Injustice: Gods Among Us/Batman: Difference between revisions

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{{InjusticeMoveListHeader}}
{{InjusticeMoveListHeader}}
{{ MoveListRow | Palm Strike | l | 2.00 | High}}
{{ MoveListRow | Palm Strike | inj1 | 2.00 | High}}
{{ MoveListRow | Hammer Fist | m | 3.00 | Med}}
{{ MoveListRow | Hammer Fist | inj2 | 3.00 | Med}}
{{ MoveListRow | Roundhouse | h | 7.00 | Med}}
{{ MoveListRow | Roundhouse | inj3 | 7.00 | Med}}
{{ MoveListRow | Crusader Kick | b + l | 2.00 | Low}}
{{ MoveListRow | Crusader Kick | b + inj1 | 2.00 | Low}}
{{ MoveListRow | Batarang Swipe | b + m | 5.00 | Med}}
{{ MoveListRow | Batarang Swipe | b + inj2 | 5.00 | Med}}
{{ MoveListRow | Flying Kick | 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),&nbsp;cancel by<br>dashing forward or backwards}}
{{ MoveListRow | Flying Kick | b + inj3 | 11.00 | Med wallbounce Hold inj3 <br>to charge attack, pressing Meter<br>Burn during charge will add armor<br>to attack (1 bar),&nbsp;cancel by<br>dashing forward or backwards}}
{{ MoveListRow | Caped Crusade| f + m | 3.00 | Med}}
{{ MoveListRow | Caped Crusade| f + inj2 | 3.00 | Med}}
{{ MoveListRow | Wheel Kicks | 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),&nbsp;cancel by<br>dashing forward or backwards}}
{{ MoveListRow | Wheel Kicks | f + inj3 | 11.00 | ovrhd groundbounce Hold<br> inj3 to charge attack, pressing Meter<br>Burn during charge will add armor<br>to attack (1 bar),&nbsp;cancel by<br>dashing forward or backwards}}
{{ MoveListRow | Low Jab | d + l | 2.00 | Med}}
{{ MoveListRow | Low Jab | d + inj1 | 2.00 | Med}}
{{ MoveListRow | Uppercut | d + m | 2.00 | Med launches opponent into air on hit}}
{{ MoveListRow | Uppercut | d + inj2 | 2.00 | Med launches opponent into air on hit}}
{{ MoveListRow | Low Hammerfist | d + h | 7.00 | Low knockdown}}
{{ MoveListRow | Low Hammerfist | d + inj3 | 7.00 | Low knockdown}}
{{ MoveListRow | Flying Knee | l aironly | 5.00 | Overhead}}
{{ MoveListRow | Flying Knee | inj1 aironly | 5.00 | ovrhd}}
{{ MoveListRow | Straight Kick | m aironly | 7.00 | Overhead}}
{{ MoveListRow | Straight Kick | inj2 aironly | 7.00 | ovrhd}}
{{ MoveListRow | Flip Kick | h aironly | 11.00 | Overhead knockdown}}
{{ MoveListRow | Flip Kick | inj3 aironly | 11.00 | ovrhd knockdown}}
{{MoveListFooter}}
{{MoveListFooter}}


