- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - /\ - If you find this guide useful then be sure to RECOMMEND it on GameFAQs / \ and give me a subscription on Youtube - www.youtube.com/BerserkerSTARS || ------------------------------------------------------------------------------- _____ _ _ _ _ _ _____ _______ _____ _____ ______ |_ _|| \ | | | || | | | / ____||__ __||_ _|/ ____|| ____| | | | \| | | || | | || (___ | | | | | | | |__ | | | . ` | _ | || | | | \___ \ | | | | | | | __| _| |_ | |\ || |__| || |__| | ____) | | | _| |_| |____ | |____ |_____||_| \_| \____/ \____/ |_____/ |_| |_____|\_____||______| __ __ __ __ __ __ __ / _ / \| \(_ /\ |\/|/ \|\ |/ _ / \(_ \__)\__/|__/__) /--\| |\__/| \|\__) \__/__) ------------------------------------------------------------------------------- INJUSTIC: GODS AMONG US GUIDE/MOVE LIST PLAYSTATION 3 XBOX 360 UPDATED: 04/29/13 VERSION: Kev ------------------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ||---------------------------------------------------------------------|| || || || Authored by: Berserker || || Email: berserker_kev(at)yahoo(dot)com || || || || Homepage: http://www.berserkersblog.blogspot.com || || Youtube: http://www.youtube.com/BerserkerSTARS || || || || This document Copyright 2013 Kevin Hall (Berserker) || ||Injustice Gods Among Us Copyright 2013 Warner Bros Entertainment Inc.|| || || ||---------------------------------------------------------------------|| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ==================== - T A B L E O F C O N T E N T S - ====================== ___ |_ | | | ______ ______ ______ ______ ______ | | |______| |______| |______| |______| |______| INTRO & BASICS | | [IB00] |_| - Intro - Controls - Basics _______ |_____ | _____| | ______ ______ ______ ______ ______ | _____| |______| |______| |______| |______| |______| DETAILED MOVE | |_____ LIST |_______| [DM00] _______ |_____ | _____| | ______ ______ ______ ______ ______ |_____ | |______| |______| |______| |______| |______| FULL MOVE LIST _____| | [FM00] |_______| _ _ | | | | | |___| | ______ ______ ______ ______ ______ |_____ | |______| |______| |______| |______| |______| SECRETS | | [SE00] |_| - Extra Costumes - Trophies Achievements _______ | _____| | |_____ ______ ______ ______ ______ ______ |_____ | |______| |______| |______| |______| |______| S.T.A.R. LABS _____| | MISSIONS |_______| [SL00] _______ | _____| | |_____ ______ ______ ______ ______ ______ | ___ | |______| |______| |______| |______| |______| EVERYTHING ELSE | |___| | [EE00] |_______| =============================================================================== ___ [IB00] |_ | | | | | | | |_| I N T R O & B A S I C S =============================================================================== _____ \_ \ / /\/ /\/ /_ ________ \____/ N T R O \______________________________________________________________ ------------------------------------------------------------------------------- I have enjoyed Mortal Kombat games ever since the original and have always kept up with them faithfully. I enjoy all fighting games to a certain extent but mainly play them from a single player standpoint and less for competition unlike I used to. With Injustice, I am highly pleased with the amount of quality in the game, so I had to attempt a guide for it. The game's graphics are quite fluid and the overall fighting engine is addicting even without the usual Netherrealm Studios violence and MK characters. If you're not a Resident Evil fan then you probably don't know me at all. I'm a VERY hardcore Resident Evil fan that rarely leaves the boundaries of an RE game or Capcom action game when writing. To put it simply, I have very little experience with writing for a fighting game so let me know if I can improve in any areas. The only other fighting game guide I have written is a Chris Redfield guide for Marvel vs Capcom 3. This guide contains a detailed list of all special moves, super moves and character powers for each fighter. The full move list section list out everything per character with no extra detail making it easier to use for a reference while playing the game. I'll include more sections as the days go by and improve upon existing sections. As always, you can email me at my email address berserker_kev(@)yahoo(dot)com if you have an questions, suggestions or comments. - Berserker (BK) ___ / __\ / / / /___ ______________ \____/ O N T R O L S \_________________________________________________________ ------------------------------------------------------------------------------- ==> BASIC CONTROLS PER CONSOLE ------------------------------------------------ --> Playstation 3 (PS3) --> Xbox 360 (X360) [] - L. Attack X - L. Attack /\ - M. Attack Y - M. Attack X - H. Attack A - H. Attack O - Special (S) Attack B - Special (S) Attack R2 - Meter Burn (MB) RT - Meter Burn (MB) L2 - Flip Stance (FS) LT - Flip Stance (FS) R1 - Interact RB - Interact L1 - Throw LB - Throw L3 - N/A LS - N/A R3 - N/A RS - N/A Start - Pause Menu Start - Pause Menu Select - Reset (in training) Back - Reset (in training) L thumbstick - Move fighter L thumbstick - Move fighter R thumbstick - N/A R thumbstick - N/A D-pad - Move fighter D-pad - Move fighter ==> D-PAD/JOYSTICK DIRECTION TERMS -------------------------------------------- This is a diagram showing off the inputs for directions in a Mortal Kombat style. In this guide all inputs are shown using the notations in the diagram below. All diagrams assume that a player is on the first player (left) side. ub u uf b n f db d df ub u uf \ | / \ | / \ | / b -- n -- f / | \ / | \ / | \ db d df ub - Up and Back u - Up uf - Up and Forward b - Back n - Neutral f - Forward db - Down and Back d - Down df - Down and Forward ==> BUTTON TERMS -------------------------------------------------------------- The following are the list of buttons for Injustice along with the notations that I use to describe each input in this guide. L - Light Attack M - Medium Attack H - Heavy Attack S - Special/Character Power T - Throw I - Interact FS - Flip Stance MB - Meter Burn ==> RELEASE CHECK AND ALTERNATE CONTROL --------------------------------------- Release Check and Alternate Control are found under the "Control Preset" or "Controls" menu under the pause and settings menu respectively. They are both displayed up under the control configurations and can be turned on or off. By default, Release Check is turned on and Alternate Control is turned off. o Release Check Release Check allows a player to perform a special move by holding down a button and performing the motion then releasing the button. This is an older technique that was used for other fighting games to perform moves faster. Basically, with Superman's heat vision, you can hold L then press d, b, and then release L to perform the heat vision with Release Check turned on. With Release Check turned off, all button taps must be made after the appropriate directions. If you don't use it, you might as well just turn it off. o Alternate Control Alternate Control changes all direction sequences for special moves into commands that are more like Street Fighter. To perform a d, f, L move with this turned on, press d, df, f, L. To perform a b, f, L move with Alternate Control turned on, press b, db, d, df, f, L. This is most noticeable with back, forward moves. All of the changes are displayed on the command lists from the move list menu while the game is paused. ___ / __\ /__\// / \/ \ __________ \_____/ A S I C S \____________________________________________________________ ------------------------------------------------------------------------------- ==> BASIC ATTACKS ------------------------------------------------------------- Each fighter has their own unique set of normal attacks that can be performed with the Light (L), Medium (M), or Heavy (H) attack buttons. Characters often have additional basic attacks that can be performed while pressing in a direction along with the attack button, such as back + L, down + H, etc. ==> SPECIAL MOVES ------------------------------------------------------------- Special Moves are performed by entering a certain sequence of directions and then tapping a certain button. There is no limit to the amount of special moves that can be performed, but each of them has recovery animations and other flaws so use them wisely. ==> CHARACTER POWER ----------------------------------------------------------- A character power is performed by pressing the Character Power/Special (S) button. Each character power is unique per character. Some characters gain enhancements when their power is activated and some characters perform an extra attack when the button is pressed. Each character power has a cool down period or some certain method to recharge the power before it can be used again. Some character powers that offer enhancements will give a player status effects (such as decreased damaged) during the cool down period. ==> BLOCKING ------------------------------------------------------------------ Unlike Mortal Kombat, Injustice does not have a block button. Hold away from your opponent to block a standing attack or hold down (or down/back) to block a low attack. High attacks must be guarded while standing, mid attacks must be guarded while standing and low attacks must be guarded while ducking. Keep in mind that jumping attacks are mid attacks so they must be guarded while standing. ==> JUGGLING ------------------------------------------------------------------ As with Mortal Kombat games, Injustice allows a player to juggle an opponent for increased damage after being launched. Launchers are different depending on the character, so you'll need to experiment to find a launcher with each fighter and how to juggle an opponent after the launcher. ==> ATTACK STRINGS ------------------------------------------------------------ Each character has certain combinations of basic attacks that can be stringed together for a combo. These string attacks are listed up under the "Combo Attacks" for each character and they are also listed in the character sections in this guide. ==> THROWS -------------------------------------------------------------------- Each fighter has a forward and backward throw. Press either the throw button or tap both L + H buttons together to trigger the backward throw and tap forward along with either button(s) to toss an opponent forward. The throw will have the same animation, but the opponent will be tossed behind or further in front of your character depending on the direction that you press before the grab. ==> BREAKING A THROW ---------------------------------------------------------- To break a throw, press the throw button as your character is being grabbed by your opponent. This will cause your character to stop the grab and push the opponent away from your character. ==> SUPER METER --------------------------------------------------------------- The super meter is on the bottom left (first player) or bottom right (second player) portion of the screen. The super gauge is charged whenever a player performs a special move. The gauge also charges when your opponent is hit with any type of attack or when your character receives damage from your opponent. The gauge is split up into four sections. The four sections are used for meter burn attacks (one per section) and the full gauge can be used to perform a character's super attack. ==> METER BURN ---------------------------------------------------------------- Pressing the Meter Burn button during certain special moves will result in an enhanced version of that special move. Meter Burn special moves take off one of the four sections of the super gauge. Meter Burn attacks are much like EX attacks in Street Fighter IV. Most of the time, the Meter Burn special move will be more powerful and take off more health if the opponent is hit with the Meter Burn special move, but sometimes the special move might have a different property. For instance, with Batman's grapple, it will cause Batman to reel himself in then stop in front of the dazed opponent allowing for a combo attack while your opponent is dazed instead of the usual flying kick that Batman performs. ==> SUPER MOVE ---------------------------------------------------------------- Each character has their own version of a super attack that can be performed once the super meter is fully charged. Press the Flip Stance (FS) and Meter Burn (MB) buttons together at the same time to perform a character's super move. Super moves hit differently depending on the fighter that you have. Most super moves are close range, but some can only hit at mid-range and some are grabs. Most super moves can be blocked. Your character will usually have priority over most attacks while performing a super move. Super moves can be added to a combo or performed during a juggle depending on the type of super move. ==> CLASH --------------------------------------------------------------------- The Clash is a technique that can only be used when your character has their second health bar. A Clash is performed by pressing forward + Meter Burn (MB) while your character is being hit with an attack. The two characters will prepare to collide and attack once a Clash has been initiated and both players can wager part of their super gauge (using the on-screen button below the super meter) in order to inflict more damage (attacker) or regain some health (defender). Players cannot see how much an opponent wagers. Keep in mind with all of this that the "defender" is the player that STARTS the Clash (performs the forward + MB input). If the defender wins, that character will regenerate an amount of health determined by the difference of how much meter was wagered. If the defender loses the Clash, that character will receive an amount of damage that is determined by the difference of how much the attacker wagered. Because of this technique, it can be useful to save your super meter until later into the battle in order to initiate or strike down this technique. ==> STAGE TRANSITIONS --------------------------------------------------------- Most arenas have areas where an opponent can be knocked into another part of the stage. These transition areas can be activated by hitting an opponent with a Back + Heavy (H) attack while the opponent stands with their character's back to the transition area. Transition areas are always in one of the far corners of an arena if they exist in the stage. Once activated, your character will hit the opponent and knock their character through an environment where their character will get damaged while traveling to another section of the arena. Transitions take a great amount of health from a character that is basically equal to super move damage. On most stages, there are transitions between two parts of the area. A player can knock an opponent to one area and then knock the opponent back to the first area. ==> STAGE INTERACTIONS -------------------------------------------------------- In Injustice, along with knowing your fighter you also need to know your arena. Each arena has different portions of the background that can be interacted with. When standing near an object that can be interacted with, the Interact button will appear beside your character's life gauge at the top of the screen. Pressing the interact button will cause your character to use part of environment to attack your opponent or escape from your opponent. For instance, a player might be able to jump and grab pipe then tear it down to freeze your opponent with the liquid nitrogen inside of it, or your character might be able to hop off an object to escape out of a corner. The powers of the character will determine what they can do to certain objects. For instant, Superman has super strenth so he will be able to toss a big stone tablet display in Aquaman's stage while Batman can only rebound off that object to jump further. Some interactions are similar only performed in a different way - such as punching the tank in Aquaman's stage compared to rotating a valve handle to release water from the same tank. Keep in mind that projectile environmental objects are unblockable. Some environmental attacks can actually be added to a combo. For instance, with some stages, your character will kick your opponent into the background for the interaction - the kick can actually be added to a sequence of attacks. =============================================================================== _______ [DM00] |_____ | _____| | | _____| | |_____ |_______| D E T A I L E D M O V E L I S T S =============================================================================== This section list all special moves, super moves and character powers per fighter along with a detailed description of each one. I decided to leave out normal attacks, combo attacks and all other moves that don't really need a description for this section. If you are looking for a FULL move list then visit the third section of this guide for a complete move list that is free of descriptions. _______________________________________________________________________________ A Q U A M A N ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ First Appearance: More Fun Comics #73 (September 1941) ------------- Special Moves ------------- (!) = Meter Burn -- Trident Rush - d, f, L (!) Aquaman attacks with a wave of trident stabs. Tap forward or backward during this attack to make Aquaman advance or retreat during stabs. Meter Burn makes Aquaman perform several more stabs. -- From the Deep - d, b, M (!) Aquaman stabs the ground with his Trident and makes a water pool appear below his opponent then a trident surfaces to stab the opponent. Meter Burn makes Aquaman summon a lighting bolt that will bounce the opponent after the stab. -- Water Shield - d, d, H (!) Aquaman creates a shield of water around him that gives him super armor against most normal attacks. He will still take damage but cannot easily be knocked out of this move. Meter Burn causes the shield to explode and damage a nearby opponent. -- Trident Scoop - d, b, L Aquaman scoops downward with his trident and then launches an opponent into the air behind him. -- Trident Toss - b, f, M Aquaman tosses his trident toward his opponent. ---------- Super Move ---------- -- Atlantean Rage - FS + MB Aquaman strikes his opponent with his trident then calls forth a massive tidal wave to hit him opponent. A shark in the tidal wave bits the opponent. --------------- Character Power --------------- -- Water of Life - S Water streams down Aquaman's body and allows him to slip out of his opponent's attacks more easily. _______________________________________________________________________________ A R E S ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ First Appearance: Wonder Woman #1 (Summer 1942) ------------- Special Moves ------------- (!) = Meter Burn -- Phase Shifter - d, b, L (!) Ares makes himself transparent for a few seconds. This move can be performed again to make Ares show himself immediately. Meter Burn will make Ares fully invisible to where even his transparent image cannot be seen. -- God Smack - d, d, M (!) -- Close God Smack - d, d, M, b (!) -- Far God Smack - d, d, M, f (!) Ares jumps into the air then leaps forward and smashes the ground with his fists. Meter Burn will make the attack launch a character for juggling afterwards. -- Dark Energy - d, f, L (!) Ares fires a dark projectile forward. Meter Burn will increase the size and damage of the projectile as well as make it an overhead attack. -- Warp Transmission (behind) - d, f, H -- Warp Transmission (front) - d, b, H Ares teleports behind or in front of his opponent. ---------- Super Move ---------- -- Annihilator - FS + MB Ares hits the opponent with his sword then summons his army to fire arrows at his opponent. Ares grows bigger then smashes his opponent with his hand. --------------- Character Power --------------- -- Weapons of War - S Ares can take control of two different weapons and use them against his foe for his character power. Each weapon has a separate cool down period, so Ares actually has two powers. -- Straight Sword - hold/tap S -- Downward Sword - hold/tap S, u -- Rising Sword - hold/tap S, d Ares attacks his foe with a sword. Hold the S button down to make the sword appear then continue to hold it to make it float in the air behind Ares. Press up or down to make the sword move into the air or below Ares for different attacks once the button is released. Release the button to perform the attack. -- Straight Axe - hold/tap b + S -- Downward Axe - hold/tap b + S, u -- Rising Axe - hold/tap b + S, d Ares attacks his foe with an axe. Hold the S button down to make the axe appear then continue to hold it to make it float in the air behind Ares. Press up or down to make the axe move into the air or below Ares for different attacks once the button is released. Release the button to perform the attack. _______________________________________________________________________________ B A N E ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ First Appearance: Batman: Vengeance of Bane #1 (January 1993) ------------- Special Moves ------------- (!) = Meter Burn -- Body Press - d, b, f, H (!) Bane reaches out and grabs his opponent then holds the foe over his head and slams the opponent into the ground. Meter Burn will make Bane perform a backbreaker that takes off more damage. -- Raging Charge - b, f, L (!) Bane races forward and rams his opponent. Meter Burn will make him perform a follow-up falling elbow to the grounded opponent. -- Double Punch - b, f, M (!) Bane spins toward his opponent and performs an overhead punch followed by an uppercut. Meter Burn will make Bane perform an extra jumping punch at the end of the combination to take off more damage. -- Venom Uppercut - d, b, M (!) Bane uppercuts upward while jumping and knocks his opponent into the air. Meter Burn will cause Bane to perform an extra kick with both legs while still in the air to take more damage. -- Ring Slam - d, b, L Bane snatches his opponent out of the air and performs one of four different throws based on the opponent's positioning. Face Up - Bane tosses the opponent to the other side of the screen Face Down - Bane slams the opponent into the ground Feet Facing Up - Bane grabs the foe's legs and slams them to the ground Feet Facing Down - Bane flips the opponents to the other side of the screen ---------- Super Move ---------- -- Break the Bat - FS + MB Bane juices himself up with venom then performs an unblockable grab. If successful, he punches the opponent twice