is "max" for short. He's our northern non-Canadian Bane and is considered probably one of the top 3 Banes in the world.Seriously who is Max?
Simple doesn't equate to good, and imo Shazam just has better tools at his disposal to mess with Grundy than he does with DD. Like the match pacing is a lot easier to control against Grundy and you can keep pressure while evading his while DD and Bane are more of in-and-out.And with grundy it's not as simple as the DD matchup, Grundy is more complex but Shazam has moves that either make grundy's armoured grabs whiff or can be hit out of them.