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{{InjusticeMoveListHeader}} | {{InjusticeMoveListHeader}} | ||
{{ MoveListRow | | {{ MoveListRow | Space Punch | l | 2.00 | High}} | ||
{{ MoveListRow | | {{ MoveListRow | Alien Jab | m | 3.00 | Med}} | ||
{{ MoveListRow | | {{ MoveListRow | Mars Kick | h | 7.00 | Med}} | ||
{{ MoveListRow | | {{ MoveListRow | Ankle Breaker | b + l | 2.00 | Low}} | ||
{{ MoveListRow | | {{ MoveListRow | Martian Slam | b + m | 5.00 | Med}} | ||
{{ MoveListRow | | {{ MoveListRow | Trauma Punch | b + h | 11.00 | Med wallbounce Hold h <br>to charge attack, pressing Meter<br>Burn during charge will add armor<br>to attack (1 bar), cancel by<br>dashing forward or backwards}} | ||
{{ MoveListRow | | {{ MoveListRow | Ravage Blow | f + l | 5.00 | Med}} | ||
{{ MoveListRow | | {{ MoveListRow | Heel Drop | f + m | 3.00 | Med}} | ||
{{ MoveListRow | | {{ MoveListRow | Powering Overhead | f + h | 11.00 | Overhead groundbounce Hold<br> h to charge attack, pressing Meter<br>Burn during charge will add armor<br>to attack (1 bar), cancel by<br>dashing forward or backwards}} | ||
{{ MoveListRow | | {{ MoveListRow | Quick Pain | d + l | 2.00 | Med}} | ||
{{ MoveListRow | | {{ MoveListRow | Double Punch | d + m | 2.00 | Med launches opponent into air on hit}} | ||
{{ MoveListRow | | {{ MoveListRow | Mental Trip | d + h | 7.00 | Low knockdown}} | ||
{{ MoveListRow | | {{ MoveListRow | Sole Crush | l aironly | 5.00 | Overhead}} | ||
{{ MoveListRow | | {{ MoveListRow | Flying Fist | m aironly | 7.00 | Overhead}} | ||
{{ MoveListRow | Air Claw | h aironly | 11.00 | Overhead knockdown}} | |||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Revision as of 09:58, 15 August 2013

Martian Manhunter
J'onn J'onzz is the last surviving member of his race. A martian holocaust killed his wife and daughter, nearly driving him mad, until he was brought to Earth in an accident caused by scientist Saul Erdel. His natural abilities include super-strength, super-speed, invulnerability, flight, shape-shifting, intangibility and telepathy. He has been a member of almost every incarnation of the Justice League of America. Although he holds great reverence for his homeworld, he has come to greatly respect his adopted world as well and protects it as his home. In his secret identity, to blend into humanity, he is a gritty hard-boiled police officer.
In a nutshell
Character Info
Type:
Power
Real Name:
J'onn J'onzz
Debut:
Detective Comics #225
(November 1955)
Voice Actor:
Carl Lumbly
Move List
Normal Moves
Name
Command
Damage
Notes
SU
RC
OG
OH
Space Punch
l
2.00
High
Alien Jab
m
3.00
Med
Mars Kick
h
7.00
Med
Ankle Breaker
b + l
2.00
Low
Martian Slam
b + m
5.00
Med
Trauma Punch
b + h
11.00
Med wallbounce Hold h
to charge attack, pressing Meter
Burn during charge will add armor
to attack (1 bar), cancel by
dashing forward or backwards
to charge attack, pressing Meter
Burn during charge will add armor
to attack (1 bar), cancel by
dashing forward or backwards
Ravage Blow
f + l
5.00
Med
Heel Drop
f + m
3.00
Med
Powering Overhead
f + h
11.00
Overhead groundbounce Hold
h to charge attack, pressing Meter
Burn during charge will add armor
to attack (1 bar), cancel by
dashing forward or backwards
h to charge attack, pressing Meter
Burn during charge will add armor
to attack (1 bar), cancel by
dashing forward or backwards
Quick Pain
d + l
2.00
Med
Double Punch
d + m
2.00
Med launches opponent into air on hit
Mental Trip
d + h
7.00
Low knockdown
Sole Crush
l aironly
5.00
Overhead
Flying Fist
m aironly
7.00
Overhead
Air Claw
h aironly
11.00
Overhead knockdown
Combo Attacks
Name
Command
Damage
Notes
SU
RC
OG
OH
Showdown
l , l
3.90
High , Med
Injustice
l , l , m
10.22
High , Med , Med
Vengeance
l , l , h
8.41
High , Med , Overhead
Tricky Bat
l , m , m
10.22
High , Med , Med
knockdown leaves opponent half screen
away
knockdown leaves opponent half screen
away
Intimidation
l , m
3.90
High , Med
Mind Games
l , m , h
8.41
Med , Med , Low
launches opponent into air
launches opponent into air
Millionaire
b + l , l
3.90
Low , Med
High Tech
b + l , l , m
12.02
Low , Med , Overhead
knockdown leaves opponent half screen
away
knockdown leaves opponent half screen
away
Darkness
b + l , l , h
8.41
Low , Med , Med
launches opponent into air
launches opponent into air
Tragic
m , m
4.90
Med , High
Caped Crusader
m , m , h
11.22
Med , High , Med
launches opponent into air
launches opponent into air
Stay Down
b + m , h
15.97
Med , Overhead , Med
knockdown leaves opponent full screen
away
knockdown leaves opponent full screen
away
Winged Avenger
f + m , h
11.22
Med , Med , Med
forward moving combo that ends
in knockdown
