Injustice: Gods Among Us/Batman: Difference between revisions

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=== Basic Strategy ===
=== Basic Strategy ===
 
* Batman have one of the bests mix-up in the game,focus on confusing your opponent´s block and then lead the hit confirm to a damaging combo and a [[File:knockdown.png]] for cross-ups.
TBW


=== Advanced Strategy ===
=== Advanced Strategy ===

Revision as of 01:24, 23 April 2013

Injustice: Gods Among UsInjusticeLogo.png


Batman

Injustice batman small.png

Millionaire Bruce Wayne was just a kid when he watched his parents get gunned down during a mugging in Gotham City. The crime would define his life, as he dedicated himself to becoming the world’s greatest weapon against crime—the Batman.

Batman is the most feared superhero of all, because he’s pushed himself to the absolute pinnacle of human achievement. He’s a brilliant detective who’s mastered fighting techniques the world’s barely heard of. An Olympic-caliber athlete with a plan for every occasion, Batman’s seemingly always five steps ahead of his foes. But in his crusade against injustice, two questions always loom: How far will he go to protect the innocent, and will he sacrifice his humanity along the way?


In a nutshell


Character Info

Type:
 ?
Real Name:
Gadget
Debut:
 ?
Voice Actor:
 ?

Move List

Normal Moves

Name
Command
Damage
Notes
SU
RC
OG
OH
Palm Strike
l
2.00
High
Hammer Fist
m
3.00
Med
Roundhouse
h
7.00
Med
Crusader Kick
b + l
2.00
Low
Batarang Swipe
b + m
5.00
Med
Flying Kick
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
Caped Crusade
f + m
3.00
Med
Wheel Kicks
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
Low Jab
d + l
2.00
Med
Uppercut
d + m
2.00
Med launches opponent into air on hit.
Low Hammerfist
d + h
7.00
Low knockdown
Flying Knee
l aironly
5.00
Overhead
Straight Kick
m aironly
7.00
Overhead
Flip Kick
h aironly
11.00
Overhead knockdown

Combo Attacks

Name
Command
Damage
Notes
SU
RC
OG
OH
Showdown
l , l
1.90
High , Med
Injustice
l , l , m
6.32
High , Med , Med
Vengeance
l , l , h
4.51
High , Med , Overhead
Tricky Bat
l , m , m
6.32
High , Med , Med
knockdown leaves opponent half screen
away
Intimidation
l , m
1.90
High , Med
Mind Games
l , m , h
4.51
Med , Med , Low
launches opponent into air
Millionaire
b + l , l
1.90
Low , Med
High Tech
b + l , l , m
8.12
Low , Med , Overhead
knockdown leaves opponent half screen ]
away
Darkness
b + l , l , h
4.51
Low , Med , Med
launches opponent into air
Tragic
m , m
1.90
Med , High
Caped Crusader
m , m , h
6.32
Med , High , Med
launches opponent into air
Stay Down
b + m , h
10.97
Med , Overhead , Med
knockdown leaves opponent full screen
away
Winged Avenger
f + m , h
8.22
Med , Med , Med
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
Flying Kick
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
Double Jump
ub or uf
5.00 (Divekick) or
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
Mechanical Bats
Trait
-
Call a group of three mechanical
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
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

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

Template:InjusticeMoveListHeader2

Straight Grapple
{{#motion: d , f + l }}
{{#motion: qcf + l }}
{{#motion: 8.80 }}
{{#motion: 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)
{{#motion: Meter Burn during
Straight Grapple }}
{{#motion: - }}
{{#motion: - }}
{{#motion: pressing Meter Burn after successful
hit, Batman stops in front of stunned
opponent allowing time to attack
or combo }}
Sky Grapple
{{#motion: d , b + l }}
{{#motion: qcb + l }}
{{#motion: 10.00 }}
{{#motion: 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)
{{#motion: Meter Burn during
Sky Grapple }}
{{#motion: - }}
{{#motion: 4.25 }}
{{#motion: Pressing Meter Burn after successful
hit, gives groundbounce half
screen away }}
Batarang
{{#motion: b , f + m }}
{{#motion: hcf + m }}
{{#motion: 6.80 }}
{{#motion: Throws two Batarangs causing 3.40
damage a piece }}
Batarang (Meter Burn)
{{#motion: Meter Burn during
Batarang }}
{{#motion: - }}
{{#motion: 8.75 }}
{{#motion: Pressing Meter Burn detonates the
Batarangs causing knockdown if hit;
Batarangs can be detonated at any
time even after block or hit }}
Up Batarang
{{#motion: d , b + m }}
{{#motion: qcb + m }}
{{#motion: 6.00 }}
{{#motion: throws one Batarang at a 45 degree
angle, causes knockdown }}
Batarang (Meter Burn)
{{#motion: Meter Burn during
Up Batarang }}
{{#motion: - }}
{{#motion: 8.75 }}
{{#motion: 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
{{#motion: b , f + h }}
{{#motion: hcf + h }}
{{#motion: 7.00 }}
{{#motion: Fast low attack that causes
knockdown , slides under most
high projectiles }}
Slide Kick (Meter Burn)
{{#motion: Meter Burn during
Slide Kick }}
{{#motion: - }}
{{#motion: 4.75 }}
{{#motion: Pressing Meter Burn after successful
hit causes Batman to throw a Batarang
for additional damage }}
Air Scatter Bombs
{{#motion: d , b + m }}
{{#motion: qcb + m }}
{{#motion: 9.00 }}
{{#motion: aironly ; Bombs explode in
front of Batman, knockdown on
air opponents and stuns ground
opponents }}
Cape Parry
{{#motion: d , b + h }}
{{#motion: qcb + h }}
{{#motion: 12.00 }}
{{#motion: 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 at sweep range 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

  • Batman have one of the bests mix-up in the game,focus on confusing your opponent´s block and then lead the hit confirm to a damaging combo and a Knockdown.png for cross-ups.

Advanced Strategy

TBW

Tips and Tricks

  • Batman´s Release the Bats are great for juggle,don´t waste your hit confirm after a chance of start a combo with Mechanical Bats actived,cause you can extend the combo by juggling your opponent with the bats and then using a special move or something else,the best choose at a long distance is Straight Grapple.

Combos

TBW

Alternate Costumes

TBW

Match Ups

TBW

Frame Data

Move Name Startup Recovery On Guard On Hit
L.png
M.png
H.png
Left.gif + L.png
Left.gif + M.png
Left.gif + H.png
Right.gif + L.png
Right.gif + M.png
Right.gif + H.png
Crouch L.png
Crouch M.png
Crouch H.png
Jump L.png
Jump M.png
Jump H.png
L.png , L.png
Wheel Kicks
Flying Kick
Special Move 1
Special Move 2
Special Move 3
Special Move 4
Super Move