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=== Special Moves === | === Special Moves === | ||
{{ | {{InjusticeMoveListHeader}} | ||
{{ | {{ MoveListRow | Straight Grapple | d , f + l <br>Alternate Command: <br> qcf + l | 8.80 | Fires grappling hook full screen, if<br>hit Batman pulls himself toward the<br>opponent and delivers a flying<br>kick resulting in knockdown}} | ||
{{ | {{ MoveListRow | Straight Grapple<br>(Meter Burn) | Meter Burn during<br>Straight Grapple | - | pressing Meter Burn after successful<br>hit, Batman stops in front of stunned<br>opponent allowing time to attack<br>or combo}} | ||
{{ | {{ MoveListRow | Sky Grapple | d , b + l <br>Alternate Command: <br> qcb + l | 10.00 | Fires grappling hook upwards in a<br>45 degree angle, if hit Batman pulls<br>opponent to the ground landing full<br> screen away}} | ||
{{ | {{ MoveListRow | Sky Grapple (Meter Burn) | Meter Burn during<br>Sky Grapple | 4.25 | Pressing Meter Burn after successful<br>hit, gives groundbounce half<br> screen away}} | ||
{{ | {{ MoveListRow | Batarang | b , f + m <br>Alternate Command: <br> hcf + m | 6.80 | Throws two Batarangs causing 3.40<br>damage a piece}} | ||
{{ | {{ MoveListRow | Batarang (Meter Burn) | Meter Burn during<br>Batarang | 8.75 | Pressing Meter Burn detonates the<br>Batarangs causing knockdown if hit;<br>Batarangs can be detonated at any<br>time even after block or hit}} | ||
{{ | {{ MoveListRow | Up Batarang | d , b + m <br>Alternate Command: <br> qcb + m | 6.00 | throws one Batarang at a 45 degree<br>angle, causes knockdown }} | ||
{{ | {{ MoveListRow | Batarang (Meter Burn) | Meter Burn during<br>Up Batarang | 8.75 | Pressing Meter Burn detonates the<br>Batarangs, causing very high<br> groundbounce if hit; Batarangs<br>can be detonated at any time even<br>after block or hit}} | ||
{{ | {{ MoveListRow | Slide Kick | b , f + h <br>Alternate Command: <br> hcf + h | 7.00 | Fast low attack that causes<br> knockdown , slides under most<br>high projectiles}} | ||
{{ | {{ MoveListRow | Slide Kick (Meter Burn) | Meter Burn during<br>Slide Kick | 4.75 | Pressing Meter Burn after successful<br>hit causes Batman to throw a Batarang<br>for additional damage}} | ||
{{ | {{ MoveListRow | Air Scatter Bombs | d , b + m <br>Alternate Command: <br> qcb + m | 9.00 | aironly ; Bombs explode in<br>front of Batman, knockdown on<br>air opponents and stuns ground<br>opponents}} | ||
{{ | {{ MoveListRow | Cape Parry | d , b + h <br>Alternate Command: <br> qcb + h | 12.00 | Counters most High and<br>Overhead attacks, ends in<br> knockdown}} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Revision as of 13:48, 23 April 2013

Batman
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
Move List
Normal Moves
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
Combo Attacks
knockdown leaves opponent half screen
away
launches opponent into air
knockdown leaves opponent half screen ]
away
launches opponent into air
launches opponent into air
knockdown leaves opponent full screen
away
forward moving combo that ends
in knockdown
Bounce Cancels
cancel the combo and perform a
groundbounce
cancel the combo and perform a
wallbounce
Character Powers
9.00 (Elbow)
double jump press m for a Med Divekick
or h for an Overhead Diving Elbow
that causes knockdown
bats to hover around Batman
as loose tracking projectiles, can
be used to set up combos
that damages opponent and destroys
bats if they're physically hit, all three
mechanical bats must be active
Throws
screen away
screen away
Special Moves
Alternate Command:
qcf + l
hit Batman pulls himself toward the
opponent and delivers a flying
kick resulting in knockdown
(Meter Burn)
Straight Grapple
hit, Batman stops in front of stunned
opponent allowing time to attack
or combo
Alternate Command:
qcb + l
45 degree angle, if hit Batman pulls
opponent to the ground landing full
screen away
Sky Grapple
hit, gives groundbounce half
screen away
Alternate Command:
hcf + m
damage a piece
Batarang
Batarangs causing knockdown if hit;
Batarangs can be detonated at any
time even after block or hit
Alternate Command:
qcb + m
angle, causes knockdown
Up Batarang
Batarangs, causing very high
groundbounce if hit; Batarangs
can be detonated at any time even
after block or hit
Alternate Command:
hcf + h
knockdown , slides under most
high projectiles
Slide Kick
hit causes Batman to throw a Batarang
for additional damage
Alternate Command:
qcb + m
front of Batman, knockdown on
air opponents and stuns ground
opponents
Alternate Command:
qcb + h
Overhead attacks, ends in
knockdown
Super Move
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
for cross-ups.
- Keep on pressure with mix-up and chip damage,try to punish every single jump with Sky Grapple.
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 |
---|---|---|---|---|
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Crouch ![]() |
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Crouch ![]() |
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Crouch ![]() |
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Jump ![]() |
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Jump ![]() |
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Jump ![]() |
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Wheel Kicks | ||||
Flying Kick | ||||
Special Move 1 | ||||
Special Move 2 | ||||
Special Move 3 | ||||
Special Move 4 | ||||
Super Move |