forward moving combo that ends
in knockdown
Bounce Cancels
Name
Command
Damage
Notes
SU
RC
OG
OH
Wheel Kicks
f , f , Meter Burn
Cancel
During a combo, burn two bars to
cancel the combo and perform a
groundbounce
cancel the combo and perform a
groundbounce
Flying Kick
b , b , Meter Burn
Cancel
During a combo, burn two bars to
cancel the combo and perform a
wallbounce
cancel the combo and perform a
wallbounce
Character Powers
Name
Command
Damage
Notes
SU
RC
OG
OH
Double Jump
ub or uf
5.00 (Divekick) or
9.00 (Elbow)
9.00 (Elbow)
aironly double jump, during forward
double jump press m for a Med Divekick
or h for an Overhead Diving Elbow
that causes knockdown
double jump press m for a Med Divekick
or h for an Overhead Diving Elbow
that causes knockdown
Mechanical Bats
Trait
-
Call a group of three mechanical
bats to hover around Batman
bats to hover around Batman
Release The Bats
Trait
5.80
Send mechanical bats at opponent
as loose tracking projectiles, can
be used to set up combos
as loose tracking projectiles, can
be used to set up combos
Bat Swarm
d + Trait
-
Form a shield of bats around Batman
that damages opponent and destroys
bats if they're physically hit, all three
mechanical bats must be active
that damages opponent and destroys
bats if they're physically hit, all three
mechanical bats must be active
Throws
Name
Command
Damage
Notes
SU
RC
OG
OH
Forward Throw
f + l + h
11.00
Throw
leaves opponent full screen away
leaves opponent full screen away
Back Throw
b + l + h
11.00
Throw
leaves opponent full screen away
leaves opponent full screen away
Special Moves
Name
Command
Damage
Notes
SU
RC
OG
OH
Straight Grapple
d , f + l
Alternate Command:
qcf + l
Alternate Command:
qcf + l
8.80
Fires grappling hook full screen, if
hit Batman pulls himself toward the
opponent and delivers a flying
kick resulting in knockdown
hit Batman pulls himself toward the
opponent and delivers a flying
kick resulting in knockdown
Straight Grapple (Meter Burn)
Meter Burn during
Straight Grapple
Straight Grapple
-
Pressing Meter Burn after successful
hit, Batman stops in front of stunned
opponent allowing time to attack
or combo
hit, Batman stops in front of stunned
opponent allowing time to attack
or combo
Sky Grapple
d , b + l
Alternate Command:
qcb + l
Alternate Command:
qcb + l
10.00
Fires grappling hook upwards in a
45 degree angle, if hit Batman pulls
opponent to the ground landing full
screen away
45 degree angle, if hit Batman pulls
opponent to the ground landing full
screen away
Sky Grapple (Meter Burn)
Meter Burn during
Sky Grapple
Sky Grapple
4.25
Pressing Meter Burn after successful
hit, gives groundbounce half
screen away
hit, gives groundbounce half
screen away
Batarang
b , f + m
Alternate Command:
hcf + m
Alternate Command:
hcf + m
6.80
Throws two Batarangs causing 3.40
damage a piece
damage a piece
Batarang (Meter Burn)
Meter Burn during
Batarang
Batarang
8.75
Pressing Meter Burn detonates the
Batarangs causing knockdown if hit;
Batarangs can be detonated at any
time even after block or hit
Batarangs causing knockdown if hit;
Batarangs can be detonated at any
time even after block or hit
Up Batarang
d , b + m
Alternate Command:
qcb + m
Alternate Command:
qcb + m
6.00
Throws one Batarang at a 45 degree
angle, causes knockdown
angle, causes knockdown
Up Batarang (Meter Burn)
Meter Burn during
Up Batarang
Up Batarang
8.75
Pressing Meter Burn detonates the
Batarangs, causing very high
groundbounce if hit; Batarangs
can be detonated at any time even
after block or hit
Batarangs, causing very high
groundbounce if hit; Batarangs
can be detonated at any time even
after block or hit
Slide Kick
b , f + h
Alternate Command:
hcf + h
Alternate Command:
hcf + h
7.00
Fast low attack that causes
knockdown , slides under most
high projectiles
knockdown , slides under most
high projectiles
Slide Kick (Meter Burn)
Meter Burn during
Slide Kick
Slide Kick
4.75
Pressing Meter Burn after successful
hit causes Batman to throw a Batarang
for additional damage
hit causes Batman to throw a Batarang
for additional damage
Air Scatter Bombs
d , b + m
Alternate Command:
qcb + m
Alternate Command:
qcb + m
9.00
aironly
Bombs explode in
front of Batman, knockdown on
air opponents and stuns ground
opponents
Bombs explode in
front of Batman, knockdown on
air opponents and stuns ground
opponents
Cape Parry
d , b + h
Alternate Command:
qcb + h
Alternate Command:
qcb + h
12.00
Counters most High and
Overhead attacks, ends in
knockdown
Overhead attacks, ends in
knockdown
Super Move
Name
Command
Damage
Notes
SU
RC
OG
OH
The Dark Knight
Super Command
33.35
Smoke attack under opponent from
ground to midcharacter height. If hit,
Batman commits a hit and run.
