Injustice: Gods Among Us/Martian Manhunter: Difference between revisions

From SuperCombo Wiki
Line 62: Line 62:
{{ MoveListRow | Air Dash | b , b <br>OR<br> f , f | - | aironly goes about quarter screen }}
{{ MoveListRow | Air Dash | b , b <br>OR<br> f , f | - | aironly goes about quarter screen }}
{{ MoveListRow | Air Dash (Meter Burn) | Meter Burn during Air Dash | - | aironly }}
{{ MoveListRow | Air Dash (Meter Burn) | Meter Burn during Air Dash | - | aironly }}
{{ MoveListRow | Alien Mallebility | Trait | - | Increases range and combo potential }}
{{ MoveListRow | Alien Malleability | Trait | - | Increases range and combo potential }}
{{MoveListFooter}}
{{MoveListFooter}}



Revision as of 10:07, 15 August 2013

Injustice: Gods Among UsInjusticeLogo.png


Martian Manhunter

Injustice martianmanhunter small.png

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
3.00
High
Alien Jab
m
5.00
Med
Mars Kick
h
9.00
Med
Ankle Breaker
b + l
5.00
Low
Martian Slam
b + m
5.00
Overhead
Trauma Punch
b + h
12.45
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
Ravage Blow
f + l
3.00
Med
Heel Drop
f + m
5.00
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
Quick Pain
d + l
2.00
Med
Double Punch
d + m
5.00
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
Intimidation
l , m
3.90
High , Med
Mind Games
l , m , h
8.41
Med , Med , Low
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
Darkness
b + l , l , h
8.41
Low , Med , Med
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
Stay Down
b + m , h
15.97
Med , Overhead , Med
knockdown leaves opponent full screen
away
Winged Avenger
f + m , h
11.22
Med , Med , Med
forward moving combo that ends
in knockdown

Bounce Cancels

Name
Command
Damage
Notes
SU
RC
OG
OH
Trauma Punch
f , f , Meter Burn
Cancel
During a combo, burn two bars to
cancel the combo and perform a
groundbounce
Powering Overhead
b , b , Meter Burn
Cancel
During a combo, burn two bars to
cancel the combo and perform a
wallbounce

Character Powers

Name
Command
Damage
Notes
SU
RC
OG
OH
Air Dash
b , b
OR
f , f
-
aironly goes about quarter screen
Air Dash (Meter Burn)
Meter Burn during Air Dash
-
aironly
Alien Malleability
Trait
-
Increases range and combo potential

Throws

Name
Command
Damage
Notes
SU
RC
OG
OH
Forward Throw
f + l + h
11.00
Throw
leaves opponent full screen away
Back Throw
b + l + h
11.00
Throw
leaves opponent full screen away

Special Moves

Name
Command
Damage
Notes
SU
RC
OG
OH
Straight Grapple
d , f + 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
Straight Grapple (Meter Burn)
Meter Burn during
Straight Grapple
-
Pressing Meter Burn after successful
hit, Batman stops in front of stunned
opponent allowing time to attack
or combo
Sky Grapple
d , b + 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
Sky Grapple (Meter Burn)
Meter Burn during
Sky Grapple
4.25
Pressing Meter Burn after successful
hit, gives groundbounce half
screen away
Batarang
b , f + m
Alternate Command:
hcf + m
6.80
Throws two Batarangs causing 3.40
damage a piece
Batarang (Meter Burn)
Meter Burn during
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
Up Batarang
d , b + m
Alternate Command:
qcb + m
6.00
Throws one Batarang at a 45 degree
angle, causes knockdown
Up Batarang (Meter Burn)
Meter Burn during
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
Slide Kick
b , f + h
Alternate Command:
hcf + h
7.00
Fast low attack that causes
knockdown , slides under most
high projectiles
Slide Kick (Meter Burn)
Meter Burn during
Slide Kick
4.75
Pressing Meter Burn after successful
hit causes Batman to throw a Batarang
for additional damage
Air Scatter Bombs
d , b + m
Alternate Command:
qcb + m
9.00
aironly
Bombs explode in
front of Batman, knockdown on
air opponents and stuns ground
opponents
Cape Parry
d , b + h
Alternate Command:
qcb + h
12.00
Counters most High and
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

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