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
Normal Moves
Crusader Kick
b + l
2.00
Low
Batarang Swipe
b + m
5.00
Mid
Flying Kick
b + h
11.00
Mid 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
Mid
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
Uppercut
d + m
2.00
Mid, 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
Showdown
l , l
1.90
High , Mid
Injustice
l , l , m
6.32
High , Mid , Mid
Vengeance
l , l , h
4.51
High , Mid , Overhead
Tricky Bat
l , m , m
6.32
High , Mid , Mid knockdown leaves opponent half screen away
Intimidation
l , m
1.90
High , Mid
Mind Games
l , m , h
4.51
Mid , Mid , Low launches opponent into air
Millionaire
b + l , l
1.90
Low , Mid
High Tech
b + l , l , m
8.12
Low , Mid , Overhead knockdown leaves opponent half screen away
Darkness
b + l , l , h
4.51
Low , Mid , Mid launches opponent into air
Tragic
m , m
1.90
Mid , High
Caped Crusader
m , m , h
6.32
Mid, High , Mid launches opponent into air
Stay Down
b + m , h
10.97
Mid , Overhead , Mid knockdown leaves opponent full screen away
Winged Avenger
f + m , h
8.22
Mid , Mid , Mid , forward moving combo that ends in knockdown
Bounce Cancels
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 groundbounce
Character Powers
Double Jump
u + b or u + f
5.00 (Divekick) or 9.00 (Elbow)
aironly double jump, during forward double jump press m for a Mid 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
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)
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
{{#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)
Meter Burn during Sky Grapple
4.25
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)
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
{{#motion: d , b + m }}
{{#motion: qcb + m }}
{{#motion: 6.00 }}
{{#motion: throws one Batarang at a 45 degree angle, causes knockdown }}
Batarang (Meter Burn)
Meter Burn during 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
{{#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)
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
{{#motion: d , b + m }}
{{#motion: qcb + m }}
{{#motion: 9.00 }}
{{#motion: aironly bombs explode in front of Batman, knockdown 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
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