in the gut, slams them on the ground then performs a backbreaker. --------------- Character Power --------------- -- Venom Boost - S Bane can use up to three doses of venom at a time. Each one will increase his overall damage and give him extra armor during special attacks. When the effect of the venom wears off, Bane will inflict less damage, take more damage from enemy attacks and he will move slower until the cool down period for the attack is over with. The amount of weakness that Bane suffers during the cool down period will depend on how many dosages of venom he took. _______________________________________________________________________________ B A T M A N ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ First appearance: Detective Comics #27 (May 1939) ------------- Special Moves ------------- (!) = Meter Burn -- Straight Grapple - d, f + L (!) Batman fires his grapple gun forward. If he hits the opponent with the grapple gun, he will reel himself in and performing a flying kick to hit the opponent. Meter Burn make it to where Batman reels himself toward a dazed opponent, allowing him to combo the opponent while the opponent is dazed. -- Sky Grapple - d, b, L (!) Batman fires his grapple gun diagonally upward. If he hits the opponent, he will slam them down to the ground behind him. Meter Burn will make the opponent bounce after being slammed. -- Batarang - b, f, M (!) Batman tosses two batarangs forward. Meter Burn can be used to detonate the batarangs for additional damage. -- Up Batarang - d, b, M (!) Batman tosses a batarang diagonally upward. Meter Burn will once again make the batarang explode. -- Slide Kick - b, f, H (!) Batman slides toward the opponent's feet to knock them down. Meter Burn will make Batman toss a batarang to juggle the opponent after the slide. -- Scatter Bombs (Air) - d, b, M Batman detonates scatter bombs in the area in front of him while jumping. This will knock back airborne foes and stagger standing opponents. -- Cape Parry - d, b, H Batman covers his front side with his cape and will perform a takedown counter if hit with most high or mid attacks. ---------- Super Move ---------- -- The Dark Knight - FS + MB Batman hits his enemy with a gas filled batarang to stun the opponent then shocks the opponent, knees the opponent, hits them with a batarang. Batman jumps over the batmobile that races onto the screen behind him shortly before it hits the opponent. --------------- Character Power --------------- -- Double Jump - u + b or up + f Batman can perform another jump in the air to take him higher. While jumping forward a second time, he will spread out his cape to make him float down. He can perform a M or H attack while falling. -- Mechanical Bats - S -- Release the Bats - S -- Bat Swarm - d + S Batman can summon mechanical bats that will fly downward and fly around him. Once they are summoned, they can be launched toward a foe to damage the foe by tapping the S button again. While three bats surround Batman, tap d + S to make the bats fly around him - this will make them hit the opponent if the opponent is in close range. _______________________________________________________________________________ B L A C K A D A M ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ First Appearance: The Marvel Family #1 (December, 1945) ------------- Special Moves ------------- (!) = Meter Burn -- Lightning Storm - d, f, L (!) Black Adam reaches forward with his hands to shock his opponent. He must be very close in order for the move to shock his foe. Meter Burn will cause him to shock his opponent even longer and take twice the amount of damage. -- Black Magic - d, b, L (!) Black Adam summons a cloud of enemy below his opponent then two bolts of electricity strike from nearby clouds that surround the opponent. Meter Burn creates an additional cloud that strikes the opponent with a third bolt that launches the opponent into the air for juggling. -- Lightning Cage - d, b, H (!) Black Adam hits the ground underneath him with both his fist and create a slight shockwave of electricity that will damage any nearby foe. Meter Burn will make Black Adam summon a bolt of electricity to hit the opponent again and set the opponent up for juggling. -- Lightning Strike - d, f, M (!) Black Adam creates a black cloud up above him then makes it fire a lightning bolt toward his opponent. Meter Burn will make the cloud strike the opponent with lightning two more times. -- Close Boot Stomp (air) - d, b, H (!) -- Far Boot Stomp (air) - d, f, H (!) Black Adam dives toward his foe with his feet from the air. Meter Burn will cause this move to launch the opponent for juggling after the attack connects. -- Lightning Bomb - d, b, M -- Close Lightning Bomb - d, b, M, b -- Far Lightning Bomb - d, b, M, f Black Adam tosses an electric bomb toward the ground. The bomb will detonate after a few seconds and launch the opponent into the air. ---------- Super Move ---------- -- Teth-Adam - FS + MB Black Adam rushes toward his opponent and hits the opponent a few times. He will eventually grab the opponent then yell "Shazam" and slam the foe into the ground shortly before lightning strikes the grounded opponent. He will finish off the move with a falling stomp with both feet. --------------- Character Power --------------- -- Orbs of Seth - S Black Adam summons three electric orbs around him that will hit an opponent if they are in close range to him. The orbs will damage but they will not stagger the opponent. _______________________________________________________________________________ C A T W O M A N ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ First Appearance: Batman #1 (Spring 1940) ------------- Special Moves ------------- (!) = Meter Burn -- Cat Claws - b, f, L (!) Catwoman strikes forward with both of her claws. If she hits her opponent she will perform two upward claw strikes to knock the opponent away from her. Meter Burn will make her immediately perform two overhead claw strikes after the uppercut to bounce the opponent off the ground for extra juggling. -- Cat Dash - b, f, M (!) Catwoman lunges toward her opponent with her claws and strikes the opponent then the foe falls to the ground slowly. Meter Burn will make Catwoman perform an extra strike after the first. -- Straight Whip - d, f, L Catwoman snaps her whip forward. This will knock an opponent back and down to the ground. -- Up Whip - d, b, L Catwoman strikes her whip diagonally upward in front of her. This will knock down any airborne opponent. -- High Feline Evade - d, b, M -- Low Feline Evade - d, b, M, u Catwoman leans back to dodge an attack depending on which evade is performed. Evading will add one scratch to her character power for extra attacks. -- Cat Stance - d, d, H -- Cartwheel - L -- Up Whip - M -- Pounce - H Catwoman kneels down and puts one hand on the ground while in cat stance. From cat stance, she can perform a cartwheel, whip upwards or perform a pounce toward her opponent to scratch her foe. ---------- Super Move ---------- -- Nine Lives - FS + MB Catwoman hits her opponent a few times then knocks her foe into the air. She slams her foe to the ground with her whip then leaps on the opponent when they get up and claws their face. --------------- Character Power --------------- -- Cat Scratch - S Catwomand can perform a full five hit combo by tapping the S button when she has five scratches. Scratches are given to Catwoman randomly when she attacks her opponent and they increase in chance of her receiving them as she gets more. She can gain a scratch instantly by performing a successful evade. Scatches are displayed next to Catwoman's super meter and she can only hold five at a time. _______________________________________________________________________________ C Y B O R G ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ First Appearance: DC Comics Presents #26 (October 1980) ------------- Special Moves ------------- (!) = Meter Burn -- Nova Blaster - b, f, L (!) -- Nova Blaster (air) - b, f, L (!) Cyborg fires a forward shot from his arm cannon while on the ground or in the air. Meter Burn will make Cyborg fire a shot diagonally upward into the air while on the ground and he will fire another shot diagonally downward while in the air. -- Power Fist - d, b, L (!) Cyborg uppercuts forward with his arm to stop airborne attacks. Meter Burn will make Cyborg perform an additional disruptor attack after the first hit. -- Techno Tackle - d, b, f, H Cyborg lunges forward and tackles his opponent. Meter Burn will make him shoot the opponent in the face with his arm cannon after the tackle. -- Sonic Disruptor - d, f, M -- Up Sonic Disruptor - d, b, M Cyborg fires out a disruptor blast that knocks his opponent away from him. -- Target Acquired - d, d, H -- Close Target Acquired - d, d, H, b -- Far Target Acquired - d, d, H, f Cyborg targets the ground with a laser then fire out two rockets from his back. The rockets hit the targeted area and make an explosion that will damage an opponent near the blast. -- Forward Grapple - d, uf -- Back Grapple - d, ub Cyborg grapples the top portion of the screen and raises himself up into the air a great distance. He can grapple forward or backward while moving diagonally upward. ---------- Super Move ---------- -- Target Lock - FS + MB Cyborg forms a large arm and smacks his opponent to stun the foe then he forms a big cannon and blast the opponent with a large energy beam. --------------- Character Power --------------- -- Repair Circuit - S Cyborg pounds his fist together and stands in place with a red aura around him. This will recharge his health very slightly for a few seconds. _______________________________________________________________________________ D E A T H S T R O K E ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ First Appearance: New Teen Titans (vol. 1) #2 (December 1980) ------------- Special Moves ------------- (!) = Meter Burn * tap down after meter burn to perform a low slice -- Quick Fire - d, f, L (!) Deathstroke fires both of his pistols forward twice. Meter Burn will make him perform four more shots. -- Low Shots - b, d, L (!) Deathstroke ducks and fires both of his pistols forward twice. Meter Burn will make him perform two more shots. -- Machine Gun - d, f, M (!) Deathstroke takes out his machine gun and fires it forward. Meter Burn will make him launch a grenade after the shots. -- Upward Machine Gun - d, b, M (!) Deathstroke takes out his machine gun and fires shots diagonally upward into the air. Meter Burn will make him launch a grenade after the shots. -- Sword Spin - d, b, H (!)* -- Sword Spin - d, b, H (!) + d Deathstroke spins in place with his sword and hits the opponent twice if they are in range. Meter Burn will make him perform an extra overhead slice after the spin. If you tap down after pressing the Meter Burn button, Deathstroke will perform a low slice instead of an overhead slice. -- Quick Fire (air) - d, f, L Deathstroke takes out his handguns and fires two shots forward while in the air. This move cannot take advantage of Meter Burn like his ground version. -- Sword Flip - d, f, H Deathstroke leaps toward his opponent and spins while holding out his sword then performs a downward strike before landing. ---------- Super Move ---------- -- Eye For an Eye - FS + MB Deathstroke slices his opponent and then tosses his blade into the air. He moves in close and fires two shots at his opponent with his pistols then leaps into the air and kicks his sword down at his opponent. He will land and hit the opponent with fire from dual machine guns afterwards. --------------- Character Power --------------- -- Enhanced Reflexes - S Deathstroke's gun attacks become unblockable while this enhancement is activated. While it is cooling down, all of his gun attacks will miss his opponent however. _______________________________________________________________________________ D O O M S D A Y ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ First Appearance: Superman: The Man of Steel #18 (Nov. 1992) ------------- Special Moves ------------- (!) = Meter Burn -- Air Snatch - d, f, L (!) Doomsday snatches his opponent out of the air and breaks them over his back. Meter Burn makes Doomsday toss the opponent into the air afterward so that they land on his spiky back. -- Venom - d, f, H (!) Doomsday rams forward with his shoulder spikes outward. Meter Burn will make him ram a second time. Both rams can hit an opponent for a two hit combo. -- Upward Venom - d, b, H (!) Doomsday performs a diagonally upward ram. Meter Burn will make him kick his opponent down to the ground after the ram. -- Earth Shake - d, f, M (!) Doomsday smacks the ground with one of his fists and creates a shockwave. Both the ground pound and the shockwave can hit from close range for a two hit combo. From long range, the shockwave does not take off much by itself. Meter Burn will make Doomsday perform the attack with two arms and make the shockwave bigger and more damaging, but Doomsday cannot hit the opponent from close range with his arm anymore. The normal Earth Shake from close range takes more than meter burn from long range. -- Supernova - d, b, M (!) Doomsday leaps high into the air and falls with a downward elbow spike attack. Both him rising and falling can hit the opponent. With Meter Burn, Doomsday autolocks onto his foe and automatically falls on them no matter their range. ---------- Super Move ---------- -- Mass Destruction - FS + MB Doomsday grabs his opponent then slams them into the ground and pummels them all the way to the ocean floor on the other side of the planet. He will pummel them all the way back to the arena afterwards and then slam them into the ground. --------------- Character Power --------------- -- Doom to All - S Doomsday encases himself in an extra coating of rock armor for a few seconds. He cannot be knocked down or launched into the air while he has this armor. _______________________________________________________________________________ G R E E N A R R O W ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ First Appearance: More Fun Comics #73 (November 1941) ------------- Special Moves ------------- (!) = Meter Burn -- Sky Alert - d, b, L (!) Green Arrow shoots two arrows above his head to hit airborne foes that jump into him. Meter Burn will make Green Arrow shoot a total of four arrows at a time. -- Dead On (air) - d, b, L (!) While in the air, Green Arrow fires two arrows below him. Meter Burn will make Green Arrow shoot a total of four arrows below him. -- Savage Blast - d, b, M (!) Green Arrow retreats while jumping hopping backwards then fire an explosive arrow toward the ground. Meter Burn will make Green Arrow fire an extra explosive arrow further in front of him past the first arrow. The second arrow can juggle the opponent after the first arrow explosion. -- Stinger - b, f, H (!) Green Arrow slides and rams his opponent. Meter Burn will make Green Arrow fire out an arrow to the opponent while the opponent falls back. -- Up Haven Blast - d, f, M (!) Green arrow fire an explosive arrow that explodes in the air in front of him. Meter Burn will make him fire an additional explosive arrow further away from the first arrow explosion. -- Hurricane Bow - d, f, L Green Arrow steps forward and spins his bow to hit his foe. If the hit is successful, he will slap the opponent with the bow while turning to finish off the attack. ---------- Super Move ---------- -- Arsenal Assault - FS + MB Green Arrow fires an explosive arrow toward the area in front of him (this is unblockable). The explosive arrow hits the foe then knock the opponent into the air. Green Arrow slides under the opponent and fire a grapple bow that ties around the opponents body and pull the foe back down to the ground. Green Arrow jumps over the opponent and fire three explosive arrows at the opponent to finish the sequence. --------------- Character Power --------------- -- Take Aim - S Green Arrow fires a lightly damaging arrow. -- Frozen Arrow - d, b, S -- Electric Arrow - d, f, S -- Burning Arrow - d, d, S By entering each of the above command, Green Arrow will fill his quiver full of elemental arrows. Frozen arrows are limited to one arrow at a time and will freeze an opponent in place, electric arrows are limited to two arrows at a time and will stagger an opponent with electricity and fire burning arrows are limited to three at a time and will knock down an opponent after burning the foe. _______________________________________________________________________________ G R E E N L A N T E R N ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ First Appearance: [Alan Scott] All-American Comics #16 (July 1940) [Hal Jordan] Showcase #22 (October 1959) ------------- Special Moves ------------- (!) = Meter Burn -- Oa's Rocket - b, f, L (!) Green Lantern holds his power ring forward and fires out a green projectile. Meter Burn will cause the projectile to explode for extra damage and launch the opponent into the air. -- Rocket Power - d, b, M (!) -- Close Rocket Power - d, b, M, b (!) -- Far Rocket Power - d, b, M, f (!) Green Lantern forms two green missiles above him then launches them forward. They will explode after flying half-screen. Meter Burn will make Green Lantern launch a third missile that will go full screen. -- Lantern's Might - d, b, L (!) Green Lantern holds out his ring hand to catch his foe with the rings power then slams the opponent to the ground behind him. Meter Burn will cause Green Lantern to perform a second slam. -- Minigun - b, f, M (!) Green Lantern forms a minigun then sweeps the immediate area in front of him with bullets that hit multiple times. Meter Burn will make Green Lantern perform two more sweeps with the minigun. All of the minigun's bullets will only go half screen. -- Turbine Smash - b, f, H (!) -- Turbine Smash (air) - b, f, H (!) Green Lantern forms a jet engine turbine then uses it to propel himself forward and ram the opponent. Meter Burn will cause Green Lantern to form the turbine then toss it toward the opponent. NOTE: Meter Burn for Turbine Smash has to be done VERY quickly after the move input. -- Oa's Rocket (air) b, f, L Green Lantern fires a projectile shot diagonally downward while up in the air. This move cannot take advantage of Meter Burn like the ground version. ---------- Super Move ---------- -- Beware My Power - FS + MB Green Lantern surrounds himself in green aura and teleports the opponent to the lantern. He hits his opponent overhead with a green hammer, smashes the opponent with two green buses then makes four green airplanes that all collide on his foe. --------------- Character Power --------------- -- Green Lantern's Light - S Green Lantern is bathed in green light that causes him to take more damage with his attacks for a short while. _______________________________________________________________________________ H A R L E Y Q U I N N ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ First Appearance: [animation] Batman: The Animated Series "Joker's Favor" (September 1992) [comic] The Batman Adventures #12 (September 1993) ------------- Special Moves ------------- (!) = Meter Burn -- Pop Pop - d, b, M (!) Harley fires out a red projectile from her gun. This move can be charged to make it take more damage. The projectile will move slower when it is charged and be unblockable. There is a chance a charged projectile can be a dud however. Meter Burn will cause Harley to instantly recover after this move. This move can be canceled by dashing either forward or backward. -- Line of Fire - d, f, L (!) Harley fires off a shot with her handgun. Meter Burn will make her fire a second handgun shot with her other handgun. -- Heads Up - d, b, L (!) Harley will point into the air and fire diagonally upward with both of her handguns. Meter Burn will make her turn her back and fire at second time with both handguns. -- Oopsy Daisy (air) - d, b, L (!) Harley spreads her legs while in the air then fires diagonally downward with both handguns. Meter Burn will make Harley fire another shot with both handguns -- Cupcake Bomb - b, f, M (!) Harley turns her back then tosses a cupcake with a bomb inside at her opponent. The cupcake will fly in an arc much like Stryker's grenades from MK. Meter Burn will make Harley throw three cupcakes all at once. -- Play Doctor - d, b, f, L (!) Harley grabs her opponent then impales her foe with an injector. Meter Burn will make Harley inject her foe with poison that will drain health slowly for a few seconds after the move is over. -- Silly Slide - b, f, H Harley slides forward. This is used for quicker movement and it can also be canceled into her tantrum stance that is listed below. -- Tantrum Stance - d, b, H Harley performs a dropkick then falls to the ground on her stomach with her legs dangling in the air. The dropkick hits low. From this pose, she can perform the following moves listed below. -- Forward Cartwheel - L -- Hand Stand - M -- Bullet Frenzy - H -- Forward Somersault - f -- Backward Somersault - b Harley can perform an overhead cartwheel, a handstand followed low-hitting kick, fire handgun bullets upwards or somersault forward or backward after the tantrum stance. ---------- Super Move ---------- -- Mallet Bomb - FS + MB Harley hits her opponent with her mallet then tosses the mallet at her foe. She races toward her opponent with dashing punch but cancels it and plants a cake with a bomb inside up under her opponent as she slides under the opponents legs. She takes cover and holds her ears as the bomb goes off. --------------- Character Power --------------- -- Bag-O-Tricks - S Harley's character power has a few random possibilities that it can help her with. All of the affects are totally random. She will pull a random object out of her bag that will give her an extra attack or enehancement. -- Mr. J - S Harley pulls out a picture of Joker and kisses it and tosses it behind her. This grants her extra damage output for a short while. -- TNT - S Harley pulls out dynamite from her bag and toss it forward shortly before it explodes. This can damage her opponent, obviously. -- Ivy's Flower - S Harley pulls out a flower gift from Poison Ivy that will heal her slightly for a few seconds. _______________________________________________________________________________ H A W K G I R L ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ First Appearance: Flash Comics #1 (January 1940) ------------- Special Moves ------------- (!) = Meter Burn -- Mace Charge - b, f, M (!) -- Mace Charge (air) - b, f, M (!) Hawkgirl swoops backward then