
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
Players to Watch
REO, NightmareSF, Bat Muchacho, Justin Wong
Character Info
Move List
Normal Moves











to charge attack
pressing

cancel by dashing forward or backwards







pressing

cancel by dashing forward or backwards













Combo Attacks












away





launches opponent into air









away




launches opponent into air





launches opponent into air





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

or


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



leaves opponent full screen away



leaves opponent full screen away
Special Moves



Alternate Command:


hit Batman pulls himself toward the
opponent and delivers a flying
kick resulting in knockdown

Straight Grapple

hit, Batman stops in front of stunned
opponent allowing time to attack
or combo



Alternate Command:


45 degree angle, if hit Batman pulls
opponent to the ground landing full
screen away

Sky Grapple

hit, gives

screen away



Alternate Command:


damage a piece

Batarang

Batarangs causing

Batarangs can be detonated at any
time even after block or hit



Alternate Command:


angle, causes


Up Batarang

Batarangs, causing very high

can be detonated at any time even
after block or hit



Alternate Command:




high projectiles

Slide Kick

hit causes Batman to toss a Batarang
for additional damage



Alternate Command:



Bombs explode in
front of Batman,

air opponents and stuns ground
opponents



Alternate Command:


ovrhd 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 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
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
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 | 6 | 26 | -14 | 52 |
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 | 18 | 18 | 67 |
Winged Avenger | 6 | 25 | 0 | 37 |
Straight Grapple | 21 | -27 | 29 | 4 |
Straight Grapple (Meter Burn) | 0 | 31 | - | 70 |
Sky Grapple | 14 | 44 | -42 | 60 |
Sky Grapple (Meter Burn) | 0 | 12 | - | 83 |
Batarang | 20 | -35 | -12 | -1 |
Batarang (Meter Burn) | 8 | 0 | 38 | 65 |
Up Batarang | 19 | -16 | -5 | 6 |
Up Batarang (Meter Burn) | 6 | 0 | 38 | 102 |
Side Kick | 16 | 50 | -31 | -17 |
Side Kick (Meter Burn) | 15 | -125 | - | 5 |
Scatter Bombs | 8 | 31 | -13 | 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 |