=== Combo Attacks ===
=== Combo Attacks ===
{{InjusticeMoveListHeader}}
{{InjusticeMoveListHeader}}
{{ MoveListRow | Showdown | l , l | 3.90 | High , Med}}
{{ MoveListRow | Showdown | inj1 , inj1 | 3.90 | High , Med}}
{{ MoveListRow | Injustice | l , l , m | 10.22 | High , Med , Med}}
{{ MoveListRow | Injustice | inj1 , inj1 , inj2 | 10.22 | High , Med , Med}}
{{ MoveListRow | Vengeance | l , l , h | 8.41 | High , Med , Overhead}}
{{ MoveListRow | Vengeance | inj1 , inj1 , inj3 | 8.41 | High , Med , ovrhd}}
{{ MoveListRow | Tricky Bat | l , m , m | 10.22 | High , Med , Med <br> knockdown leaves opponent half screen<br>away}}
{{ MoveListRow | Tricky Bat | inj1 , inj2 , inj2 | 10.22 | High , Med , Med <br> knockdown leaves opponent half screen<br>away}}
{{ MoveListRow | Intimidation | l , m | 3.90 |High , Med}}
{{ MoveListRow | Intimidation | inj1 , inj2 | 3.90 |High , Med}}
{{ MoveListRow | Mind Games | l , m , h | 8.41 | Med , Med , Low <br>launches opponent into air}}
{{ MoveListRow | Mind Games | inj1 , inj2 , inj3 | 8.41 | Med , Med , Low <br>launches opponent into air}}
{{ MoveListRow | Millionaire | b + l , l | 3.90 | Low , Med}}
{{ MoveListRow | Millionaire | b + inj1 , inj1 | 3.90 | Low , Med}}
{{ MoveListRow | High Tech | b + l , l , m | 12.02 | Low , Med , Overhead <br> knockdown leaves opponent half screen<br>away}}
{{ MoveListRow | High Tech | b + inj1 , inj1 , inj2 | 12.02 | Low , Med , ovrhd <br> knockdown leaves opponent half screen<br>away}}
{{ MoveListRow | Darkness| b + l , l , h | 8.41 | Low , Med , Med <br>launches opponent into air}}
{{ MoveListRow | Darkness| b + inj1 , inj1 , inj3 | 8.41 | Low , Med , Med <br>launches opponent into air}}
{{ MoveListRow | Tragic | m , m | 4.90 | Med , High}}
{{ MoveListRow | Tragic | inj2 , inj2 | 4.90 | Med , High}}
{{ MoveListRow | Caped Crusader | m , m , h | 11.22 | Med , High , Med <br>launches opponent into air}}
{{ MoveListRow | Caped Crusader | inj2 , inj2 , inj3 | 11.22 | Med , High , Med <br>launches opponent into air}}
{{ MoveListRow | Stay Down | b + m , h | 15.97 | Med , Overhead , Med <br> knockdown leaves opponent full screen<br>away}}
{{ MoveListRow | Stay Down | b + inj2 , inj3 | 15.97 | Med , ovrhd , Med <br> knockdown leaves opponent full screen<br>away}}
{{ MoveListRow | Winged Avenger | f + m , h | 11.22 | Med , Med , Med <br>forward moving combo that ends<br>in&nbsp;knockdown}}
{{ MoveListRow | Winged Avenger | f + inj2 , inj3 | 11.22 | Med , Med , Med <br>forward moving combo that ends<br>in&nbsp;knockdown}}
{{MoveListFooter}}
{{MoveListFooter}}


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=== Character Powers ===
=== Character Powers ===
{{InjusticeMoveListHeader}}
{{InjusticeMoveListHeader}}
{{ MoveListRow | Double Jump | ub or uf | 5.00 (Divekick) or<br>9.00 (Elbow) | aironly double jump, during forward<br>double jump press m for a Med Divekick<br>or h for an Overhead Diving Elbow<br>that causes knockdown}}
{{ MoveListRow | Double Jump | ub or uf | 5.00 (Divekick) or<br>9.00 (Elbow) | aironly double jump, during forward<br>double jump press inj2 for a Med Divekick<br>or inj3 for an ovrhd Diving Elbow<br>that causes knockdown}}
{{ MoveListRow | Mechanical Bats | Trait | - | Call a group of three mechanical<br>bats to hover around Batman}}
{{ MoveListRow | Mechanical Bats | trt | - | Call a group of three mechanical<br>bats to hover around Batman}}
{{ MoveListRow | Release The Bats | Trait | 5.80 | Send mechanical bats at opponent<br>as loose tracking projectiles, can<br>be used to set up combos}}
{{ MoveListRow | Release The Bats | trt | 5.80 | Send mechanical bats at opponent<br>as loose tracking projectiles, can<br>be used to set up combos}}
{{ MoveListRow | Bat Swarm | d + Trait | - | Form a shield of bats around Batman<br>that damages opponent and destroys<br>bats if they're physically hit, all three<br>mechanical bats must be active}}
{{ MoveListRow | Bat Swarm | d + trt | - | Form a shield of bats around Batman<br>that damages opponent and destroys<br>bats if they're physically hit, all three<br>mechanical bats must be active}}
{{MoveListFooter}}
{{MoveListFooter}}