dashes forward and hits the opponent with her mace. Meter Burn will make Hawkgirl hit her for with her mace after the dashing attack. -- Mace Toss - d, b, L (!) -- Mace Toss (air) - d, f, L (!) Hawkgirl tosses her dace forward while on the ground or in the air. Meter Burn will make her dash forward and ram after the mace hits. -- Downward Mace (air) - d, b, L (!) Hawkgirl will toss her mace diagonally downward while in the air. Meter Burn will make her dash forward and ram after the mace hits. -- Heavenward Stomp (air) - d + H Hawkgirl fall downward from the air and kicks her opponent with both legs. This will instantly knock down her foe. -- Wing Evade - d, b, M Hawkgirl will hop backwards while spreading out her wings. After this move, a player can tap L to make toss her mace diagonally upwards, tap M to perform a quick overhead kick or tap H to perform a dashing flying kick. ---------- Super Move ---------- -- The Power of Nth - FS + MB Hawkgirl grabs her opponent then takes the foe up into the clouds. She flies forward and smacker the opponent in the face with her mace then flies upward and downwards and smacks the foe in the face and back down to the ground. --------------- Character Power --------------- -- Soaring Hawk - S Hawkgirl will fly for a short amount of time after tapping the S button. Her soaring hawk power has no recharge time, but she must land every few seconds before flying again. The following attacks and moves can be done while she flies. -- Mace Jab - L -- Flip Kick - M -- Double Kick - H -- Fly Up - u -- Fly Down - d -- Fly Towards - f -- Fly Away - b _______________________________________________________________________________ T H E F L A S H ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ First Appearance: [Jay Garrick] Flash Comics #1 (January 1940) [Barry Allen] Showcase #4 (Oct. 1956) ------------- Special Moves ------------- (!) = Meter Burn -- Speed Dodge - d, b, L (!) Flash stretches out his arms and phases in and out of the Speed Zone. While he does this, many projectiles and normal attacks will pass through him without taking damage from him. Meter Burn will cause Flash to send out a wave of sonic force that will damage his opponent if the foe is in close range afterwards. -- Lightning Charge - b, f, M (!) Flash lunges forward and rams his opponent with both of his fists. Meter Burn will cause flash to perform an upward diagonal uppercut afterwards to cause further damage. -- Lightning Kick - d, f, L (!) Flash performs a fast close range kick to the mid-section. This move can be charged for a while by holding the button. While it is being charged a player can dash forward or backwards to cancel the move. Meter Burn will cause flash to kick three more times after the first kick. -- Sonic Pound - d, f, H (!) -- Close Sonic Pound - d, f, H, b (!) -- Far Sonic Pound - d, f, H, f (!) Flash leaps into the air then performs a ground pound as he lands. The range of this can be controlled slightly by pressing back or forward after the move. Meter Burn will make the move take less damage, but the opponent will be launched into the air for juggling. -- Flying Uppercut - d, b, H Flash perform a diagonal upward punch into the air. This is basically the Meter Burn portion of his Lighting Charge move. -- Running Man Stance - d, d, M Flash will kneel down and charge a dash and eventually dash forward with an upward punch into the air followed by a downward punch. Flash can also perform the attacks listed below. -- Lightning Charge - f + L -- Sonic Pound - f + M -- Charging Slide - f + H -- Cancel - b, b While running flash can perform a flying punch with both hands, an upward punch and downward punch or a slide. Running Man stance can be cancelled by tapping back twice also. ---------- Super Move ---------- -- Speed Zone - FS + MB Flash rushes into the opponent to stun them then he travels all the way around the world and performs an uppercut from the other side then leaps into the air and spikes his foe back down to the ground. --------------- Character Power --------------- -- Time Loop - S Flash moves so fast that his opponent will appear to move slow when Time Loop is activated. The opponent can only fight back in slow motion allowing Flash to perform combos that were otherwise too slow to connect. If the opponent hits flash during Time Loop, the power will automatically end. _______________________________________________________________________________ T H E J O K E R ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ First Appearance: Batman #1 (Spring 1940) ------------- Special Moves ------------- (!) = Meter Burn -- Crowbar - b, f, H (!) Joker lunges forward with a crowbar and smacks the opponent to the ground then hits them two more times with the crowbar. Meter Burn will make Joker hit the foe three more times. -- Laughing Gas - d, b, L (!) Joker tosses out a canister of laughing gas that flies in an arc toward his opponent. Meter Burn will make Joker fire off a round from his revolver that will make the canister explode and launch his opponent. -- Rolling Laughing Gas - d, b, M (!) Joker kicks a canister of laughing gas toward his opponent. Meter Burn will make Joker fire off a round from his revolver that will make the canister explode and launch his opponent. -- BANG! - d, f, L Joker takes out his revolver and fires a shot at his opponent. -- Chattering Teeth - d, b, H -- Mid Chattering Teeth - d, b, H, u -- Far Chattering Teeth - d, b, H, f Joker tosses out several chattering teeth that detonate within a few seconds. The explosion will launch an opponent into the air. -- Acid Blossom - b, f, M Joker leans forward and fires acid out of his suit's flower. ---------- Super Move ---------- -- Let's Be Serious - FS + MB Joker tosses a pie at his opponent. If the pie hits, Joker will smack the stunned opponent two times with his crowbar then blast the foe in the face with his revolver. He will hit the opponent over the head with gas canister then point a rocket launcher at the grounded opponent's head and fire off a rocket. --------------- Character Power --------------- -- Joker's Wild - S -- Low Parry - d + S Joker will slash forward with his knife to parry his opponent's high or mid attack. Hold down and tap S to perform a low parry. If the parry is successful, Joker will stab the opponent and gain one "Ha" for his Ha meter that is beside his super meter. For every Ha added to the Ha meter, Joker will have an increase in his overall movement speed. The meter will gradually decrease however. _______________________________________________________________________________ K I L L E R F R O S T ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ First Appearance: [Crystal Frost] Firestorm #3 (June 1978) [Dr. Louise Lincoln] Firestorm (vol. 2) #21 (March 1984) ------------- Special Moves ------------- (!) = Meter Burn -- Frostbite - d, b, L (!) Killer Frost holds up her arms to parry a high or mid attack. The parry will slightly free her opponent in place and avoid the attack. Meter Burn will freeze the opponent in place and allow Killer Frost a chance to hit the foe afterwards. -- Iceberg - d, b, M (!) Killer Frost creates a gust of wind below her foe then impales the opponent with an ice spike. Meter Burn will make the ice spike bigger and keep the opponent impaled in the air for longer, allowing Killer Frost to juggle the opponent afterwards. -- Flash Freeze - d, b, f, M (!) Killer Frost reaches forward and grabs her opponent then freezes her foe and knocker her opponent to the ground with a punch. Meter Burn cancels the attack after the freeze and allow the player to attack the frozen foe with whatever attack of your choosing. -- Black Ice - b, d, H Killer Frost crouches downward then slides forward with a low slide attack. -- Frozen Daggers - b, f, L Killer Frost tosses two ice daggers forward. ---------- Super Move ---------- -- Endless Whiteout - FS + MB Killer Frost hits her opponent with ice from below their current area - this hits low. If the attack connects, she impales the opponent on ice spikes then crushes them in between two spiked ice walls then slams an overhead spike wall on top of her foe. --------------- Character Power --------------- -- Freezing Cold - S (can be charged) Freezing Cold has no cool down period - it must be charged in order to activate it. Once activated, Killer Frost's normal attacks will freeze the character in place for a second after every hit. This will cause the opponent to stagger more slowly in between Killer Frost's attacks. -- Air Dash - f, f or b, b Killer Frost dashes for a short a distance while in the air. _______________________________________________________________________________ L E X L U T H O R ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ First Appearance: Action Comics #23 (April 1940) ------------- Special Moves ------------- (!) = Meter Burn -- Gravity Pull - d, b, M (!) Lex Luthor pulls an opponent toward him with a gravity wave then knocks the foe back with a force wave. Meter Burn will cancel the attack after the gravity pull allowing a player to hit the opponent while they are still stunned. -- Gravity Mine - d, d, H (!) -- Close Gravity Mine - d, d, H, b (!) -- Far Gravity Mine - d, d, H, f (!) Lex Luthor tosses a gravity mine on the ground that will shock an opponent if the foe steps on it. Meter Burn will cause Lex to detonate the mine and launch the foe into the air once it has shocked the opponent. -- Orbital Strike - d, f, H (!) Lex Luthor points toward his foe and a target cursor appears below the opponent. Lex fires a laser from a satellite down at his opponent. Meter Burn will cause three rocket to fire down his opponent. This move is unblockable so the attack must be dodged. -- Lex Probe - d, b, H (!) Lex Luthor tosses a probe into the air that fires out a purple laser toward his opponent after a few seconds. Meter Burn will make Lex toss out two probes that will fire a laser each. -- Lance Blast - d, f, L Lex Luthor holds a lance and fires an electric projectile toward his opponent. This move can be charged to fire out a close range electric blast near Lex. The close range attack will take off much more damage. -- Up Lance Blast - d, b, L Lex Luthor holds a lance diagonally upward and fires an electric projectile toward his opponent. Like with the move above, this move can be charged to fire out a close range electric blast near Lex. The close range attack will take off much more damage. -- Corp Charge - b, f, M -- Corp Charge (air) - b, f, M Lex Luthor activates the thruster on the back of his suit then rams the opponent. This can be done on the ground or in the air. ---------- Super Move ---------- -- Coordinates Received - FS + MB Lex Luthor performs a punching combo toward his foe then traps them in an electric force field. He turns and then fires his satellite laser. He catches the laser and forms an energy sphere with it then tosses the sphere at his opponent. --------------- Character Power --------------- -- Energy Shield - S Lex stands in place and punches buttons his suit to create an energy field around him. This energy shield can be charge up to three levels based on how long a player holds the button. Press and hold the button until Lex finishes for max charge. At level 1, the shield will absorb one attack, but still take normal damage from Lex. At level 2, the shield will absorb one attack and only take 50% damage from Lex and the shield will last twice as long as level 1. At level 3, the shield will absorb an attack and take no damage from Lex and the shield will last four times as long as level 1. _______________________________________________________________________________ N I G H T W I N G ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ First Appearance: [Superman] Superman #158 (January 1963) [Dick Grayson] Nightwing (vol. 1) #1 (September 1995) ----------------------- Special Moves (Escrima) ----------------------- (!) = Meter Burn -- WingDing (air) - d, b, L (!) Nightwings Wind Ding unleashes three projectile diagonally down toward his opponent while he is in the air. Meter Burn will make him toss one more projectile toward his opponent after the first three. -- Ground Spark - d, b, M (!) Nightwing hits both Escrima together, making them electrify, then slams the ground and makes a wave of electricity move quickly toward his opponent. This move can be charged by holding the button and the charging can be canceled by dashing forward or backward. Meter Burn will cause the wave to take more damage and knock down his foe. -- Escrima Fury - d, f, M (!) Nightwing performs a five hit combo forward with his Escrima stick if the first strike lands and launches the opponent with the final hit. Meter Burn makes Nightwing perform a nine hit combo that launcher his opponent at the end. -- Flip Kick - d, b, H (!) Nightwing flips toward his opponent then hits them with both his feet while in the air. Meter Burn makes the opponent bounce off the ground and launcher the foe. -- Scatter Bomb - d, b, L (!) Nightwing fire out an explosive blast diagonally upwards. Meter Burn will cause the attack to hit two more times. --------------------- Special Moves (Staff) --------------------- (!) = Meter Burn -- Staff Spin - d, b, A (!) Nightwing performs a spinning five hit combo forward with his staff that ends with an overhead attack. Meter Burn will cause the combo to end with a swing that will take off more damage. -- Ground Blast - d, b, M (!) Nightwing slams his electrified staff into the ground creating a vortex of electricity below his opponent. Meter Burn will make Nightwing perform the slam twice and launch his opponent into the air. -- Flying Grayson - b, f, H Nightwing vaults forward with his staff and perform a dropkick to his opponent. ---------- Super Move ---------- -- Dark As Night - FS + MB Nightwing slams his opponent with both Escrima sticks to stun his foe then hops on his bike and rides back and forth while cutting his opponent with his arm blades. Nightwing eventually turns his bike and rides toward his foe then leaps off his bike and drive his electrified staff down onto his opponent. --------------- Character Power --------------- -- Style Change - S Nightwing's power will allow him to change from Escrima sticks to his staff and staff to Escrima sticks. Basically, it's his style change button. _______________________________________________________________________________ R A V E N ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ First Appearance: DC Comics Presents #26 (October 1980) ------------- Special Moves ------------- (!) = Meter Burn -- Empty Void - d, b, L (!) -- Empty Void - d, b, L (!), d Raven creates a black void that will absorb a projectile and give Raven a tiny amount of super meter. Meter Burn will allow Raven to send a more powerful projectile back at her opponent from the ground. If you tap down while pressing the Meter Burn button, Raven will make the projectile appear over the opponent's head then make it fall on the foe. -- Soul Crush - d, f, M (!) Raven reaches forward with glowing hands and holds her opponent in place then crushes the foe with a purple ball of energy that appears around the foe. This telekinetic attack is mid-range so it can hit from a great distance. Meter Burn makes Raven lift the opponent upwards slightly after the attack allowing her to juggle the foe on the way down. The Meter Burn move takes very slightly less damage. -- Singularity - d, b, M (!) Raven swings her fist forward and grapples the opponent with a close range telekinetic hold then slams the foe into the ground. Meter Burn will make Raven slam the foe harder and launch the foe back into the air. -- Shadow Raven - d, f, L Raven fire a shadow raven made up of dark energy out of her hand. ---------- Super Move ---------- -- Deadly Sin - FS + MB Raven zaps her foe to the demon dimension where demons attack the opponent. Raven summons a giant demons that hits the opponent with its eye beams and then knock the foe back into the real world. --------------- Character Power --------------- (!) = Meter Burn -- Demon Stance - S Demon Stance gives Raven a new set of attacks for a short time. Raven's skin will turn a purple hue instead of the usual blue color. -- Event Horizon - d, b, M (!) Raven will pull her foe toward her then hit the opponent with a surge of demon energy from close range. Meter Burn will make Raven electrify the head of her opponent with demon energy and damage the foe a bit and hold the opponent in place for Raven to attack afterwards. The range of this move can hit a player from the other end of the screen. -- Negative Mass - d, f, L (!) -- Close Negative Mass - d, f, L, b (!) -- Far Negative Mass - d, f, L, f (!) Raven creates a pillar of dark light that shoots up from the ground. This can be done from three different ranges as shown above. Meter Burn will cause a demon shadow to uppercut the foe from under the ground after the dark pillar. -- Front Dark Transmission (air) - d, b, H -- Behind Dark Transmission (air) - d, f, H -- Front Dark Transmission - d, b, H -- Behind Dark Transmission - d, f, H Raven disappears leaving behind dark energy Ravens and then teleports in front of or behind her opponent depending on your choosing. She can teleport on the ground or in the air. _______________________________________________________________________________ S H A Z A M ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ First Appearance: [Captain Marvel/Shazam] Whiz Comics #2 (February 1940) ------------- Special Moves ------------- (!) = Meter Burn -- Atlas Torpedo - b, f, M (!) Shazam performs a spinning torpedo toward his opponent. Meter Burn makes Shazam grab the opponents leg and then slam them into the ground after the torpedo hits. -- Bolt of Zeus - d, b, M (!) Shazam forms a lightning bolt in his hand and then tosses it forward. Meter Burn causes lightning to strike Shazam's hand and he will toss out a bigger thunderbolt that will take more damage and knock down his opponent. -- Herculean Might - d, b, f, L (!) Shazam grabs his opponent then turns and slams the foe into the ground along with him as a lighting bolt hits the opponent. Meter Burn causes the opponent to bounce off the ground and fly into the air allowing for juggling after this attack. -- Achilles' Clutch - d, b, L (!) This is a command grab that can only be done on juggled opponent or standing opponents. Shazam grabs his opponent and leaps into the air then tosses the opponent to the ground. Meter Burn causes Shazam to fly down and kick his opponent with both feet after the throw for extra damage. -- Advancing Mercury Storm - d, f, H Shazam phases out and then phases back in further ahead. -- Eluding Mercury Storm - d, b, H Shazam phases out and then phases back in further behind him. ---------- Super Move ---------- -- The Power of SHAZAM - FS + MB Shazam uppercut his foe high into the air. He meets his foe in the air and punches the opponent a few times then hits the foe with an elbow that knocks them downward. While the opponent falls, Shazam grab the opponent by the leg and then performs a spinning swing then slams the foe back down to the ground. --------------- Character Power --------------- -- Solomon of Judgment - S Shazam summons down lightning that augments his hands with electricity which makes all of his punch attacks take off a greater amount of damage. _______________________________________________________________________________ S I N E S T R O ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ First Appearance: Green Lantern (vol. 2) #7 (August 1961) ------------- Special Moves ------------- (!) = Meter Burn -- Fear Blast - d, f, L (!) Sinestro fires an energy projectile from his hand. Meter Burn will make him throw out two more projectiles. -- Impact Event - d, b, M (!) Sinestro creates an energy rock up above his opponent then slams it down on the foe's head. Meter Burn will make Sinestro slam down an extra rock and launch his opponent. -- Arachnid Sting - d, f, M (!) Sinestro forms four energy stings on his back then uppercuts his foe away from him. Meter Burn will cause him to fire out all four stingers at his foe after the uppercut for greater damage. -- Axe of Terror (air) - d, b, L While in the air, Sinestro creates of axe made of energy below his opponent then it flies upward toward Sinestro. -- Final Shackles - d, b, L Sinestro creates a yellow aura below his opponent that shackles them with two glowing confines if it hits the opponent. The shackles will hold the foe in place for a few seconds. ---------- Super Move ---------- -- Sinestro's Might - FS + MB Sinestro fires out a wall of energy that stuns his foe then he takes them through a portal and into outer space. Sinestro grabs two meteors and then slams them both into the opponent and then fire a laser at them that sends them crashing back down to Earth. --------------- Character Power --------------- -- Beware Your Fears - S (hold) -- Energy Shot - S (while construct is active) Sinestro's power must be charged by holding down the button. Once fully charged, a construct will appear behind Sinestro. The construct can fire laser if you tap the S button. It can fire out a total of three lasers before disappearing. _______________________________________________________________________________ S O L O M O N G R U N D Y ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ First Appearance: All-American Comics #61 (October 1944) ------------- Special Moves ------------- (!) = Meter Burn -- Cleaver Spin - d, b, L (!) Solomon Grundy spins while moving forward and then cuts his foe with a cleaver that knock the opponent to the ground. Meter Burn will make the cleaver bounce the opponent after the swing. -- Walking Corpse - b, f, H (!) Solomon Grundy dashes forward and grabs his opponent then headbutts the foe. Meter Burn will make Solomon Grundy toss his opponent toward the wall behind him after the headbutt. -- Grave Rot - d, b, H (!) Green gas will shoot out of Solomons Grundy's back and surround him for a few seconds. The gas will damage the opponent if the opponent gets near him. The gas will not stun or stagger an opponent, but it is unblockable. Meter Burn will make the gas take more health from the foe. -- Dead Air - b, f, M (!) Solomon Grundy grab his foe and tosses the foe behind him. Meter Burn will make Solomon Grundy toss the foe upward so that the opponent can be juggled on the way down. Both throws take the same amount of health from the opponent. -- Swamp Hands - d, b, M (!) Solomon Grundy stomps the ground and makes zombie hands appear