First hit: 2.00 then 1.90, 1.90, 1.90,
1.90, 1.90, 1.90, 7.60, 2.85, 9.50
ground to midcharacter height. If hit,
Batman commits a hit and run.
First hit: 2.00 then 1.90, 1.90, 1.90,
1.90, 1.90, 1.90, 7.60, 2.85, 9.50
Move Analysis
TBW
S.T.A.R. Labs Mode
TBW
Strategy
Basic Strategy
TBW
Advanced Strategy
TBW
Tips and Tricks
TBW
Combos
TBW
Alternate Costumes
TBW
Match Ups
TBW
Frame Data
Move Name | Startup | Recovery | On Guard | On Hit |
---|---|---|---|---|
Palm Strike | 6 | 12 | 4 | 8 |
Hammer Fist | 10 | 29 | -3 | 7 |
Roundhouse | 13 | 22 | 1 | 10 |
Crusader Kick | 9 | 16 | 0 | 9 |
Batarang Swipe | 12 | 24 | -9 | 11 |
Flying Kick | 29 | 22 | 12 | 67 |
Caped Crusade | 14 | 24 | 1 | 11 |
Wheel Kicks | 29 | 26 | 8 | 65 |
Low Jab | 7 | 12 | 0 | 14 |
Uppercut | 7 | 29 | -16 | 48 |
Low Hammerfist | 15 | 20 | -5 | 28 |
Flying Knee | 5 | 22 | -8 | 4 |
Straight Kick | 7 | 22 | -4 | 17 |
Flip Kick | 10 | 16 | 10 | 10 |
Forward Throw | 10 | 21 | - | - |
Back Throw | 10 | 21 | - | - |
Showdown | 9 | 18 | 1 | 16 |
Injustice | 9 | 41 | -6 | -5 |
Vengeance | 21 | 25 | 5 | 53 |
Tricky Bat | 22 | 46 | -23 | -3 |
Intimidation | 13 | 19 | 6 | 16 |
Mind Games | 17 | 18 | -5 | 66 |
Millionaire | 12 | 25 | -4 | 11 |
High Tech | 18 | 17 | -4 | 34 |
Darkness | 18 | 26 | -6 | 53 |
Tragic | 11 | 18 | 8 | 14 |
Caped Crusader | 15 | 14 | -1 | 74 |
Stay Down | 10 | 3 | 13 | 67 |
Winged Avenger | 6 | 25 | 0 | 37 |
Straight Grapple | 21 | -27 | 29 | 4 |
Straight Grapple (Meter Burn) | 0 | 31 | - | 52 |
Sky Grapple | 14 | 44 | -42 | 57 |
Sky Grapple (Meter Burn) | 0 | 12 | - | 83 |
Batarang | 20 | -155 | -12 | -1 |
Batarang (Meter Burn) | 8 | 0 | 38 | 65 |
Up Batarang | 19 | -167 | -5 | 6 |
Up Batarang (Meter Burn) | 6 | 0 | 38 | 102 |
Side Kick | 16 | 50 | -35 | -2 |
Side Kick (Meter Burn) | 15 | -125 | - | 16 |
Scatter Bombs | 8 | 31 | -16 | 7 |
Cape Parry | 1 | 42 | -84 | 14 |
The Dark Knight | 25 | 44 | -14 | 14 |
Trait: Mechanical Bats | 0 | 15 | -15 | -15 |
Trait: Release The Bats | 5 | 0 | 15 | 46 |
Trait: Bat Swarm | 10 | 8 | 12 | 81 |