=== Throws ===
=== Throws ===
{{InjusticeMoveListHeader}}
{{InjusticeMoveListHeader}}
{{ MoveListRow | Forward Throw | f + l + h | 11.00 | Throw <br> leaves opponent full screen away}}
{{ MoveListRow | Forward Throw | f + inj1 + inj3 | 11.00 | Throw <br> leaves opponent full screen away}}
{{ MoveListRow | Back Throw | b + l + h | 11.00 | Throw <br> leaves opponent full screen away}}
{{ MoveListRow | Back Throw | b + inj1 + inj3 | 11.00 | Throw <br> leaves opponent full screen away}}
{{MoveListFooter}}
{{MoveListFooter}}


=== Special Moves ===
=== Special Moves ===
{{InjusticeMoveListHeader}}
{{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 | d , f + inj1 <br>Alternate Command: <br> qcf + inj1 | 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 (Meter Burn) | Meter Burn during<br>Straight Grapple | - | Pressing Meter Burn after successful<br>hit, Batman stops in front&nbsp;of stunned<br>opponent allowing time to attack<br>or combo}}
{{ MoveListRow | Straight Grapple (Meter Burn) | mburn during<br>Straight Grapple | - | Pressing mburn after successful<br>hit, Batman stops in front&nbsp;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 | d , b + inj1 <br>Alternate Command: <br> qcb + inj1 | 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 | Sky Grapple (Meter Burn) | mburn during<br>Sky Grapple | 4.25 | Pressing mburn 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 | b , f + inj2 <br>Alternate Command: <br> hcf + inj2 | 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 | Batarang (Meter Burn) | mburn during<br>Batarang | 8.75 | Pressing mburn 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 | Up Batarang | d , b + inj2 <br>Alternate Command: <br> qcb + inj2 | 6.00 | Throws one Batarang at a 45 degree<br>angle, causes knockdown }}
{{ MoveListRow | Up 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 | Up Batarang (Meter Burn) | mburn during<br>Up Batarang | 8.75 | Pressing mburn 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 | b , f + inj3 <br>Alternate Command: <br> hcf + inj3 | 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 | Slide Kick (Meter Burn) | mburn during<br>Slide Kick | 4.75 | Pressing mburn 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 <br> Bombs explode in<br>front of Batman, knockdown on<br>air opponents and stuns ground<br>opponents}}
{{ MoveListRow | Air Scatter Bombs | d , b + inj2 <br>Alternate Command: <br> qcb + inj2 | 9.00 | aironly <br> 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}}
{{ MoveListRow | Cape Parry | d , b + inj3 <br>Alternate Command: <br> qcb + inj3 | 12.00 | Counters most High and<br>ovrhd attacks, ends in<br> knockdown}}
{{MoveListFooter}}
{{MoveListFooter}}



Revision as of 14:50, 15 October 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:
Gadget
Real Name:
Bruce Wayne
Debut:
Detective Comics #27 (May 1939)
Voice Actor:
Kevin Conroy

Move List

Normal Moves

Name
Command
Damage
Notes
SU
RC
OG
OH
Palm Strike
inj1
2.00
High
Hammer Fist
inj2
3.00
Med
Roundhouse
inj3
7.00
Med
Crusader Kick
b + inj1
2.00
Low
Batarang Swipe
b + inj2
5.00
Med
Flying Kick
b + inj3
11.00
Med wallbounce Hold inj3
to charge attack, pressing Meter
Burn during charge will add armor
to attack (1 bar), cancel by
dashing forward or backwards
Caped Crusade
f + inj2
3.00
Med
Wheel Kicks
f + inj3
11.00
ovrhd groundbounce Hold
inj3 to charge attack, pressing Meter
Burn during charge will add armor
to attack (1 bar), cancel by
dashing forward or backwards
Low Jab
d + inj1
2.00
Med
Uppercut
d + inj2
2.00
Med launches opponent into air on hit
Low Hammerfist
d + inj3
7.00
Low knockdown
Flying Knee
inj1 aironly
5.00
ovrhd
Straight Kick
inj2 aironly
7.00
ovrhd
Flip Kick
inj3 aironly
11.00
ovrhd knockdown