below his foe. The hands hit low and will knock the opponent to the ground. Meter Burn will cause the zombie hands to damage the foe a little less but the hands will hold the opponent in place for a few seconds. -- To the Grave - d, f, L Solomon Grundy will grab his opponent out of the air and toss the foe behind him. ---------- Super Move ---------- -- Grave Digger - FS + MB Solomons Grundy will enter a state of increased speed and defense during his super move. All of his normal attacks will change to a grab. If he grabs his opponent, he will cut the opponent with a knife out of his back then slam the opponent into the ground. Grundy will move toward his opponent then pull a tombstone out of his chest and bash the foe over the head with the tombstone. --------------- Character Power --------------- -- The Pain Chain - S Solomon Grundy's power is a close range grab that can be linked to many different grabs. If no moves are performed, Grundy will fly into the air with his foe and then slam the foe down to the ground. Depending on which grab sequence he does, Solomon will get an extra boost in a certain attribute for the remainder of the fight or until he performs another grab that changes the current attribute. -- Power Chain - f, b, S -- Power Final Hit - d, f, S Increases damage on all attacks if successful. -- Health Chain - d, d, S -- Health Final hit - u, u, S Reduces damage taken on all attacks if successful. -- Defense Chain - d, u, S -- Defense Final Hit - u, d, S Reduces block damage taken from all attacks if successful. I haven't gotten these full grabs out yet, but I'll list out the full sequences once I can perform them. All I can say is that the movements have to be performed as Grundy is about to perform the final hit of each throw. _______________________________________________________________________________ S U P E R M A N ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ First Appearance: Action Comics #1 (June 1938) ------------- Special Moves ------------- (!) = Meter Burn -- Super Breath - d, b, M (!) Superman steps forward and breathes a gust of wind with his super breath. This will knock an opponent to the other side of the arena. Meter Burn will make Superman breathe a chilly breath that will damage and freeze his opponent allowing him to hit the foe afterwards. -- Heat Vision - d, b, L (!) -- Heat Vision (air) - d, b, L (!) Superman fires his heat vision from his eyes in a laser that starts downward and moves upwards. He can perform this in the air or on the ground. Meter Burn will make Superman fire out a shot that will make his opponent fly backwards after the burn. -- Rising Grab - d, f, M (!) Superman flies upwards and grabs his foe then tosses the opponent to the ground. Meter Burn will make Superman fly higher and slam the opponent to the ground. -- Flying Punch - b, f, H (!) Superman rushes forward and punches his opponent. Meter Burn will make him perform an overhead punch and uppercut after the first punch. -- Flying Smash (air) - d + H (!) Superman flies diagonally downward from the air with both fist and slams into the opponent. Meter Burn will make Superman grab the opponent by the neck and then slam the foe into the ground. -- Heat Zap - d, b, H Superman leans back and collects a heat vision blast then fire out a heat vision projectile forward. -- Low Scoop - d, f, L Superman scoops his opponent up by the legs and tosses the foe into the air. The attack allows for juggling after the opponent is thrown into the air. This attack hits low. ---------- Super Move ---------- -- Kryptonian Crush - FS + MB Superman flies forward and grabs the opponent then uppercuts them all the way up into outer space. He flies up toward the opponent then spikes the foe back down to the Earth. --------------- Character Power --------------- -- Fury of Krypton - S Superman's attacks take off more damage for a limited amount of time once this power is activated. Superman will have a red aura around him. -- Air Dash - f, f or b, b Superman can dash forward or backward while in the air. _______________________________________________________________________________ W O N D E R W O M A N ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ First Appearance: All Star Comics #8 (Dec-Jan 1941) (December 1941) --------------------- Special Moves (Lasso) --------------------- (!) = Meter Burn -- Straight Tiara - b, f, M (!) Wonder Woman takes off her tiara and tosses if forward like a boomerang. Meter Burn will make the tiara hit the opponent two times - on the way forward and back. -- Amazonian Uppercut - d, f, H (!) Wonder Woman flies diagonally upward with a punch. Meter Burn will make her perform a horizontal dashing air punch after the first punch. -- Amazonian Smash (air) - d, b, H (!) From the air, Wonder Woman will fly diagonally downward with a punch. Meter Burn will make her fly diagonally upwards after the hit to hit the opponent again and knock the foe to the ground. -- Lasso Grab - d, f, L (!) Wonder Woman swings her lasso forward and catches her opponent then brings the opponent toward her. She performs an uppercut to knock the foe to the ground. Meter Burn will make Wonder Woman grab and hold the opponent then taunt her foe shortly before tossing the opponent back to the ground. The foe will have a dizziness (stars) above the head and will take off less damage with attacks for a few seconds. -- Lasso Spin - d, b, H Wonder Woman spins and knocks her opponent into the air with an uppercut. The opponent is open to juggling while airborne after the attack. -- Bracelets of Submission - d, b, L Wonder Woman will parry a projectile or attack while holding her bracelets upwards. After a parry, her fist will have a yellow glow around her fists and will take off more damage per attack for a limited amount of time. -- Up Tiara - d, b, M -- Down Tiara (air) - d, b, M Wonder Woman tosses her Tiara diagonally upward while on the ground and diagonally downward while in the air. -- Straight Tiara (air) - b, f, M Wonder Woman tosses her tiara directly forward like a boomerang while up in the air. This attack cannot be Meter Burned like her ground forward tiara toss. -- Demigoddess' Might (air) - d, f, H While in the air, Wonder Woman performs a dashing punch forward. --------------------- Special Moves (Sword) --------------------- (!) = Meter Burn -- Shield Toss - b, f, M (!) Wonder Woman tosses her shield forward like a boomerang. Meter Burn will cause her shield to hit on the way back. -- Amalthea Bash - b, f, H (!) Wonder Woman performs a shield ram forward. Meter Burn will cause her to perform a second shield ram after the first. -- Shield Strike - d, b, L Wonder Woman swings her shield forward for a close range shield hit that can also parry attacks. Once parried, Wonder Woman will perform a sword strike. She can perform her sword strike parry with a M and H button tap for two extra hits. -- Up Shield - d, b, M -- Down Shield (air) - d, b, M Wonder Woman tosses her shield diagonally upward while on the ground and diagonally downward while in the air. ---------- Super Move ---------- -- Justice Javelin - FS + MB Wonder Woman rushes forward and hits her opponent with her shield then wraps her foe up with her lasso. Two Amazonians appear and attack her opponent then Wonder Woman ends the combination with a forward pull with her lasso followed by an uppercut with her sword. --------------- Character Power --------------- -- Style Change - S Wonder Woman's power allows her to equip her shield or lasso. It is basically just a style change like Nightwing's power. -- Air Dash - f, f or b, b Wonder Woman can dash forward or backward while in the air. =============================================================================== _______ [FM00] |_____ | _____| | |_____ | _____| | |_______| F U L L M O V E L I S T =============================================================================== This section list ALL the moves for each fighter. There are no descriptions here to interfere with your eyes while using this as a quick reference for the game. Everything is listed with the bare minimal notations. I'll clean up the formatting on a later update and make this section more compact and printable for those that just want a quick reference move list for Injustice. _______________________________________________________________________________ A Q U A M A N ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ BASIC ATTACKS AIR ATTACKS ------------- ----------- Flounder Fist - L Urchin Kick - L Trident Push - M Air Stab - M Trident Spin - H Trident Jab - H Mera's Fury - b + L Trident Slam - b + M THROWS Whirl Pool - b + H ------ Surface Dwellers - f + L Forward Throw - f + LB or f + L + H Stingray Sweep - f + M Reverse Throw - LB or b + L + H For Neptune - f + H Shark Strike - d + L BOUNCE CANCELS Rising Trident - d + M -------------- Sea Sweep - d + H For Neptune - f, f, MB Whirl Pool - b, b, MB SPECIAL MOVES ------------- SUPER MOVE Trident Rush - d, f, L (!) ---------- From the Deep - d, b, M (!) Atlantean Rage - FS + MB Water Shield - d, d, H (!) Trident Scoop - d, b, L CHARACTER POWER Trident Toss - b, f, M --------------- Water of Life - S (!) = Meter Burn COMBO ATTACKS ------------- Seven Seas - L, L Aquatic Ace - L, L, M, H Marine Marvel - f + L, H Tidal Wave - f + L, H, M From the Depths - b + L, M Huzzah - b + L, M, H Tsunami Slam - M, M Atlantean Strength - M, M, H Orin Origin - b + M, u + H Deep Sea - f + M, L + H _______________________________________________________________________________ A R E S ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ BASIC ATTACKS AIR ATTACKS ------------- ----------- Devil's Fist - L Spearing Stab - L Waring Cross - M Crowning Elbow - M Thundering Slap - H Mighty Hammerfist - H Sliding Strike - b + L Downward Hammerfist - b + M THROWS Fierce Gauntlet - b + H ------ Front Knee - f + L Forward Throw - f + LB or f + L + H Savage Uppercut - f + M Reverse Throw - LB or b + L + H Raging Fists - f + H Low Sweep - d + L BOUNCE CANCELS Fearful Cut - d + M -------------- Surprise Strike - d + H Raging Fists - f, f, MB SPECIAL MOVES Fierce Gauntlet - b, b, MB ------------- SUPER MOVE Phase Shifter - d, b, L (!) ---------- God Smack - d, d, M (!) Close God Smack - d, d, M, b (!) Annihilator - FS + MB Far God Smack - d, d, M, f (!) Dark Energy - d, f, L (!) CHARACTER POWER Warp Transmission (behind) - d, f, H --------------- Warp Transmission (front) - d, b, H Straight Sword - hold/tap S (!) = Meter Burn Downward Sword - hold/tap S, u Rising Sword - hold/tap S, d COMBO ATTACKS Straight Axe - hold/tap b + S ------------- Downward Axe - hold/tap b + S, u Rising Axe - hold/tap b + S, d Deity Ruler - L, L Supreme General - L, L, M Reign of Terror - L, M Honor the Gods - L, M, H Olympian Might - b + L, H Furious Anger - f + L, M Bloodshed - f + L, d + H Divine Order - M, M Cerberus Pain - M, M, H Mighty Aggression - b + M, L Invading Force - b + M, H Bow to Me - f + M, H Malevolent Violence - H, d + M Immortal Rush - H, H _______________________________________________________________________________ B A N E ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ BASIC ATTACKS AIR ATTACKS ------------- ----------- Brute Jab - L Demolish - L Brute Hammerfist - M Crushing - M Brute Kick - H Pulverize - H Shin Splint - b + L Body Splash - d + H Earthquake Stomp - b + M Thundering Dropkick - b + H THROWS Shattering Cross - f + L ------ Lucho Powerpunch - f + M Forward Throw - f + LB or f + L + H Fist Slam - f + M, d Reverse Throw - LB or b + L + H Devastator - f + H Quick Kick - d + L BOUNCE CANCELS Rising Double Fist - d + M -------------- Fist Trip - d + H Devastator - f, f, MB Thundering Dropkick - b, b, MB SPECIAL MOVES ------------- SUPER MOVE ---------- Body Press - d, b, f, H (!) Raging Charge - b, f, L (!) Break the Bat - FS + MB Double Punch - b, f, M (!) Venom Uppercut - d, b, M (!) CHARACTER POWER Ring Slam - d, b, L --------------- (!) = Meter Burn Venom Boost - S COMBO ATTACKS ------------- Punching Bag - L, L Juiced - L, L, M Feel the Pain - L, L, H Bring It - b + L, L Bitter Taste - b + L, L, M Dead One - L, M Final Strike - L, M, H Secret Six - M, M Venom Strength - M, M, H Knightfall - b + M, H Master of Disguise - b + M, H Veritas Leberat - f + M, d, M Infinite Crisis - f + Y, d, H _______________________________________________________________________________ B A T M A N ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ BASIC ATTACKS AIR ATTACKS ------------- ----------- Palm Strike - L Flying Knee - L Hammer Fist - M Straight Kick - M Roundhouse - H Flip Kick - H Crusader Kick - b + L Batarang Swipe - b + M THROWS Flying Kick - b + H ------ Caped Crusade - f + M Wheel Kicks - f + H Forward Throw - f + LB or f + L + H Low Jab - d + L Reverse Throw - LB or b + L + H Uppercut - d + M Low Hammerfist - d + H BOUNCE CANCELS -------------- SPECIAL MOVES ------------- Wheel Kicks - f, f, MB Flying Kick - b, b, MB Straight Grapple - d, f + L (!) Sky Grapple - d, b, L (!) SUPER MOVE Batarang - b, f, M (!) ---------- Up Batarang - d, b, M (!) Slide Kick - b, f, H (!) The Dark Knight - FS + MB Scatter Bombs (Air) - d, b, M Cape Parry - d, b, H CHARACTER POWER --------------- (!) = Meter Burn Double Jump - u + b or up + f COMBO ATTACKS Mechanical Bats - S ------------- Release the Bats - S Bat Swarm - d + S Showdown - L, L Injustice - L, L, M Vengeance - L, L, H Tricky Bat - L, M, M Intimidation - L, M Mind Games - L, M, H Millionaire - b + L, L High Tech - b + L, L, M Darkness - b + L, L, H Tragic - M, M Caped Crusader - M, M, H Stay Down - b + M, H Winged Avenger - F + M, H _______________________________________________________________________________ B L A C K A D A M ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ BASIC ATTACKS AIR ATTACKS ------------- ----------- Sweeping Jab - L Heavy Knee - L Sweeping Backhand - M Thundering Axekick - M Furious Dropkick - H Malicious Dropkick - H Knee Strike - b + L Vicious Hammerfist - b + M THROWS Mighty Adam - b + H ------ Vengeful Kick - f + M Revolving Contact - f + H Forward Throw - f + LB or f + L + H Outward Strike - d + L Reverse Throw - LB or b + L + H Rising Uppercut - d + M Electric Sting - d + H BOUNCE CANCELS -------------- SPECIAL MOVES ------------- Revolving Contact - f, f, MB Mighty Adam - b, b, MB Lightning Storm - d, f, L (!) Black Magic - d, b, L (!) SUPER MOVE Lightning Cage - d, b, H (!) ---------- Lightning Strike - d, f, M (!) Close Boot Stomp (air) - d, b, H (!) Teth-Adam - FS + MB Far Boot Stomp (air) - d, f, H (!) Lightning Bomb - d, b, M CHARACTER POWER Close Lightning Bomb - d, b, M, b --------------- Far Lightning Bomb - d, b, M, f Orbs of Seth - S (!) = Meter Burn COMBO ATTACKS ------------- Fearless - L, L Corruption - L, L, M End Phase - L, L, H Empty Tomb - L, H Black Nile - b + L, M Obelisk - M, M Sceptre - M, M, H Dark Age - M, M, b + L Khem-Adam - f + M, H Nine Bows - b + M, H Ka Servant - b + M, H, u + L Eye of Horus - b + M, H, u + M Might of Aton - b + M, H, u + H Ra Power - b + M, H, u + L + H _______________________________________________________________________________ C A T W O M A N ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ BASIC ATTACKS AIR ATTACKS ------------- ----------- Quick Claw - L Kitty Kicker - L Forward Paw - M Air Whip - M Kashmir Kick - H Kill Claws - H Tabby Tap - b + L Balinese Boot - b + M THROWS Tail Spin - b + H ------ Calico Cut - f + L Pole Cat - f + M Forward Throw - f + LB or f + L + H Siamese Slam - f + H Reverse Throw - LB or b + L + H Whip Trip - df + H Sphynx Slice - d + L BOUNCE CANCELS Mad Manx - d + M -------------- Persian Pounce - d + H Siamese Slam - f, f, MB SPECIAL MOVES Tail Spin - b, b, MB ------------- SUPER MOVE Cat Claws - b, f, L (!) ---------- Cat Dash - b, f, M (!) Straight Whip - d, f, L Nine Lives - FS + MB Up Whip - d, b, L High Feline Evade - d, b, M CHARACTER POWER Low Feline Evade - d, b, M, u --------------- Cat Stance - d, d, H Cat Scratch - S (!) = Meter Burn SPECIAL MOVES (CAT STANCE) -------------------------- Cartwheel - L Up Whip - M Pounce - H COMBO ATTACKS ------------- Plaything - L, L Cat Style - L, L, M Hi Kitty - L, M Scratching Post - L, M, M Tomcat - L, f + M Cat's Eye - L, M, b + H Toying With - f + L, L Ball of Yarn - f + L, L, M Kitty Kitty - f + L, L, M, H Crafty - b + L, M, u + H Scaredy Cat - b + L, M, u + H Purrfect - b + L, M, d + H Whiplash - M, d + M Curious Cat - M, d + M, L You Kitten Me - M d + M, H Hellcat - b + M, H Fur Tail - f + M, u + H Whip Cream - f + M, u + H, L Hissing - f + M, d + H Pick Pocket - f + M, d + H, L Wildcat - H, H Safecracker - H, H, b + M Kitty-Cornered - H, H, H _______________________________________________________________________________ C Y B O R G ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ BASIC ATTACKS AIR ATTACKS ------------- ----------- Micro Chip - L Knee Drop - L Power Knee - M Photon Kick - M Jaw Smash - H Multiprocessor Slam - H Cross Swipe - b + L Drone Kick - b + M THROWS Left Field - b + H ------ Cyber Kick - f + M Touchdown - f + H Forward Throw - f + LB or f + L + H Quick Jab - d + L Reverse Throw - LB or b + L + H Rising Fist - d + M Cyber Trip - d + H BOUNCE CANCELS -------------- SPECIAL MOVES ------------- Touchdown - f, f, MB Left Field - b, b, MB Nova Blaster - b, f, L (!) Nova Blaster (air) - b, f, L (!) SUPER MOVE Power Fist - d, b, L (!) ---------- Techno Tackle - d, b, f, H Sonic Disruptor - d, f, M Target Lock - FS + MB Up Sonic Disruptor - d, b, M Target Acquired - d, d, H CHARACTER POWER Close Target Acquired - d, d, H, b --------------- Far Target Acquired - d, d, H, f Forward Grapple - d, uf Repair Circuit - S Back Grapple - d, ub (!) = Meter Burn COMBO ATTACKS ------------- Android - L, L Humanity - L, L, M Comeback - L, L, H Chrome Plated - L, M Man Within - L, M, b + M Solid Metal - b + L, M Blowout - b + L, M, H Sideline - f + M, M Lost Faith - b + M, H, L _______________________________________________________________________________ D E A T H S T R O K E ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ BASIC ATTACKS AIR ATTACKS ------------- ----------- Non-Lethal - L Double Knee - L Target Kick - M Double Kick - M Slicing Moon - H Razor's Edge - H Spinning Kick - b + L Rifle Butt - b + M THROWS Piercing Sun - b + H ------ Assassin's Fist - f + M Flying Axe - f + H Forward Throw - f + LB or f + L + H Toe Kick - d + L Reverse Throw - LB or b + L + H Spinning Hook - d + M Sweep Kick - d + H BOUNCE CANCELS -------------- SPECIAL MOVES ------------- Flying Axe - f, f, MB Piercing Sun - b, b, MB Quick Fire - d, f, L (!) Low Shots - b, d, L (!) SUPER MOVE Machine Gun - d, f, M (!) ---------- Upward Machine Gun - d, b, M (!) Sword Spin - d, b, H (!) Eye For an Eye - FS + MB Sword Spin - d, b, H (!) + d Quick Fire (air) - d, f, L CHARACTER POWER Sword Flip - d, f, H --------------- (!) = Meter Burn Enhanced Reflexes - S COMBO ATTACKS ------------- Carbine - L, M Terminator - L, M, H High Noon - L, H Human Hunting - L, H, M Contract Killer - b + L, u + M Never Saw It - b + L, d + H Tango Down - M, H Silent Approach - M, H, L Search and Destroy - f + M, H Retractable Stock - b + M, M Identity Crisis - b + M, M, M Checkmate - b + M, H Slade Way - b + M, H, f + M Cold Steel - H, M Diamond Blade - H, M, H Kill Confirmed H, M, H, L _______________________________________________________________________________ D O O M S D A Y ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ BASIC ATTACKS AIR ATTACKS ------------- ----------- Smashing Blow - L Heavy Hitter - L Angry Swipe - M Powerdriver - M Geyser Lift - H Earth Shattering - H Hammering Fist - b + L Falling Brimstone - d + H Heavy Stone - b + M Crushing Strike - b + H THROWS Brute Force - f + M ------ Megaton - f + H Low Fist - d + L Forward Throw - f + LB or f + L + H Upward Strike - d + M Reverse Throw - LB or b + L + H Sweeping Hook - d + H BOUNCE CANCELS SPECIAL MOVES -------------- ------------- Megaton - f, f, MB Air Snatch - d, f, L (!) Crushing Strike - b, b, MB Venom - d, f, H (!) Upward Venom - d, b, H (!) SUPER MOVE Earth Shake - d, f, M (!) ---------- Supernova - d, b, M (!) Mass Destruction - FS + MB (!) = Meter Burn CHARACTER POWER COMBO ATTACKS --------------- ------------- Doom to All - S Complete Destruction - L, L Hunter - L, L, M Worlds Collide - L, M Reign Supreme - L, M, H Prehistoric Kryptonian - b + L, H Crisis - M, M The Ultimate - M, M, L + H Agony - M, H Infinite Power - M, H, d + H Alpha-Omega - f + M, H Ravage - b + M, H Countless Deaths - b + M, H, L The Destroyer - H, H _______________________________________________________________________________ G R E E N A R R O W ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ BASIC ATTACKS AIR ATTACKS ------------- ----------- Outlander - L Slicing Bow - L Bow Poke - M Anchor Point - M Bow Slice - H Spinning Release - H Longbow - b + L Quick Slash - b + M THROWS Satisfaction - b + H ------ Money Shot - f + M Canary's Kiss - f + H Forward Throw - f + LB or f + L + H Bow Jab - d + L Reverse Throw - LB or b + L + H Rising Bow - d + M Sweep Kick - d + H BOUNCE CANCELS -------------- SPECIAL MOVES ------------- Canary's Kiss - f, f, MB Satisfaction - b, b, MB Sky Alert - d, b, L (!) Dead On (air) - d, b, L (!) SUPER MOVE Savage Blast - d, b, M (!) ---------- Stinger - b, f, H (!) Up Haven Blast - d, f, M (!) Arsenal Assault - FS + MB Hurricane Bow - d, f, L CHARACTER POWER (!) = Meter Burn --------------- COMBO ATTACKS Take Aim - S ------------- Frozen Arrow - d, b, S Electric Arrow - d, f, S Minus Ten - L, L Burning Arrow - d, d, S More Fun - L, L, L Thrill Seeker - L, L, H Final Shot - b + L, H Quiver - M, M Night Ranger - M, M, H Light It Up - b + M, H Longbow Hunter - f + M, d + L Queen's Gambit - f + M, d + L, H Beast Slayer - H, H _______________________________________________________________________________ G R E E N L A N T E R N ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ BASIC ATTACKS AIR ATTACKS ------------- ----------- Ring Cross - L Lowering Dropkick - L Push Kick - M Downward Overhand - M Hurricane Kick - H Cyclone Kick - H Feet Slide - b + L Sweeping Uppercut - b + M THROWS High Tension - b + H ------ Forward Punch - f + M Standing Flipkick - f + H Forward Throw - f + LB or f + L + H Low Ring Jab - d + L Reverse Throw - LB or b + L + H Rising Cut - d + M Low Cross - d + H BOUNCE CANCELS -------------- SPECIAL MOVES ------------- Standing Flipkick - f, f, MB High Tension - b, b, MB Oa's Rocket - b, f, L (!) Rocket Power - d, b, M (!) SUPER MOVE Close Rocket Power - d, b, M, b (!) ---------- Far Rocket Power - d, b, M, f (!) Lantern's