Normals
* God Punch = 1
> High
* Knee Strike = 2
> Mid
* Hook Kick = 3
> Mid
* Hook Punch = b + 1
> High
* Thundering Elbow= b + 2
> Overhead
* Power Cross = b + 3
> Mid
> Wall Bounce
* Roundhouse Kick = f + 1
> High
* Hercules Uppercut = f + 2
> Mid
* Mighty Slam = f + 3
> Overhead
* Low Jab = d + 1
> Mid
* Lifting Cut = d + 2
> Mid
* Sweeping Kick = d + 3
> Low
* Jumping Strike = IN AIR, 1
> Overhead
* Mercury's Sidekick = IN AIR, 2
> Overhead
* Achilles' Fist = IN AIR, 3
> Overhead
Specials
* Atlas Torpedo = b, f + 2
> Overhead
> MB Ok
> MB version – adds additional grab
* Bolt of Zeus = d, b + 2
> High
> MB Ok
> MB version – larger lightning bolt will knockdown the enemy
* Herculean Might = d, b, f + 1
> Unblockable
> MB Ok
> MB version – juggle starter
* Achilles' Clutch = d, b + 1
> Unblockable
> Grabs standing or airborne enemies
> MB Ok
* Advancing Mercury Storm = d, f + 3
> Forward Teleport
* Eluding Mercury Storm = d, b + 3
> Backward Teleport
* Solomon's Judgment = 4
> Provides temporary damage increase to all PUNCH attacks
Super Move
* The Power of SHAZAM = SS + MB
> Mid
* One-Two Punch = 1, 1
> Mid
* Solomon's Wisdom = 1, 2
> Mid
* Hercules' Strength = 1, 1, 2
> Mid
* Atlas' Stamina = 1, 2, b + 3
> Mid
* Zeus' Power = 1, 2, f + 3
> Mid
* Achilles' Courage = f + 1, 2
> Overhead
* Mercury's Speed = b + 1, 2
> Mid
* Mighty Colossus = b + 1, 2, 3
> Low
* One-Two Kick = 2, 2
> Mid
* Mighty Charge = b + 2, 3
> Mid
* Mighty Force = f + 2, 2
> Mid
* Roaring Strike = f + 2, 2, 3
> Mid
Strategies
* Always wake up using his Mercury Storms to get a breather, it is now a viable invincible wake-up from the latest patch.
* MB Atlas Torpedo pushes the enemy across the screen quite far. This is very notable as you can use this to drag your opponent into an area beside an interactible and get some free damage afterwards.
* Combo b + 2 into a Torpedo against a waking up enemy. On hit it's a combo, on block it's a dual-overhead mix-up string, on whiff simply follow it up with 3.
* j + 2 is your main cross-up. Mix it up by sometimes delaying the input late during the jump.
* Follow-up your cross-up with 2, 2. On hit you can combo into command grab, on block you can go high or low to add pressure.