Combo Attacks

Name
Command
Damage
Notes
SU
RC
OG
OH
Showdown
inj1 , inj1
3.90
High , Med
Injustice
inj1 , inj1 , inj2
10.22
High , Med , Med
Vengeance
inj1 , inj1 , inj3
8.41
High , Med , ovrhd
Tricky Bat
inj1 , inj2 , inj2
10.22
High , Med , Med
knockdown leaves opponent half screen
away
Intimidation
inj1 , inj2
3.90
High , Med
Mind Games
inj1 , inj2 , inj3
8.41
Med , Med , Low
launches opponent into air
Millionaire
b + inj1 , inj1
3.90
Low , Med
High Tech
b + inj1 , inj1 , inj2
12.02
Low , Med , ovrhd
knockdown leaves opponent half screen
away
Darkness
b + inj1 , inj1 , inj3
8.41
Low , Med , Med
launches opponent into air
Tragic
inj2 , inj2
4.90
Med , High
Caped Crusader
inj2 , inj2 , inj3
11.22
Med , High , Med
launches opponent into air
Stay Down
b + inj2 , inj3
15.97
Med , ovrhd , Med
knockdown leaves opponent full screen
away
Winged Avenger
f + inj2 , inj3
11.22
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 inj2 for a Med Divekick
or inj3 for an ovrhd Diving Elbow
that causes knockdown
Mechanical Bats
trt
-
Call a group of three mechanical
bats to hover around Batman
Release The Bats
trt
5.80
Send mechanical bats at opponent
as loose tracking projectiles, can
be used to set up combos
Bat Swarm
d + trt
-
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 + inj1 + inj3
11.00
Throw
leaves opponent full screen away
Back Throw
b + inj1 + inj3
11.00
Throw
leaves opponent full screen away

Special Moves

Name
Command
Damage
Notes
SU
RC
OG
OH
Straight Grapple
d , f + inj1
Alternate Command:
qcf + inj1
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)
mburn during
Straight Grapple
-
Pressing mburn after successful
hit, Batman stops in front of stunned
opponent allowing time to attack
or combo
Sky Grapple
d , b + inj1
Alternate Command:
qcb + inj1
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)
mburn during
Sky Grapple
4.25
Pressing mburn after successful
hit, gives groundbounce half
screen away
Batarang
b , f + inj2
Alternate Command:
hcf + inj2
6.80
Throws two Batarangs causing 3.40
damage a piece
Batarang (Meter Burn)
mburn during
Batarang
8.75
Pressing mburn detonates the
Batarangs causing knockdown if hit;
Batarangs can be detonated at any
time even after block or hit
Up Batarang
d , b + inj2
Alternate Command:
qcb + inj2
6.00
Throws one Batarang at a 45 degree
angle, causes knockdown
Up Batarang (Meter Burn)
mburn during
Up Batarang
8.75
Pressing mburn 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 + inj3
Alternate Command:
hcf + inj3
7.00
Fast low attack that causes
knockdown , slides under most
high projectiles
Slide Kick (Meter Burn)
mburn during
Slide Kick
4.75
Pressing mburn after successful
hit causes Batman to throw a Batarang
for additional damage
Air Scatter Bombs
d , b + inj2
Alternate Command:
qcb + inj2
9.00
aironly
Bombs explode in
front of Batman, knockdown on
air opponents and stuns ground
opponents
Cape Parry
d , b + inj3
Alternate Command:
qcb + inj3
12.00
Counters most High and
ovrhd 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

  • Batman has one of the best mix-ups 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.
  • Keep on pressure with mix-up and chip damage,try to punish every single jump with Sky Grapple.

Advanced Strategy

Batman's trait is the best tool in his utility belt. The Mechanical Bats can be used for offensive and defensive tactics. The following are examples of different tactics and maneuvers Batman's trait can be used for:

Offensive:

  • The bats can "lockdown" opponents after blockstrings. For example, Batman could use B1,1,2 xx Trait, J2, Blockstring. The risk/reward factor is always in Batman's favor.
    • If opponent blocks - Batman gets free J2, followed by pressure, mix-ups, etc.
    • If opponent jumps - Batman gets an anti-air combo

Defensive:

The Mechanical Bats also make his overall footsies game a lot stronger.

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

Costume Picture Unlocking
Insurgency Bat-ins.jpg 1 Armory Key in Hall of Justice Archives
New 52 Bat-new.jpg Included in Collector's Edition
Arkham City Bat-ark.jpg Pre-Order at Walmart
Blackest Night Bat-black.jpg Pre-Order at Best Buy
Beyond Bat-beyond.jpg iOS Version Unlock
Flashpoint Bat-flash.jpg Included with Lobo compatibility update

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