Might - d, b, L (!) Beware My Power - FS + MB Minigun - b, f, M (!) Turbine Smash - b, f, H (!) CHARACTER POWER Turbine Smash (air) - b, f, H (!) --------------- Oa's Rocket (air) b, f, L Green Lantern's Light - S (!) = Meter Burn COMBO ATTACKS ------------- Triple Barrage - L, M Volley Smash - L, M, H Justice is Served - b + L, M Parallel Nature - b + L, H Warp Power - M, M Hyperbolic - M, M, H Grand Slam - M, M, H, L True Might - f + M, d + L Guardian - f + M, d + L, H Lantern Corps - b + M, H Brightest Day - b + M, H, H _______________________________________________________________________________ H A R L E Y Q U I N N ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ BASIC ATTACKS AIR ATTACKS ------------- ----------- Revolver Slap - L Side Kick - L Revolver Slam - M Double Kick - M Spot Kick - H Double Stomp - H Gun Smack - b + L Take Aim - b + M THROWS Harley Swing - b + H ------ Ear Smash - f + L Overhead Bash - f + M Forward Throw - f + LB or f + L + H Hammer Slam - f + H Reverse Throw - LB or b + L + H Revolver Poke - d + L Spinning Pistols - d + M BOUNCE CANCELS Single Shot - d + H -------------- SPECIAL MOVES Hammer Slam - f, f, MB ------------- Harley Swing - b, b, MB Pop Pop - d, b, M (!) SUPER MOVE Line of Fire - d, f, L (!) ---------- Heads Up - d, b, L (!) Oopsy Daisy (air) - d, b, L (!) Mallet Bomb - FS + MB Cupcake Bomb - b, f, M (!) Play Doctor - d, b, f, L (!) CHARACTER POWER Silly Slide - b, f, H --------------- Tantrum Stance - d, b, H Bag-O-Tricks - S (!) = Meter Burn Mr. J - S TNT - S SPECIAL MOVES (TANTRUM STANCE) Ivy's Flower - S ------------------------------ Forward Cartwheel - L Hand Stand - M Bullet Frenzy - H Forward Somersault - f Backward Somersault - b COMBO ATTACKS ------------- Naughty-Naughty - L, L I Hope It Hurts - L, L, M Girls Best Friend - L, M Rude Joke - L, M, H Irresistible - b + L, M Let's Play - b + L, M, L For Mistah J. - f + L, H Miss Me - M, b + H Hi Puddin - M, d + H Pleased to Meetcha - M, u + H He Loves Me - b + M, M Don't Get Hurt - b + M, M That's Cute - f + M, H Lollipops - H, H _______________________________________________________________________________ H A W K G I R L ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ BASIC ATTACKS AIR ATTACKS ------------- ----------- Jabbing Mace - L Downward Mace - L Mace Swing - M Falling Star - M Spinning Moon - H Descending Meteor - H Skyward Kick - b + L Whirling Smash - b + M THROWS Great Divine - b + H ------ Thanagarian Palm - f + L Ascension - f + H Forward Throw - f + LB or f + L + H Low Mace Jab - d + L Reverse Throw - LB or b + L + H Cloud Nine - d + M Vicious Spike - d + H BOUNCE CANCELS -------------- SPECIAL MOVES ------------- Ascension - f, f, MB Great Divine - b, b, MB Mace Charge - b, f, M (!) Mace Charge (air) - b, f, M (!) SUPER MOVE Mace Toss - d, b, L (!) ---------- Mace Toss (air) - d, f, L (!) Downward Mace (air) - d, b, L (!) The Power of Nth - FS + MB Heavenward Stomp (air) - d + H Wing Evade - d, b, M CHARACTER POWER --------------- (!) = Meter Burn Soaring Hawk - S COMBO ATTACKS ------------- CHARACTER POWER (SOARING HAWK) ------------------------------ Mace Smash - L, L Morning Star - L, L, M Mace Jab - L Meteor Hammer - L, M Flip Kick - M Mace Maximum - L, M, H Double Kick - H Birds of Prey - L, M, b + H Fly Up - u Crashing Nth - b + L, H Fly Down - d Betrayal f + L, L Fly Foward - f Tactical Strike - f + L, H Fly Away - b Short Fuse - M, M Thanagarian Strength - M, M, u + H Dawn Star - b + M, M The Old Ones - b + M, M, b + H Golden Age - b + M, H Heavy Nth - H, M Bloody War - H, M, b + L _______________________________________________________________________________ T H E F L A S H ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ BASIC ATTACKS AIR ATTACKS ------------- ----------- Fast Punch - L Straight Kick - L Lightning Jabs - M Air Race - M Dashing Elbow - H Double Fist - H Side Chop - b + M Power Kick - b + H THROWS Spinning Backhand - f + M ------ Flashy Kick - f + H Quick Kick - d + L Forward Throw - f + LB or f + L + H Boots Up - d + M Reverse Throw - LB or b + L + H Trip Kick - d + H BOUNCE CANCELS SPECIAL MOVES -------------- ------------- Flashy Kick - f, f, MB Speed Dodge - d, b, L (!) Power Kick - b, b, MB Lightning Charge - b, f, M (!) Lightning Kick - d, f, L (!) SUPER MOVE Sonic Pound - d, f, H (!) ---------- Close Sonic Pound - d, f, H, b (!) Far Sonic Pound - d, f, H, f (!) Speed Zone - FS + MB Flying Uppercut - d, b, H Running Man Stance - d, d, M CHARACTER POWER --------------- (!) = Meter Burn Time Loop - S SPECIAL MOVES (RUNNING MAN STANCE) ---------------------------------- Lightning Charge - f + L Sonic Pound - f + M Charging Slide - f + H Cancel - b, b COMBO ATTACKS ------------- Speed Force - L, L Greased Lightning - L, L, M Hot Pursuit - L, L, H In a Jiff - L, M Light Speed - L, M, H Terminal Velocity - M, L Quick Step - d + L, d + M Natural Disasters - d + L, d + M, d + H On the Double - b + M, M Roller Coaster - b + M, M, f + H Bolt of Lightning - H, M Forced Acceleration - f + M, L Fastest Man Alive - f + M, L, H _______________________________________________________________________________ T H E J O K E R ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ BASIC ATTACKS AIR ATTACKS ------------- ----------- Quick Slash - L Straight Heel - L Downward Punch - M Air Hinge Kick - M Straight Kick - H Flying Crowbar - H Footsie - b + L Spinning Humor - b + M THROWS Crowbar Slam - b + H ------ Belly Buster - f + M Downward Crowbar - f + H Forward Throw - f + LB or f + L + H Knee Slapper - d + L Reverse Throw - LB or b + L + H Upward Crowbar - d + M Sweep Kick - d + H BOUNCE CANCELS -------------- SPECIAL MOVES ------------- Downward Crowbar - f, f, MB Crowbar Slam - b, b, MB Crowbar - b, f, H (!) Laughing Gas - d, b, L (!) SUPER MOVE Rolling Laughing Gas - d, b, M (!) ---------- BANG! - d, f, L Chattering Teeth - d, b, H Let's Be Serious - FS + MB Mid Chattering Teeth - d, b, H, u Far Chattering Teeth - d, b, H, f CHARACTER POWER Acid Blossom - b, f, M --------------- (!) = Meter Burn Joker's Wild - S Low Parry - d + S COMBO ATTACKS ------------- Suicide King - L, L Last Laugh - L, L, M Give Me a Smile - L, L, H Punch Line - b + L, H Die Laughing - M, L Put It There Pal - M, L, M HA HA HA HA - M, L, H Clown Prince - f + M, H Full Deck - f + M, H, M Joke's On You - f + M, L Mad Love - H, M Shank Shank - H, M, H No More Jokes - H, H _______________________________________________________________________________ K I L L E R F R O S T ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ BASIC ATTACKS AIR ATTACKS ------------- ----------- Chill Out - L Flying Sidekick - L Snowblow - M Dropkick - M Shutter - H Downward Axekick - H Freezer Burn - b + L Icebreaker - b + M THROWS Frost Kick - b + H ------ Frozen Cut - f + L Ice Spike - f + M Forward Throw - f + LB or f + L + H Glaze - f + H Reverse Throw - LB or b + L + H Glacier Kick - u + H Low Poke - d + L BOUNCE CANCELS Icepick - d + M -------------- Sweeping Kick - d + H Glaze - f, f, MB SPECIAL MOVES Frost Kick - b, b, MB ------------- SUPER MOVE Frostbite - d, b, L (!) ---------- Iceberg - d, b, M (!) Flash Freeze - d, b, f, M (!) Endless Whiteout - FS + MB Black Ice - b, d, H Frozen Daggers - b, f, L CHARACTER POWER --------------- (!) = Meter Burn Air Dash - f, f or b, b COMBO ATTACKS Freezing Cold - S (can be charged) ------------- Ice Cold - L, H Freezing Effect - L, L Severe Blizzard - L, L, L Dancing Ice - L, L, b + M Frozen Twister - L, L, H, H Cold Blooded - f + L, L Tempest - f + L, L, M Arctic Frost - f + L, L, H Diamond Dust - b + L, u + H Hailstone - M, M Thin Ice - M, M, H Hailstorm - b + M, H Freezing Rain - f + M, L Cold as Ice - f + M, H _______________________________________________________________________________ L E X L U T H O R ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ BASIC ATTACKS AIR ATTACKS ------------- ----------- Photon Shot - L High Pressure - L Cyber Hammerfist - M Overcharge Kick - M Photon Kick - H Hyper Axe - H Nuclear Trip - b + L Alpha Slam - b + M THROWS Ion Push - b + H ------ Downward Destruction - f + M Double Shot - f + H Forward Throw - f + LB or f + L + H Sky Fall - u + H Reverse Throw - LB or b + L + H Low Shot - d + L Geyser Uppercut - d + M BOUNCE CANCELS Low Push Kick - d + H -------------- SPECIAL MOVES Double Shot - f, f, MB ------------- Ion Push - b, b, MB Gravity Pull - d, b, M (!) SUPER MOVE Gravity Mine - d, d, H (!) ---------- Close Gravity Mine - d, d, H, b (!) Far Gravity Mine - d, d, H, f (!) Coordinates Received - FS + MB Orbital Strike - d, f, H (!) Lex Probe - d, b, H (!) CHARACTER POWER Lance Blast - d, f, L --------------- Up Lance Blast - d, b, L Corp Charge - b, f, M Energy Shield - S Corp Charge (air) - b, f, M (!) = Meter Burn COMBO ATTACKS ------------- Mad Man - L, L Criminal Mind - L, L, M Prototype - L, L, H Highest Currency - b + L, H Die Hard - M, L World Domination - M, L, H Early Triumph - M, M New Destiny - M, M, b + H Evil Scientist - b + M, u + H Megalomania - b + M, u + H, d + H _______________________________________________________________________________ N I G H T W I N G ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ BASIC ATTACKS (ESCRIMA) AIR ATTACKS (ESCRIMA) ----------------------- --------------------- Straight Snap Strike - L Escrima Drop - L Circular Strike - M Flying Escrimas - M Scissors Swipe - H Extended Kick - H Quick Scissor - b + L Overhead Strike - b + M AIR ATTACKS (STAFF) Spinning Blast - b + H ------------------- Stick Smash - f + M Circular Power - f + H Air Poke - L Spinning Heel Kick - u + H Flying Staff - M Bird's Nest - u + H, d + H Staff Smack - H Escrima Strike - d + L Escrima Uppercut - d + M THROWS (ESCRIMA) Cross Overhead Strike - d + H ---------------- BASIC ATTACKS (STAFF) Forward Throw - f + LB or f + L + H --------------------- Reverse Throw - LB or b + L + H Face Poke - L THROWS (STAFF) Overhead Strike - M -------------- Lifting Wind - H One Handed Poke - b + L Forward Throw - f + LB or f + L + H Smashing Tiger - b + H Reverse Throw - LB or b + L + H Big Show - f + H Crouching Talon - d + L NOTE: Nightwing switches back to Hidden Baston - d + M Escrima after any Staff throw. Hawkeye - d + H BOUNCE CANCELS SPECIAL MOVES (ESCRIMA) -------------- ----------------------- Circular Power - f, f, MB WingDing (Air) - d, b, L (!) Spinning Blast - b, b, MB Ground Spark - d, b, M (!) Escrima Fury - d, f, M (!) SUPER MOVE Flip Kick - d, b, H (!) ---------- Scatter Bomb - d, b, L (!) Dark As Night - FS + MB (!) = Meter Burn CHARACTER POWER SPECIAL MOVES (STAFF) --------------- --------------------- Style Change - S Staff Spin - d, b, A (!) Ground Blast - d, b, M (!) Flying Grayson - b, f, H (!) = Meter Burn COMBO ATTACKS (ESCRIMA) ----------------------- Slide Kick - L, L Razor's Edge - L, L, M Dark Justice - L, L, H Stick and Move - b + L, L Shooting Star b + L, L, M Surrender Now b + L, H Renegade - M, M Lone Bird - M, M, H Gotham Hero - f + M, L Wide Wing - f + M, L, A Lightning Crash - H, H Freefall - H, H, H In the Zone - d + L, M COMBO ATTACKS (STAFF) --------------------- Trapeze Artist - L, b + L Outsider - L, f + L Last Chance - L, d + H Wing Span - L, f + M _______________________________________________________________________________ R A V E N ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ BASIC ATTACKS AIR ATTACKS ------------- ----------- Raven Poke - L Perching Prey - L Raven Claw - M Raven's Strife - M Forest Raven - H Raven's Fury - H Sweeping Strike - b + L Clawing Strike - b + M THROWS Tourniquet - b + H ------ Twisting Talon - f + L Slashing Claw - f + M Forward Throw - f + LB or f + L + H Linking Talon - f + H Reverse Throw - LB or b + L + H Low Strike - d + L Wingspan - d + M BOUNCE CANCELS Raven Slash - d + H -------------- SPECIAL MOVES Linking Talon - f, f, MB ------------- Tourniquet - b, b, MB Empty Void - d, b, L (!) SUPER MOVE Empty Void - d, b, L (!), d ---------- Soul Crush - d, f, M (!) Singularity - d, b, M (!) Deadly Sin - FS + MB Shadow Raven - d, f, L CHARACTER POWER (!) = Meter Burn --------------- COMBO ATTACKS Demon Stance - S ------------- SPECIAL MOVES (DEMON STANCE) Midnight - L, L ---------------------------- Black Rose - L, L, f + M Blood Moon - L, L, b + M Event Horizon - d, b, M (!) Darkness Falls - L, L, H Negative Mass - d, f, L (!) Phantom Cloak - f + L, H Close Negative Mass - d, f, L, b (!) Tears of Sorrow - b + L, M Far Negative Mass - d, f, L, f (!) Stonehenge - b + L, M, H Front Dark Transmission (air) - d, b, H Silent Vesper - M, M Behind Dark Transmission (air) - d, f, H Blackest Night - M, M, H Front Dark Transmission - d, b, H Twilight's End - b + M, H Behind Dark Transmission - d, f, H Titan Trash - f + M, M, M Forever Dust - f + M, M, H, H (!) = Meter Burn Second Life - f + M, M, u + L _______________________________________________________________________________ S H A Z A M ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ BASIC ATTACKS AIR ATTACKS ------------- ----------- God Punch - L Jumping Strike - L Knee Strike - M Mercury's Sidekick - M Hook Kick - H Achilles' Fist - H Hook Punch - b + L Thundering Elbow - b + M THROWS Power Cross - b + H ------ Roundhouse Kick - f + L Hercules Uppercut - f + M Forward Throw - f + LB or f + L + H Mighty Slam - f + H Reverse Throw - LB or b + L + H Low Jab - d + L Lifting Cut - d + M BOUNCE CANCELS Sweeping Kick - d + H -------------- SPECIAL MOVES Mighty Slam - f, f, MB ------------- Power Cross - b, b, MB Atlas Torpedo - b, f, M (!) SUPER MOVE Bolt of Zeus - d, b, M (!) ---------- Herculean Might - d, b, f, L (!) Achilles' Clutch - d, b, L (!) The Power of SHAZAM - FS + MB Advancing Mercury Storm - d, f, H Eluding Mercury Storm - d, b, H CHARACTER POWER --------------- (!) = Meter Burn Solomon of Judgment - S COMBO ATTACKS ------------- One-Two Punch - L, L Solomon's Wisdom - L, M Hercules' Strength - L, L, M Atlas' Stamina - L, M, b + H Zeus' Power - L, M, f + H Achilles' Courage - f + L, M Mercurys Speed - b + L, M Mighty Colossus - b + L, M, H One-Two Kick - M, M Mighty Charge - b + M, H Mighty Force - f + M, M Roaring Strike - f + M, M, H _______________________________________________________________________________ S I N E S T R O ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ BASIC ATTACKS AIR ATTACKS ------------- ----------- Ring Jab - L Lowering Kick - L Axe Swing - M Descending Stab - M Comet Kick - H Downward Slice - H Axe Stab - b + L Ring Hammerfist - b + M THROWS Smashing Fist - b + H ------ Front Kick - f + M Thrashing Hammerfist - f + H Forward Throw - f + LB or f + L + H Low Jab - d + L Reverse Throw - LB or b + L + H Ascending Construct - d + M Low Axe Swing - d + H BOUNCE CANCELS -------------- SPECIAL MOVES ------------- Thrashing Hammerfist - f, f, MB Smashing Fist - b, b, MB Fear Blast - d, f, L (!) Impact Event - d, b, M (!) SUPER MOVE Arachnid Sting - d, f, M (!) ---------- Axe of Terror (air) - d, b, L Final Shackles - d, b, L Sinestro's Might - FS + MB (!) = Meter Burn CHARACTER POWER --------------- COMBO ATTACKS ------------- Beware Your Fears - S (hold) Energy Shot - S (while construct Distortion - L, L is active) Positive Matter - L, L, L Sinful Pride - L, L, M Ego Trip - L, L, u + H Tainted Reputation - L, b + M Yellow Element - L, b + M, H Lost Will - b + L, M Zero Compassion - b + L, H Dashed Hope - M, M Devastating - M, M, d + M Fearless - M, M, H Blind Ambition - b + M, L In Blackest Day - b + M, L, H Fallen Hero - b + M, b + H War of Light - f + M, d + L Power Burn - f + M, d + L, H _______________________________________________________________________________ S O L O M O N G R U N D Y ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ BASIC ATTACKS AIR ATTACKS ------------- ----------- Decimate Fist - L Hinge Kick - L Muddy Boot - M Quick Kick - M Marsh Mash - H Double Boot - H Light Headed - b + L Swampy Stomp - b + M THROWS Grundy Blast - b + H ------ Cyrus Kick - f + L Butcher Slash - f + M Forward Throw - f + LB or f + L + H Grundy Crush - f + H Reverse Throw - LB or b + L + H Gut Punch - d + L Rising Backhand - d + M BOUNCE CANCELS Low Hook - d + H -------------- SPECIAL MOVES Grundy Crush - f, f, MB ------------- Grundy Blast - b, b, MB Cleaver Spin - d, b, L (!) SUPER MOVE Walking Corpse - b, f, H (!) ---------- Grave Rot - d, b, H (!) Dead Air - b, f, M (!) Grave Digger - FS + MB Swamp Hands - d, b, M (!) To the Grave - d, f, L CHARACTER POWER --------------- (!) = Meter Burn The Pain Chain - S COMBO ATTACKS ------------- Power Chain - f, b, S Power Final Hit - d, f, S Heavy Hand - L, L Driven To Kill - L, L, M Health Chain - d, d, S Destroy - L, L, H Health Final Hit - u, u, S Face of Evil - L, b + M Born On a Monday - b + L, H Defense Chain - d, u, S Reanimated - f + L, M Defense Final Hit - u, d, S No Pain - f + L, M, M Death To All - f + L, H Already Dead - b + M, H Rest in Peace - f + M, M Slaughter Swamp - f + M, M, H Bad Blood - H, M Dead's Blood - H, H Tombstoned - d + L, H Swampland - d + M, H _______________________________________________________________________________ S U P E R M A N ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ BASIC ATTACKS AIR ATTACKS ------------- ----------- Hook Punch - L Steel Fist - L Overhead Smash - M Double Fist - M Fist of Justice - H Hammer Punch - H Quick Heat - b + L Kryptonian Strike - b + M THROWS Charge Punch - b + H ------ Cross Swipe - f + M Charge Overload - f + H Forward Throw - f + LB or f + L + H Flying Low - df + H Reverse Throw - LB or b + L + H Quick Jab - d + L Uppercut - d + M BOUNCE CANCELS Low Poke - d + H -------------- SPECIAL MOVES Charge Overhead - f, f, MB ------------- Charge Punch - b, b, MB Super Breath - d, b, M (!) SUPER MOVE Heat Vision - d, b, L (!) ---------- Heat Vision (air) - d, b, L (!) Rising Grab - d, f, M (!) Kryptonian Crush - FS + MB Flying Punch - b, f, H (!) Flying Smash (air) - d + H (!) CHARACTER POWER Heat Zap - d, b, H --------------- Low Scoop - d, f, L Air Dash - f, f or b, b (!) = Meter Burn Fury of Krypton - S COMBO ATTACKS ------------- It's a Bird - L, L Great Purge - L, L, L Kryptonite Bash - L, L, M Speeding Bullet - M, M The Last Son - M, M, H Unstoppable - b + M, H Solitude Strikes - f + M, H Steel Rush - f + M, d + L Man of Steel - f + M, d + L, H _______________________________________________________________________________ W O N D E R W O M A N ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ BASIC ATTACKS (LASSO) AIR ATTACKS (LASSO) --------------------- ------------------- Warrior's Jab - L Quick Kick - L Amazon's Fist - M Boot Bash - M Shin Kick - H Lasso Slam - H Cross Punch - b + L Lasso Slam - b + M AIR ATTACKS (SWORD) Amazon's Blast - b + H ------------------- Amazon's Heel - f + H Knee Chop - d + L Quick Kick - L Rising Lasso - d + M Air Slice - M Leg Takedown - d + H Sword Slam - H BASIC ATTACKS (SWORD) THROWS (LASSO) --------------------- -------------- Blade Slice - L Forward Throw - f + LB or f + L + H Sword Poke - M Reverse Throw - LB or b + L + H Amazon's Boot - H Edge Swing - b + L THROWS (SWORD) Low Stab - b + Y -------------- Warrior's Strike - b + H Amazon's Attack - f + L Forward Throw - f + LB or f + L + H Warrior's Bash - f + H Reverse Throw - LB or b + L + H Low Poke - d + L Upward Stab - d + M BOUNCE CANCELS Sword Sweep - d + H -------------- SPECIAL MOVES (LASSO) Amazon's Heel - f, f, MB --------------------- Amazon's Blast - b, b, MB Straight Tiara - b, f, M (!) SUPER MOVE Amazonian Uppercut - d, f, H (!) ---------- Amazonian Smash (air) - d, b, H (!) Lasso Grab - d, f, L (!) Justice Javelin - FS + MB Lasso Spin - d, b, H Bracelets of Submission - d, b, L CHARACTER POWER Up Tiara - d, b, M --------------- Down Tiara (air) - d, b, M Straight Tiara (air) - b, f, M Air Dash - f, f or b, b Demigoddess' Might (air) - d, f, H Style Change - S (!) = Meter Burn SPECIAL MOVES (SWORD) --------------------- Shield Toss - b, f, M (!) Amalthea Bash - b, f, H (!) Shield Strike - d, b, L* Up Shield - d, b, M Down Shield (air) - d, b, M (!) = Meter Burn * This can be used for a high parry and the parry attack can be followed up with a M and H attack. COMBO ATTACKS (LASSO) --------------------- Entrapment - L, L Ends of the Earth - L, L, M Demi God - b + L, L Gods and Mortals - b + L, L, H Warrior Princess - d + L, M Destiny Calling - M, H Hephaestus Rush - b + M, H Athena's Wisdom - H, H COMBO ATTACKS (SWORD) --------------------- Double Edge - L, L Fires of Hestia - L, L, b + L Go in Peace - L, L, M War of the Gods - f + L, M Strength of the Sword - f + L, M, H Eyes of the Hunter - M, b + L Weeping Angel - M, M By the Gods - M, M, H Aegis Wrath - b + M, L Justice - b + M, H =============================================================================== _ _ [SE00] | | | | | |___| | |_____ | | | |_| S E C R E T S =============================================================================== __ /__\ /_\ //__ _________________________ \__/ X T R A C O S T U M E S \________________________________________________ ------------------------------------------------------------------------------- _______ AQUAMAN ŻŻŻŻŻŻŻ ------------------------------------------------------------------------------- _ |_| Regime Aquaman - Unlocked through one armory key in the Archives _ |_| Flashpoint Aquaman - Obtained by purchasing the Flash Point skin pack or season pass ------------------------------------------------------------------------------- ____ ARES ŻŻŻŻ ------------------------------------------------------------------------------- _ |_| Regime Ares - Unlocked through one armory key in the Archives ------------------------------------------------------------------------------- ____ BANE ŻŻŻŻ ------------------------------------------------------------------------------- _ |_| Regime Bane – Unlocked through one armory key in the Archives _ |_| Knight Fall Bane – Obtained after downloading and rating the iOS version of Injustice ------------------------------------------------------------------------------- ______ BATMAN ŻŻŻŻŻŻ ------------------------------------------------------------------------------- _ |_| Insurgency Batman – Unlocked through one armory key in the Archives _ |_| New 52 Batman – Obtained in the Special Edition of Injustice _ |_| Blackest Night Batman – Obtained by pre-ordering Injustice from Best Buy _ |_| Arkham City Batman – Obtained by pre-ordering Injustice from Wal-mart _ |_| Batman Beyond – Unlocked by purchasing a Batman character card for the iOS version of Injustice ------------------------------------------------------------------------------- __________ BLACK ADAM ŻŻŻŻŻŻŻŻŻŻ ------------------------------------------------------------------------------- _ |_| Regime Black Adam – Unlocked through one armory key in the Archives ------------------------------------------------------------------------------- ________ CATWOMAN ŻŻŻŻŻŻŻŻ ------------------------------------------------------------------------------- _ |_| Regime Catwoman – Unlocked through one armory key in the Archives _ |_| Arkham City Catwoman – Obtained by pre-ordering Injustice from Wal-mart ------------------------------------------------------------------------------- ______ CYBORG ŻŻŻŻŻŻ ------------------------------------------------------------------------------- _ |_| Regime Cyborg – Unlocked through one armory key in the Archives ------------------------------------------------------------------------------- ___________ DEATHSTROKE ŻŻŻŻŻŻŻŻŻŻŻ ------------------------------------------------------------------------------- _ |_| Insurgency Deathstroke – Unlocked through one armory key in the Archives _ |_| Flashpoint Deathstroke – Obtained by purchasing the Flash Point skin pack or season pass ------------------------------------------------------------------------------- ________ DOOMSDAY ŻŻŻŻŻŻŻŻ ------------------------------------------------------------------------------- _ |_| Regime Doomsday – Unlocked through one armory key in the Archives ------------------------------------------------------------------------------- _________ THE FLASH ŻŻŻŻŻŻŻŻŻ ------------------------------------------------------------------------------- _ |_| Regime Flash – Unlocked through one armory key in the Archives _ |_| New 52 Flash Skin – Unlocked by registering for a WBID from and logging in logging in to link your account while online with _ Injustice * |_| Elseworld's Finest Flash – Unlocked by getting 3 stars on all S.T.A.R. Lab missions * The option for registering a WBID will appear the first time Injustice is turned on while online. It can also be found under Settings -> WBID. ------------------------------------------------------------------------------- ___________ GREEN ARROW ŻŻŻŻŻŻŻŻŻŻŻ ------------------------------------------------------------------------------- _ |_| Insurgency Green Arrow – Unlocked through one armory key in the Archives _ |_| Arrow – Obtained by being one of the first 5000 people to vote in the pre- release Battle Arena promotion ------------------------------------------------------------------------------- _____________ GREEN LANTERN ŻŻŻŻŻŻŻŻŻŻŻŻŻ ------------------------------------------------------------------------------- _ |_| Regime Green Lantern – Unlocked through one armory key in the Archives _ |_| New 52 Green Lantern – Obtained by completing a bonus battle in the iOS version of Injustice _ |_| Yellow Lantern – Unlocked by winning one Ranked Match ------------------------------------------------------------------------------- ____________ HARLEY QUINN ŻŻŻŻŻŻŻŻŻŻŻŻ ------------------------------------------------------------------------------- _ |_| Insurgency Harley Quinn – Unlocked through one armory key in the Archives _ |_| Arkham Harley Quinn – Obtained by purchasing a Joker character card for the iOS version of Injustice ------------------------------------------------------------------------------- ________ HAWKGIRL ŻŻŻŻŻŻŻŻ ------------------------------------------------------------------------------- _ |_| Regime Hawkgirl – Unlocked through one armory key in the Archives ------------------------------------------------------------------------------- _________ THE JOKER ŻŻŻŻŻŻŻŻŻ ------------------------------------------------------------------------------- _ |_| Insurgency Joker – Unlocked through one armory key in the Archives _ |_| Arkham City Joker – Obtained by pre-ordering Injustice from Walmart ------------------------------------------------------------------------------- ____________ KILLER FROST ŻŻŻŻŻŻŻŻŻŻŻŻ ------------------------------------------------------------------------------- _ |_| Regime Killer Frost – Unlocked through one armory key in the Archives ------------------------------------------------------------------------------- __________ LEX LUTHOR ŻŻŻŻŻŻŻŻŻŻ ------------------------------------------------------------------------------- _ |_| Insurgency Lex Luthor – Unlocked through one armory key in the Archives _ |_| Kryptonite Lex Luthor – Unlocked by completing S.T.A.R. Lab missions ------------------------------------------------------------------------------- _________ NIGHTWING ŻŻŻŻŻŻŻŻŻ ------------------------------------------------------------------------------- _ |_| Regime Nightwing – Unlocked through one armory key in the Archives _ |_| New 52 Nightwing – Obtained by reaching Level 30 ------------------------------------------------------------------------------- _____ RAVEN ŻŻŻŻŻ ------------------------------------------------------------------------------- _ |_| Regime Raven – Unlocked through one armory key in the Archives ------------------------------------------------------------------------------- ______ SHAZAM ŻŻŻŻŻŻ ------------------------------------------------------------------------------- _ |_| Regime Shazam – Unlocked through one armory key in the Archives _ |_| New 52 Shazam – Unlocked by completing all Star Lab Missions for Shazam ------------------------------------------------------------------------------- ________ SINESTRO ŻŻŻŻŻŻŻŻ ------------------------------------------------------------------------------- _ |_| Regime Sinestro – Unlocked through one armory key in the Archives ------------------------------------------------------------------------------- ______________ SOLOMON GRUNDY ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ------------------------------------------------------------------------------- _ |_| Regime Solomon Grundy – Unlocked through one armory key in the Archives _ |_| Boss Grundy – Complete a Classic Battle tournament on any difficulty with any character _ |_| Red Son Solomon Grundy – Obtained by pre-ordering Injustice from GameStop ------------------------------------------------------------------------------- ________ SUPERMAN ŻŻŻŻŻŻŻŻ ------------------------------------------------------------------------------- _ |_| Regime Superman – Unlocked through one armory key in the Archives _ |_| Godfall Superman – Complete the game in Story Mode _ |_| Red Son Superman – Obtained by pre-ordering Injustice from GameStop _ |_| New 52 Superman – Available in the Collector's Edition of Injustice _ |_| Prison Superman – Unlocked by completing all battles in the iOS version of Injustice ------------------------------------------------------------------------------- ____________ WONDER WOMAN ŻŻŻŻŻŻŻŻŻŻŻŻ ------------------------------------------------------------------------------- _ |_| Regime Wonder Woman Costume – Unlocked through one armory key in the Archives _ |_| Red Son Wonder Woman Costume – Obtained by pre-ordering Injustice from GameStop _ |_| New 52 Wonder Woman – Available in the Special Edition of Injustice _ |_| Flashpoint Wonder Woman – Obtained by purchasing the Flash Point skin pack or season pass ------------------------------------------------------------------------------- _ /_\ //_\\ / _ \ ______________________________________ \_/ \_/ C H I E V E M E N T S/T R O P H I E S \________________________________ ------------------------------------------------------------------------------- _ |_| All Star Gamerpoints: 10 Trophy Type: Bronze Requirement: Get 100 Stars in S.T.A.R. Lab Mode ------------------------------------------------------------------------------- _ |_| Almost There Gamerpoints: 20 Trophy Type: Bronze Requirement: Complete 50% of Story Mode ------------------------------------------------------------------------------- _ |_| Arkham City Lockdown Gamerpoints: 10 Trophy Type: Bronze Requirement: Defeat every villain with Batman ------------------------------------------------------------------------------- _ |_| Around and Around We Go Gamerpoints: 20 Trophy Type: Bronze Requirement: Perform every level interaction once ------------------------------------------------------------------------------- _ |_| Around The World Gamerpoints: 15 Trophy Type: Bronze Requirement: Knock opponent through all transitions across all levels ------------------------------------------------------------------------------- _ |_| Beginner's Luck! Gamerpoints: 10 Trophy Type: Bronze Requirement: Win a single online match ------------------------------------------------------------------------------- _ |_| Breaking Records Gamerpoints: 10 Trophy Type: Silver Requirement: Win 100 complete Online Matches ------------------------------------------------------------------------------- _ |_| Buddy System Gamerpoints: 10 Trophy Type: Bronze Requirement: Enter Online Practice with someone on your friends list ------------------------------------------------------------------------------- _ |_| Bull in a China Shop Gamerpoints: 100 Trophy Type: Silver Requirement: Cause maximum damage in all arenas (does not include Practice mode) ------------------------------------------------------------------------------- _ |_| Cosplay Gamerpoints: 5 Trophy Type: Bronze Requirement: Unlock a costume in the Archives ------------------------------------------------------------------------------- _ |_| Feel the Burn! Gamerpoints: 10 Trophy Type: Bronze Requirement: Perform every Meter Burn special move of every character ------------------------------------------------------------------------------- _ |_| FINISHED Gamerpoints: 10 Trophy Type: Bronze Requirement: Win a match with the super move of any character ------------------------------------------------------------------------------- _ |_| Go Sit in the Corner Gamerpoints: 10 Trophy Type: Bronze Requirement: Win a multiplayer match with a timeout ------------------------------------------------------------------------------- _ |_| Gonna Need More Closet Space Gamerpoints: 20 Trophy Type: Silver Requirement: Unlock All costumes in the Archives ------------------------------------------------------------------------------- _ |_| Groundbreaking Gamerpoints: 10 Trophy Type: Bronze Requirement: Use every interactable and win in a multiplayer match ------------------------------------------------------------------------------- _ |_| Heavy Hitter Gamerpoints: 10 Trophy Type: Bronze Requirement: Perform a 10 hit combo with every character ------------------------------------------------------------------------------- _ |_| Hoarder Gamerpoints: 50 Trophy Type: Silver Requirement: Unlock everything in the Archives ------------------------------------------------------------------------------- _ |_| Holy Knockout Batman! Gamerpoints: 10 Trophy Type: Bronze Requirement: Win 10 complete Ranked matches ------------------------------------------------------------------------------- _ |_| I Can Back it Up Gamerpoints: 5 Trophy Type: Bronze Requirement: Equip a new background image ------------------------------------------------------------------------------- _ |_| I Conquered All Gamerpoints: 20 Trophy Type: Bronze Requirement: Beat All S.T.A.R. Lab Missions (Excluding DLC) ------------------------------------------------------------------------------- _ |_| I Voted! Gamerpoints: 10 Trophy Type: Bronze Requirement: Vote Correctly in a KOTH match ------------------------------------------------------------------------------- _ |_| Iconic Representation Gamerpoints: 5 Trophy Type: Bronze Requirement: Equip a new Icon ------------------------------------------------------------------------------- _ |_| It Has Begun Gamerpoints: 10 Trophy Type: Bronze Requirement: Complete 1 S.T.A.R. Lab Mission ------------------------------------------------------------------------------- _ |_| Justice for All Gamerpoints: 80 Trophy Type: Silver Requirement: Complete 100% of Story Mode ------------------------------------------------------------------------------- _ |_| Learning is Fun Gamerpoints: 10 Trophy Type: Bronze Requirement: Complete Tutorial ------------------------------------------------------------------------------- _ |_| Looking Good! Gamerpoints: 5 Trophy Type: Bronze Requirement: Equip a new Character Portrait ------------------------------------------------------------------------------- _ |_| Lucky Break Gamerpoints: 10 Trophy Type: Bronze Requirement: Win 1 complete Ranked match ------------------------------------------------------------------------------- _ |_| Metahuman Gamerpoints: 10 Trophy Type: Bronze Requirement: Perform every special move of every character ------------------------------------------------------------------------------- _ |_| Mini-Master Gamerpoints: 25 Trophy Type: Bronze Requirement: Win all story mode minigames ------------------------------------------------------------------------------- _ |_| Only a Real Master Gamerpoints: 10 Trophy Type: Bronze Requirement: Make a comeback when at low health (10% or less) ------------------------------------------------------------------------------- _ |_| Over The Top! Gamerpoints: 10 Trophy Type: Silver Requirement: Play 200 complete Online Matches ------------------------------------------------------------------------------- _ |_| Overachiever Gamerpoints: 15 Trophy Type: Bronze Requirement: Get 3 stars on 1 S.T.A.R. Lab Mission ------------------------------------------------------------------------------- _ |_| Overthrown Gamerpoints: 10 Trophy Type: Bronze Requirement: Dethrone the King in an online match ------------------------------------------------------------------------------- _ |_| Perfect Aim Gamerpoints: 10 Trophy Type: Bronze Requirement: Win a match as Deathstroke without missing a shot (minimum 12 shots) ------------------------------------------------------------------------------- _ |_| Platinum Trophy (PS3 only) Gamerpoints: N/A Trophy Type: Platinum Requirement: You've unlocked all Trophies! ------------------------------------------------------------------------------- _ |_| Practice Makes Perfect Gamerpoints: 10 Trophy Type: Bronze Requirement: Enter Practice Mode ------------------------------------------------------------------------------- _ |_| Rise to the Top Gamerpoints: 10 Trophy Type: Bronze Requirement: Complete Classic Battle with any character ------------------------------------------------------------------------------- _ |_| Sidekick Gamerpoints: 10 Trophy Type: Bronze Requirement: Reach Level 10 ------------------------------------------------------------------------------- _ |_| Statistical Advantage Gamerpoints: 10 Trophy Type: Bronze Requirement: View Your Hero Card ------------------------------------------------------------------------------- _ |_| Streak Ender Gamerpoints: 10 Trophy Type: Bronze Requirement: Defeat a Survivor ------------------------------------------------------------------------------- _ |_| Superhuman! Gamerpoints: 10 Trophy Type: Silver Requirement: Perform every character's super move ------------------------------------------------------------------------------- _ |_| The Caped Crusader Gamerpoints: 10 Trophy Type: Bronze Requirement: Win with Batman using every special move and his Super move ------------------------------------------------------------------------------- _ |_| The Hero We Deserve Gamerpoints: 100 Trophy Type: Gold Requirement: Reach Level 100 ------------------------------------------------------------------------------- _ |_| Throwdown! Gamerpoints: 10 Trophy Type: Bronze Requirement: Perform 8 throws and win in a multiplayer match ------------------------------------------------------------------------------- _ |_| Top Rung Gamerpoints: 25 Trophy Type: Silver Requirement: Complete Classic Battle with all characters ------------------------------------------------------------------------------- _ |_| Tourist Gamerpoints: 30 Trophy Type: Silver Requirement: Send an opponent through all three Metropolis transitions in one fight ------------------------------------------------------------------------------- _ |_| True Marksman Gamerpoints: 10 Trophy Type: Bronze Requirement: Win a match with Green Arrow using only arrows ------------------------------------------------------------------------------- _ |_| Ultimate Battler Gamerpoints: 50 Trophy Type: Silver Requirement: Complete Battle Mode ------------------------------------------------------------------------------- _ |_| Unstoppable Force Gamerpoints: 10 Trophy Type: Bronze Requirement: Win a Clash sequence with any character ------------------------------------------------------------------------------- _ |_| World's Finest Gamerpoints: 100 Trophy Type: Gold Requirement: Complete All S.T.A.R. Lab Missions with 3 Stars ------------------------------------------------------------------------------- _ |_| Wrecking Ball Gamerpoints: 10 Trophy Type: Bronze Requirement: Knock an opponent through a transition ------------------------------------------------------------------------------- =============================================================================== _______ [SL00] | _____| | |_____ |_____ | _____| | |_______| S. T. A. R. L A B S M I S S I O N S =============================================================================== ____ - - - - - - - - - / __/__ __ ___ ___ ____ __ _ ___ _ ___ - - - - - - - - - _\ \ / // // _ \/ -_)/ __// ' \/ _ `// _ \ - - - - - - - - /___/ \_,_// .__/\__//_/ /_/_/_/\_,_//_//_/ - - - - - - - - - /_/ M I S S I O N S ------------------------------------------------------------------------------- MISSION 001 - Getting Started ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Flash tries to reason with Superman about letting his emotions get in the way. Completer the moves listed on top of the screen before saving Lois. * Strengthen your skills (mission completion) * Land a 5 Hit Combo * Execute Combo greater than 30% This mission is the first of the many training missions in S.T.A.R. Labs. Perform all the moves that are displayed on the screen against Flash in order to complete the mission. It's actually impossible to finish this mission without completing all objectives since the super move that is required at the end of all training in order finish the mission is a 7-hit combo and it takes off more than 30% so if you can't complete this mission with a 3-star ranking... YOU LIE! And I will tell all my friends about your failings. ------------------------------------------------------------------------------- MISSION 002 - The Yellow Sun ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Determined to get past Bane, Superman uses the sun's power to build his strength. Stand in the rays of the sun to charge Superman's health. * Defeat Bane (mission completion) * Land a Level Transition * Win with 50 or more seconds remaining Superman starts out with only about 50% of his health for this mission. The sun's rays will shimmer down on the street at times and Superman can stand in the rays to regain his health. Bane is hard to defeat if you stay away from him and constantly perform Heat Vision against him. Try to keep him away and stay in the sun's ray for a while then go all out on him with attacks. The level transition for this Metropolis stage is on the far right side of the screen. Lead Bane over to that side then leap behind him and hit him with a back + H attack to perform a level transition to send him flying into a building. Beating him with 50 or more seconds remaining shouldn't be much of a problem. The only slightly tricky objective is getting the CPU Bane to cooperate for a level transition setup. It's easy to perform both bonus objectives together here. ------------------------------------------------------------------------------- MISSION 003 - Kryptonite Batarangs ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Lex has attached a mind-control device to Batman. Defeat Batman while avoiding his Kryptonite batarangs. * Defeat Batman (mission completion) * Use an Interactive Object * Avoid getting hit by a Bararang Batman's batarangs are made of Kryptonite for this mission and he takes a great deal of damage from Superman per hit with each batarang toss. ALL of his batarang attacks will take more, so Superman must watch out for his diagonal upward toss, his horizontal batarang toss and his Meter Burn Slide Kick where he tosses a batarang after the slide kick. The Meter Burn Slide Kick is by far the hardest to avoid since it's just an upgraded version of a close range attack, so it's best to avoid close range battles with Batman if you're going for the last objective. To keep him from hitting Superman with a batarang, stay at long range from him and keep performing a mixture of Superman's heat vision (d, b, L) and his heat zap (d, b, H). The heat vision can be performed in the air, so its really the best move to use but the heat zap takes more damage. Add in a Meter Burn heat vision for a guaranteed hit if Batman blocks the heat vision. If he keeps getting knocked down by each attack, then keep spamming him with more. After Batman blocks a hit, don't immediately do another - wait for him toss a batarang then leap over it and shoot heat vision to hit him. This objective is hard and very luck-based, so just keep trying. The best interactable object to use for the Interactive Object objective is the car that hangs from the ceiling on the right side of the stage or the rotor blade on the back of the helicopter along the left side of the stage. Just jump into the air and toss either one with the interact button and the objective will automatically be executed. Superman doesn't even have to hit Batman with the object. ------------------------------------------------------------------------------- MISSION 004 - Heating Up ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Overcome the Alternate Superman that Lex brought to Earth. Hit the matching on-screen button to power up your heat vision. * Win the battle (mission completion) * Win without missing any button inputs * Cross the line 5 times In this mission, Superman and his alternate, are locked in a heat vision battle. A player must tap the on-screen button that appears in order to fight back against the alternate. Keep tapping the displayed button to fight back and win this heat vision tug of war. The second objective challenges you to not press the wrong button. You can miss a button tap but DO NOT press the wrong button when another is displayed. The third objective makes it to where a player has to extend the battle in order to meet the objective. Allow the alternate Superman's beam to move past the lines in the middle of the street five times while fighting back against him then win. You basically have to play around with him for a while - allow him to overcome your Superman by allowing his heat vision to cross the street lines a total of fives times then come back and fry his ass. Your Superman must win to complete the objective though. ------------------------------------------------------------------------------- MISSION 005 - Rain of Fire ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Cyborg has been reprogrammed by Lex to take down Superman. Watch out for the falling debris from nearby buildings. * Defeat Cyborg (mission completion) * Win without getting hit by more than 5 pieces of debris * Connect 10 Special Moves Other than the falling pieces of debris, this is nothing more than a standard fight really. The pieces of debris that fall throughout the battle will not take must damage, but they can screw up the second objective. The second objective is by far the hardest and most random objective. It's best to work Cyborg into a corner and constantly hit him with a combo. I used L, L, M to keep him in a corner. Since this combo pushes Superman away, you'll constantly have to dash toward Cyborg, which is good! You want to constantly stay moving to have less of a chance of the debris hitting Superman. Save your super meter until a debris piece is about to hit Superman then perform the super to race underneath it and most likely hit Cyborg with the super (since he doesn't block all that much). Another way to possibly avoid getting hit by debris is to stay at one end of the screen and perform heat vision and heat zap constantly. Really, all of this is completely random, so you might actually find a better way. The third objective challenge a player to HIT Cyborg (take full damage) with 10 special moves. Cyborg must get hit and cannot block 10 special moves to fulfill the final objective. ------------------------------------------------------------------------------- MISSION 006 - Meteor From Krypton ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Superman has been weakened by Kryptonite dropped by Lex. Survive for 20 seconds without being hit by Catwoman's attacks. * Stay alive for 20 seconds (mission completion) * Land a 4 Hit Juggle Combo * Throw twice This mission challenges a player to survive for 20 seconds and not get hit by Catwoman. You are basically at the complete mercy of the CPU Catwoman and her random AI for this battle. From the start, you can limit your chances of getting hit by air dashing backward and backing up to the small ship on the left side of the screen. When Catwoman gets close tap the interact button to hit her with it then quickly rush to the right side of the screen back up and toss the spiked ball in the middle of the stage at Catwoman to buy you some time. Basically, you just have to keep Catwoman busy with attacks that actually hit her in order to survive this. Try to shoot her with heat vision or heat zap to keep her busy. The two bonus objectives are just as random as the main objective. Throw Catwoman twice and hit her with a four hit juggle combo. Both are equally hard to do and there is no real special way to get them besides randomly hitting her with each. The four hit juggle combo must be FOUR HITS IN THE AIR, so a hit that launches Catwoman doesn't counter. Here is a full four hit air juggle. Low Scoop (d, f, L), L, L, Heat Vision Meter Burn (d, b, L, [MB]) The Low Scoop launches, the two L attacks juggle and the meter burn heat vision hits twice for a five hit combo (four hit juggle). Try to score the first hit to get a portion of super meter in order to perform the combination from the start. below. ------------------------------------------------------------------------------- MISSION 008 - Noxious Fumes ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Superman attempts to question Poison Ivy about Lois's location, but discovers that Lex has freed the Joker and armed him with Kryptonite poison. * Defeat the Joker (mission completion) * Win with a throw * Win without using any Special Ability This mission is pretty straightforward and easy overall. Superman will slowly lose health from the Kryptonite poison that Joker has hit him with. Both characters start on their second bar for this fight, so if you happen to fail it then it won't be much of a bother to simply restart. Just about any attack can help out for basic mission completion for this mission so I won't go into detail with how to simply beat The Joker. The second objective requires that you finish The Joker with a throw (L + H) for the final hit. The third objective challenges a player to beat The Joker without using ANY special moves, abilities or super moves - Superman can only perform normal attacks and combo attacks. There is variety of ways to do this with Superman's combo attacks. You can spam Joker with M, M, H and then work him into a corner and uppercut him constantly with d + M then juggle him with a series of attacks (L, L, H or more M, M, H). Superman can literally stand above Joker and hit him when he gets up. The best part about corner juggling him is that super man will not be pushed back, so you can constantly spam him as he gets up each time. This might be kind of random, but this mission is very repeatable, so it shouldn't be too much of a bother. ------------------------------------------------------------------------------- MISSION 009 - Man of Steel ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Three of the strongest villains in the universe have been sent to destroy Superman. Use your Super Move as the final blow. * Defeat all villains (mission completion) * Win using only punches * Connect 10 Special Moves on one opponent Superman must fight Solomon Grundy, Black Adam and Doomsday in that order for this mission. All opponents only have one life bar and they will be dazed when each of them has been beaten down to 25% health remaining. They must all be finished off with Superman's super move. Superman has two health bars and he will not be able to build any super meter until he has knocked each opponent down to 25% health. At that time, use the super move to finish off the opponent and then the next will hop out onto the street. This mission is basically an endurance match of three. Staying away from each opponent and performing air heat vision and knocking them down with heat zap when they get close will easily keep them at a distance and often hit them. The only problem is when one of them constantly dashes toward Superman. Use a close range combo to knock the opponent to the ground then dash away and heat vision/zap spam again. The second objective challenges a player to beat all three opponents with ONLY punch moves. Superman cannot perform his beam attacks. Performing his character power that raises his attack and any normal attacks, combos or special moves where he punches is ok to do and still get the objective completed. Superman's super move is all punches, so don't worry about that. Connecting 10 special moves for the third objective must all be done on ONE opponent. You must hit one opponent with 10 special moves without them blocking. It's best to get away from Solomon Grundy (first opponent) and spam him with both ground and air heat vision - heat vision works the best since it doesn't take much damage if it hits or if the opponent guards. Beware Grundy's super armor dashing grab. Hit him a total of 10 times with these special moves to get the objective then beat the other opponents normally. ------------------------------------------------------------------------------- MISSION 010 - Kryptonite Plated ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ LexCorp has developed a Kryptonite energy source for Luthor's power armor. Damage Lex 10 times to deplete the energy source and save Lois. * Defeat Lex (mission completion) * Win without jumping * Win with a Super Move Lex Luthor starts out with a Kryptonite shield around him for this battle. Superman must hit him a total of 10 times in order to destroy the shield. An on-screen indicator shows how many more hits must be performed in order to damage the shield. It's really best to go all out on Lex with close range combos from the start (L, L, M or M, M, A) and work up a total of 10 hits quickly to rid him of his shield. Once his shield is down, the battle turns into a basic battle with Lex Luthor. He can be a little ass with his energy shield character power, so get away from him and hit him with heat vision or heat zap to quickly rid him of his energy shield. Hitting him from close range when he has up his energy shield can often get Superman hit since Lex can take one hit and still hit Superman at that time. The challenges for this mission are pretty basic overall. Win the match without jumping and finish Lex Luthor off with a super move for the final hit. Basically just stay on the ground and only perform ground attacks and save all your super meter until the final hit then finish off Lex with Superman's super move. Press forward + H to launch Lex into the air and then perform Superman's super move for a guaranteed hit if the launcher hits him. The main obstacle that can mess up the super move finish is a sudden clash/wager later in the battle. DO NOT offer up any super meter if Lex starts a clash and you're going for the super move finish objective. ___ __ - - - - - - - - - - - / _ ) ___ _ / /_ __ _ ___ _ ___ - - - - - - - - - - - - / _ |/ _ `// __// ' \/ _ `// _ \ - - - - - - - - - - /____/ \_,_/ \__//_/_/_/\_,_//_//_/ - - - - - - - - - - - - M I S S I O N S ------------------------------------------------------------------------------- MISSION 011 - Sparring Practice ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Batman must hone his skills before going after Arkham's deadliest villains. Execute the moves listed on top of the screen to spar. * Show Nightwing how rusty you are (mission completion) * Land a 10 Hit Combo * Hit Nightwing 15 times in the head Like with Superman, Batman's first mission is simply a training mission. Perform the displayed moves against Nightwing to complete the main objective. The only extra objective that you have to try for is to hit Nightwing 15 times in the head. Hit Nightwing with constant L attacks to hit him in the head until the "Challenge Complete" phrase appears on the bottom left portion of the screen. The 10-hit combo will be performed during Batman's super move (the last command), so you can't get through this mission without performing the first extra objective. ------------------------------------------------------------------------------- MISSION 012 - Baffled Bats ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Scarecrow's fear-inducing poison fills the air. Capture Raven before Scarecrow's madness overcomes Batman's reality. * Apprehend Raven (mission completion) * Use an Interactive Object * Win a Clash Other than the Scarecrow gas status effects, this mission is a basic fight against Raven. The Scarecrow will be in the background watching the fight the whole time and he will laugh and release his gas throughout the battle, which will cause a few status effects on Batman. The gas will change your screen to a monochrome color and it will either reverse your controls or make the screen tilt. The gas can also put Batman to sleep or make him move slower. The tilting isn't really that much of a bother but the reverse controls can get Batman hit easily. The sleeping status effect is basically an instant hit and the slowing of time is kind of random with how bad it will affect a player. Other than the status effects, it's a pretty straightforward battle. Combo M, M, H, Sky Grapple (d, b, X) works well for the majority of Batman's confrontations thanks to its damage and it's very easy to do. Batarangs from a distance (b, f, M) work well for zoning Raven. The first extra objective only requires you to use an environmental objects, so hop over to the right side of the screen and jump then interact with the hovering car to strap a bomb to it to get this objective - Raven does not have to get hit by the explosion. Batman could also simply flip off the car on the left side of the screen. In order to Clash, Raven must get your Batman down to his second health bar. Keep building super meter throughout the round and don't use any! When Batman is on his second health bar, wait for Raven to start a Clash. She most likely will. Allow her to wager her super and don't wager ANYTHING. Allow her to win and use most of her super meter. After she wins, start a Clash of your own by tapping forward + Meter Burn (f + MB) while Raven attacks then wager all your super. This will guarantee that you win the Clash. The Clash MUST be won in order to get the objective. A Clash tie will not count. If Raven has less super than your Batman during the first Clash, well... you'll obviously want to beat her and get the objective right then! It just all depends on the way the battle goes. ------------------------------------------------------------------------------- MISSION 013 - Grenades and Grundy ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Grundy, a zombie, is tough to damage with hand-to-hand combat. Use the undead grenades located around the Batcave to do significant damage. * Apprehend Grundy (mission completion) * Win without missing a grenade * Win without using grenades Solomon Grundy has a VERY high defense against any other attacks besides the green undead grenades that are spread throughout the Batcave in this mission. The undead grenades are environmental objects, so stand over a pair of them and press the interact button to pick them up. Toss them at Grundy by tapping any button after picking them up. Each grenade will take some tremendous damage if it hits him. With the bonus objectives, win the battle without missing a grenade toss for the second objective. After picking up each grenade MAKE SURE that it hits when Batman tosses the grenade and you'll receive the second objective at the end of the mission. The third objective can be a little tough because of Grundy's high defense. All of Batman's attacks do not take much health from Grundy, so it will be a long battle. Thankfully, Grundy is on an easy difficulty, so it shouldn't be extremely hard to finish him off with Batman's arsenal of attacks. Try to stay in the air for the most part when fighting Grundy to avoid his ground pound attack from long range and his rushing grabs from close range. He will often perform his rushing grab, so just jump behind him and combo him. Zoning with batarangs really doesn't work well against Grundy because of his ground pound move, so it's best to stay close to him and hit him with melee combos. Combo M, M, H, Sky Grapple (d, b, X) works well for quick damage and many of Batman's other combos work just as well. The main move you have to prepare for is Grundy's Clash on his second life bar. He WILL most likely perform a Clash, so it's good to be ready for it. Honestly, a super move only takes around 10% from Grundy, so saving your super isn't all that hard to do. ------------------------------------------------------------------------------- MISSION 014 - Pie in the Face ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Stop Joker and Harley from trying to escape Arkham. Avoid their attacks of incoming pies and chattering teeth to reach the evil duo. * Reach Joker and Harley (mission completion) * Don't move backwards * Avoid 10 pies This is your first platforming mission for S.T.A.R. Labs. It plays out with the same controls of a normal fight but Batman cannot attack - he must avoid. Work your way to the right side of the screen while avoiding chattering teeth that move toward Batman from the ground and pies that fly diagonally downward toward Batman. The chattering teeth are easily avoided by jumping forward to get over them when they approach. They can hop up a little, but they don't jump much. The main problem with this mission are the pies. They fly toward Batman diagonally and sometimes at an arc. Try to move forward most of the time to avoid the majority of the pies. Sometimes a pie will fly at an arc and Batman must slow down and allow it to hit the ground. Duck or back up if needed to avoid the pies. The only problem with the chattering teeth is that they are so small and hard to see at times. The second objective challenges a player to not move backwards while performing this mission. Simply walk forwards or stop at all times and don't ever move backwards. Basically, getting to the other side as quickly as possible will help out for this bonus objective. The third objective requires that Batman avoid 10 pies, so he must either allow a pie to pass by him overhead or allow it to hit the ground in front of him a total of 10 times. You'll need to prolong the mission in order to get this bonus objective. It's best to stay on the left side of the stage for a while and SLOWLY make your way forward. Focus most on dodging the incoming objects and don't focus on moving forward at all except for when you have to leap forward to dodge the teeth. The chattering teeth set you up for jumping into pies, so try to wait until AFTER a pie hits the ground before jumping over a set of chattering teeth. One major problems is when you get several chattering teeth in a row - you just have to hope there are no pies coming when jumping forward at that time. This third objective can be very luck-based, so it might take a few tries at times. The objects are all random and they you'll have a different set of obstacles every time - just got to wait for your moment to shine. ------------------------------------------------------------------------------- MISSION 015 - Killer Croc ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Killer Croc has opened the cells in Stryker's Island. Use Batman's Batarang to stop the prisoners from escaping. * Apprehend Killer Croc (mission completion) * Dodge 10 Shoulder Charges * Flawless Victory The first part of this mission is all about hitting convicts with batarangs. Convicts will run out of the prison door on the right side of the stage and Batman must hit them with a batarang (b, f, M) in order to stop them. There are a total of five convicts that will rush out the door. You can literally just spam batarangs during the first part and not fail any of the object and hit all the convicts easily - no timing is needed really. You've probably noticed Killer Croc near the metal container off to the right. He will hop out from the background and challenge Batman after the convicts are all "apprehended". Killer Croc only has one attack and Batman can only afford to get hit by it twice - the third hit will make him fail. Killer Croc will growl and then dash toward Batman and try to shoulder charge him. To dodge the shoulder charge, stay at furthest side of the screen away from Killer Croc and then leap over him a few seconds after he growls. His shoulder charge is quick and you'll need to get the timing down in order to avoid it. After you get the timing down, it's pretty easy to dodge his shoulder charge. Just keep hopping back and forth over him after he growls. In order to get the second objective, the battle with Killer Croc must be prolonged so that Batman hops over 10 of his shoulder charges. The third objective is obvious - just don't get hit. To defeat killer Croc and not get hit while doing so, it's best to toss one or two sets of batarangs toward him after hopping over him and then prepare to hop over him again. After Batman tosses two sets of batarangs, Croc will already be preparing another attack, so just prepare to jump shortly afterwards. It's a good idea to start damaging him early in order to defeat him after the 10th shoulder charge. Once all of Killer Croc's health has been taken, he will fall to his knees. Rush toward him and hit him with any of Batman's normal attacks until his second health gauge is fully drained in order to complete this mission. He will not try to get up no matter how long Batman takes to finish him off. ------------------------------------------------------------------------------- MISSION 016 - Deathstroke Destroy ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Joker is covering Deathstroke's attempt to escape via an APC. Destroy the APC while avoiding incoming missiles from Joker. * Destroy the APC (mission completion) * Win with at least 10 seconds remaining * Make 5 rockets hit the APC Deathstroke is inside the APC vehicles on the right side of the street and the APC must be destroyed in order to complete this mission. The APC can be hit with any of Batman's attacks (close or long range) in order to damage it. The Joker is in the background portion of the street and he is armed with a rocket launcher. He will fire a rocket at Batman after a few seconds have passed. The Joker will always laugh or taunt Batman with some phrase before he fires a rocket so it's easy to tell when the rocket is coming. Hop back to the left after Joker fires a rocket in order to dodge it. It's really best to get both bonus objectives on the first time through. The second objective is to finish this mission with 10 seconds remaining and the third objective is to allow Joker to damage the APC with 5 total rockets. Stand near the tank and hit it with melee attacks until the Joker laughs or taunts Batman then hop back to the left so that the rocket misses Batman and hits the APC. Be sure to let Joker hit the APC a total of five times before it is destroyed. It's pretty easy to destroy it within the 10 second time limit with Joker hitting it with rockets so go ahead and try for both bonus objectives at the same time! ------------------------------------------------------------------------------- MISSION 017 - Evil Duo ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Batman has finally caught up with Joker and Harley again. This time stop the Evil Duo and send them back to Arkham! * Apprehend Harley and Joker (mission completion) * Win using only Special Moves * Execute a Combo greater than 30% Mission 17 is an endurance battle against Harley Quinn and The Joker. They each have one bar of health and they are both on a higher difficulty than past opponents. Both character noticeably block more than other characters that have been fought thus far. The opponents can both be aggressive as well. Just about any sort of tactic can still work well for finishing them off however. The objectives are mainly what make this mission a bit tough but they aren't all that bad. The second objective can be the hardest since it limits a player. Batman can only perform special moves and super moves against both characters to damage them. DO NOT perform any normal attacks or combo attacks against Harley or Joker or the objective will be failed. It's best to hit both of them with a Slide Kick (b, f, H) or a Straight Grapple (d, b, L) when they are in close range then spam them with batarangs (b, f, M) when they are at long range. This is a slow way to beat them, but it can be speeded up with a super move. A super move will not count against you. As for the third objective (30% damage in a combo), did I hear someone say "super move"!? Stand up and be noticed! Hit either character with Batman's super move to take off more than 30% damage and get the final objective easily. ------------------------------------------------------------------------------- MISSION 018 - Cat Nap ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ While tracking Catwoman to a heist, Batman came upon an injured guard. Protect him by deflecting rockets with Batman's Parry (d, b, H). * Save the guard and stop Catwoman (mission completion) * Reflect the rocket at the last second * Don't miss a Parry Catwoman is armed with a rocket launcher! Batman will stand on one side of the Metropolis Museum and protect an injured guard as Catwoman fires rockets toward Batman. Batman can deflect the rockets with his Cape Parry. Knock away each of Catwoman's rockets with Batman's Cape Parry in order to finish this mission. The main tricky part here is that the rockets that Catwoman fires will randomly move slow and fast. There is no way to tell how they will move, so just watch the rocket closely as she fires it out then react with a Cape Parry quickly. It's easy to perform both bonus objective on accident while trying to complete this mission. You'll likely reflect at least one rocket at the very last second to get credit for the second objective. The third objective really doesn't make much since - the mission is over if Batman misses a party, so it's automatically fulfilled by just beating the mission! I take it someone at Netherrealm Studios ran out of ideas with this mission and gave us a freebie. ------------------------------------------------------------------------------- MISSION 019 - Heli-Battle ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Lex is trying to fly convicts out of the prison. Defeat the soldiers while avoiding helicopter gunfire, and then pick up a missile to take it down. * Destroy the helicopter (mission completion) * Survive 8 seconds while fighting the guards without getting hit * Execute a combo greater than 20% Batman must fight off a total of five of Lex's soldier's during this mission. They only have 25% health each, so they are knocked out nearly with one combo. It's best to jump into them with a jumping H then hit them with a L, L, M combo to finish them off. There are several ways to take them down. After a few seconds into the battle, a helicopter will fly into the area and fire its gatling guns from the background every few seconds. It will sweep the area in front of it with gunfire. Jump into the air to avoid the gunfire. It can't hit Batman so long as he stays in the air. Finish off the five soldiers and the final soldier will drop a rocket launcher. Stand over the rocket launcher and pick it up with the interact button to end this mission as Batman destroys the rocket launcher with a rocket. Batman can still get hit while picking up the rocket launcher, so pick it up AFTER the helicopter stops firing. The second objective is best obtained against the first guard since there is no helicopter around from the start when he is in the area, but it's not too bad when the helicopter is around either. Since the guards can fire with a magnum like Joker, this it's best to spend the majority of the time in the air. Thankfully, Batman has a double jump, so just continue to jump away until the "Challenge Complete" phrase appears. Survive 8 seconds without getting hit AT ANY TIME during the battle to get the objective. The final objective is easily obtained by hitting a guard with a jumping H and then juggling him with L, L, M while he remains in the air. The combo is exactly 20%. Batman's other combos can work after a jumping H as well. ------------------------------------------------------------------------------- MISSION 020 - Dark Night Vision ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Bane, the last of the Arkham escapees, has shut down the power. Batman's night vision is fragile, so be careful not to get hit. * Apprehend Bane (mission completion) * Win with a throw * Never reach max Super Meter Batman and Bane must do battle in the Metropolis Museum for this mission. This battle is done in the dark and Batman will have his night vision on during the fight. Batman's night vision is malfunctioning so it can't take a hit and still remain on. If Bane hits Batman, the area will turn dark, but if Batman clobbers Bane right back, the night vision will turn back on. Bane is about the same difficulty as Harley and Joker were in Mission 17 - he's still not really hard, but he will block and fight back more than the opponents in the first few missions. Hitting him with special moves and basic combos will finish him off pretty quickly. Stay at a distance from Bane and toss Batarangs at him whenever Batman is far away from him. Keep in mind that the Straight Grapple move is a great way to keep him at a distance when Bane gets up on Batman. The objectives are more annoying than they are hard. They just get a player to do some extra minimal stuff that is a distraction. The second objective is easily done by just throwing Bane for the final hit - enough said. The third objective is the one that you need to pay the most attention to. Keep Batman's super meter from reaching max at all times throughout the battle. In order to do this easily, Meter Burn special moves often. It's best to Meter Burn the Batarang (b, f, M, [MB])so it hits Bane an extra time after being thrown at him. If you get enough meter to do a super, the objective is already a failure, so yeah, you can't use a super move while trying to get the third objective. _____ __ - - - - - - - - / ___/___ _ / /_ _ __ ___ __ _ ___ _ ___ - - - - - - - - / /__ / _ `// __/| |/|/ // _ \ / ' \/ _ `// _ \ - - - - - - - \___/ \_,_/ \__/ |__,__/ \___//_/_/_/\_,_//_//_/ - - - - - - - - M I S S I O N S ------------------------------------------------------------------------------- MISSION 021 - Cat Burglar ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Knock out the museum guards to access the roof by completing the list of displayed moves. * Sharpen your skills (mission completion) * Land a 10 hit combo * Land 10 Low Attacks Just like Superman and Batman, Catwoman's first mission is a training mission that goes over many of her moves. Her opponent is a soldier. Follow the move sequences that display on the top portion of the screen. The second objective is best done before during the final move (super move) for Catwoman. Catwoman's super move is a nine hit combo by itself. Perform a f + H attack or a b + H attack then activate Catwoman's super move to hit the soldier in the air after he is launched/bounced. So long as Catwoman does not hit the soldier with the super, she can keep performing it. The third objective can be performed by attacking the guard with 10 sweeps(d + H). ------------------------------------------------------------------------------- MISSION 022 - Avoid the Lights ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ In order to gain access into the museum Catwoman must avoid the moving spotlights and destroy the air vent. * Break into the museum (mission completion) * Don't move backwards * Complete the path backwards This mission is a platforming mission with similar controls that were in the Batman platforming mission. Catwoman can attack in this mission, but it's only useful for when she reaches the air vent on the right side of the screen. Catwoman starts out on the museum rooftop and must avoid spotlights during the... daylight hours. Each of the first few searchlights will move into the foreground and the background. Pass by it when it moves away from the building (foreground or background). It's best to jump by the spotlights in order to move by them faster. There are five spotlights total. The first two are slightly close together and the next two are much like the first pair, but the fifth will circle to the left near the fourth spotlight and then back to the far right. The fifth actually passes a little to the left of the fourth spotlight. It moves all the way to the right where the air duct is. Once Catwoman makes it to the air vent, she must break it. It's really best to use light attacks (L attack) to damage it. The health meter is displayed above the air duct. Stand a bit away from the air vent and hit it with Catwoman's whip (d, b, L) in order to damage it and stay out of the circling spotlight. The second objective requires that Catwoman not move backwards at all during this mission. Hit the air vent with Catwoman's whip in order to damage it and remain out of the spotlight. The third objective is rather stupid in a way. It requires a player to make it ALL the way through the obstacles and touch the air duct then literally go backwards back to the beginning. Literally walk backwards back to the start to get this objective! So this means a player will have to move by the spotlights and then backtrack through them and then move through them again and destroy the air vent. The third objective is basically like treating the mission as your bitch basically. ------------------------------------------------------------------------------- MISSION 023 - Isis ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Use Isis to sneak past the guards in order to obtain information on the location of the Batcave. * Reach the end of the museum (mission completion) * Don't move backwards * Meow 25 times For this mission, the player takes control of Isis - Catwoman's cat - and must sneak by the guards in the museum. This mission is not really too much different from the last mission in terms of what you do. Isis moves slow overall but this area doesn't require really quick movement. Isis can simply leap over the lasers in the area or wait for them to move upwards then walk under them. The main threat in the museum are the guards that patrol the area. Isis has a major advantage against the guards however - they cannot see Isis unless they shine their light directly on Isis. All a player has to do is stay out of the light from each guard's flashlight in order to keep a guard from seeing Isis. Isis can literally walk or jump right by a guard without being seen so long as the guard doesn't shine his flashlight at Isis. A guard will always shine their flashlight behind them and down at the ground in front of the screen. They will not shine their light in front of them, so just pay attention to the way that they stand to know where they will shine their lights. Each guard has his own pattern, so just watch each one closely before stepping by one. The only hard part is with the second and third guards since they are very close to the lasers that move up and down. Wait for the second guard to move to the left then step past him. Watch the third guard closely while moving under the lasers. The fourth guard is past the next set of moving lasers, so be ready for him also. Make it to the far right side of the museum to finish the main objective. The objectives for the mission are overall pretty easy. The second objective requires that Isis never move backwards, so just keep a sharp eye on the guards that are ahead of Isis. It's a good idea to allow one to shine his light on the ground and then start to walk again before passing by him. For the third objective, just press any button to meow with Isis and do it a total of 25 times. The guards will not discover Isis based on the meow, so you can do it freely without worrying about being caught. ------------------------------------------------------------------------------- MISSION 024 - Rumble In the Museum ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Using Catwoman's nimble reflexes, defeat 20 guards in under 40 seconds before the alarm goes off. * Defeat the guards (mission completion) * Win without dashing * Flawless victory Catwoman has 40 seconds to defeat a wave of 20 guards that arrive one at a time. Each guard will be defeated with one attack from Catwoman regardless of which attack it is. She can literally knock each guard out with an L attack. They will constantly rush her from one side of the screen. They will fire with a magnum and toss out an electric mine on the floor every now and then. It's best to stay close to them to avoid their long range attack. They can hit Catwoman very randomly from up close - there is little that can be done about this. The second objective is not hard to get at all. Just don't dash at all while defeating the guards. The third objective requires Catwoman to defeat all 20 guards without getting hit. Stand in one spot and duck then constantly perform her L attack over and over. There is little the guards can do against her crouching L attack. The main attack you will need to watch for is their sudden electric mine toss. If they ever hold back an arm to toss an electric mine, quickly jump toward them with a jumping L attack then go back to spamming crouching L once again. They can grab onto the flying probe and use its flamethrower also - it's hard to control this since it's risky to distance them from it. The third objective is very randomly achieved since they can still hit Catwoman at times even through the crouching L but the crouching L is your best bet. Just keep trying. You'll likely have to get lucky with this one - it can take a while at times. ------------------------------------------------------------------------------- MISSION 025 - Safe Cracker ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ The museum break-in led Catwoman to a safe at Wayne Manor. Hit Wayne's safe to crack it open within 30 seconds. * Break into the safe (mission completion) * Break into the safe using only light attacks * Win with more than 15 seconds remaining This mission is basically a freebie star mission. All the objective are quite easy including the main. Catwoman must hit the safe on the right side of the room to break it open. The safe's health bar is displayed on the left side of the screen. Really, any fast attack works fine. H hits work well and Catwoman's hit takes a good bit of health per strike also. Catwoman has a total of 30 seconds to break the safe open or the mission will be a failure. You likely won't be able to get both of the bonus objectives in one try, but retries of this mission are no problem. Only hit the safe with L normal attacks to finish the second objective and go all out on the safe and hit it with damaging attacks in order to break it within 15 seconds. Neither of these objectives require much strategy to them. ------------------------------------------------------------------------------- MISSION 026 - Bloodletting ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Catwoman was injured opening the safe containing the Batcave map. Complete the list of moves in the tracker before you pass out from blood loss. * Complete the listed moves (mission completion) * Complete the list in order * Survive 8 seconds without being hit Catwoman is losing blood, which makes her health lower very slightly at all time during this mission, but it really doesn't affect the battle that much since Nightwing is only such a low difficulty level. Catwoman must fight Nightwing while performing the command list shown below. All commands must be finished before defeating Nightwing or the mission will result in a failure. Nightwing must be hit with EACH move in order for it to counter toward completion. Required Command List: o Straight Whip (d, f, L) o Cat Claws (b, f, L) o Up Whip (d, b, L) o Cat Dash (b, f, M) o Defeat Nightwing To hit Nightwing with the Up Whip, bounce him off the wall with a b + H attack then juggle him with the upward whip attack. The list must be completed in order starting from top to bottom in order to fulfill the second objective. The third objective requires that Catwoman not be hit for a total of 8 seconds during any portion of the fight. Really, the rest way to accomplish the third objective is to be aggressive with combos. Perform combo L, M, M often to keep him grounded and close. You can try to stay at long range also, but be sure to leap over his ground projectile. ------------------------------------------------------------------------------- MISSION 027 - Batters Up ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Catwoman has finally found the Batcave, but bats are attacking! Kill the bats, but be sure not to get hit five times. * Stop the bats (mission completion) * Don't get hit by any bats * Hit the red bat Catwoman will be attacked by mechanical bats now that she is in the Batcave. All the bats are blue except for one that is red - the one must be hit to satisfy the third objective. The red bat is the only bat that does not have to be destroyed to fulfill the main objective. In order to accomplish the second objective, Catwoman must not get hit by any of the bats. The mission will be a failure if she gets hit five times by any of the bats. There are altogether three waves of bats. It's best to use Catwoman's Straight Whip (d, f, L) to attack bats. Allow them to group up while you back up then strike them all down with the whip. Constantly back up if they are too high or too low. Be on the watch for bats that will fly toward Catwoman at a higher speed than the others - these are the most dangerous. The second wave has many that will group toward the end and third wave all arrives in groups for the most part, so allow them to gather then strike them all down at once. You can hit any very low bats with a quick crouching L attack, but don't rely on this very often. ------------------------------------------------------------------------------- MISSION 028 - Cat's Eye ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Nightwing should know better than to fight a cat in the dark. Use your goggles' night vision to defeat Nightwing. * Defeat Nightwing with the lights out (mission completion) * Destroy the Batrobot * Win with a Level Transition The lights are out and Catwoman must wear her night vision goggles while fighting Nightwing, so the screen will have a monochrome color to it for this fight. The fight is a bit harder than the last fight with Nightwing in Mission 26 - he seems to be on a higher difficulty in this mission, but he still isn't all that bad. He will perform combos more often and he will be more aggressive overall. The second objective for the stage involves destroying the Batrobot that is in the background on the left side of the bottom area of the Batcave (starting area). All you have to do is fight Nightwing near the robot and it will eventually fall apart and you'll complete the objective. The third objective requires a player to win the battle with a Level Transition. The Level Transition in the bottom area is on the left side of the screen and the transition for the top area is on the right side of the screen. Make Nightwing face his back to either of those side when he has about 15% health remaining and knock him into the next area with a b + H attack. He MUST have some health remaining and the transition damage must kill him off in order to complete the objective. If Catwoman hits him with a b + H attack near a transition for the final hit so that the attack defeat him, the transition will not activate. ------------------------------------------------------------------------------- MISSION 029 - Going Up? ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Navigate Catwoman through the security system of lasers and traps in order to reach the Batcave's elevator. * Reach the elevator (mission completion) * Complete the path backwards * Win without jumping This platforming mission involved getting by more lasers and spotlights to get to the elevator on the other side of the Batcave. There is a trick to getting there quickly with very little effort - dash toward the two lasers at the start then wait for the first set of lasers to turn off. When the first set turns off, dash forward and keep dashing (keep tapping forward). Dash all the way to the elevator to finish the mission after that! Everything is all timed perfectly. You can dash straight into the lasers in front of the elevator and mission will end before Catwoman is caught! The third objective can be performed very easily by following the method I mention above. There is no need to jump with it! The second objective is where the problems start. Be sure to dash all the way to the other side using the method I mention above then stop in front of the final set of lasers then start to HOP back the way that Catwoman came from. The hardest part to get past is the red light. You'll have to sort of inch close to it to see it. The best tip I can give you for backtracking is to leap through the spotlights that circle the area to avoid being detected by them. You'll have to move by the red light without it even touching Catwoman though. The first set of lasers is another tricky part. Wait for the set near Catwoman to go off then QUICKLY perform a backward dash then jump twice backwards immediately to get back to the start. Tread carefully back across the lasers and spotlights after. DON'T try to just dash for it on the way back since the obstacles are on a different timing. You'll have to time your movements on the way back. Be sure to complete the third objective before trying for the second objective! ------------------------------------------------------------------------------- MISSION 030 - The Getaway ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Catwoman has finally located the Batmobile. Defeat both Nightwing and Batman, then activate the switch to release your prize. * Steal the Batmobile (mission completion) * Win with full second Health Bar * Throw 6 times Catwoman must fight an endurance match against Nightwing and Batman to finish this mission. Both opponents are around the same difficulty as Nightwing in the previous missions. Staying close to them and spamming the L, M, M combo works really well for defeating both of them. A level transition cannot be performed during this battle since Catwoman needs to stay up top to activate the Batmobile later. Once Batman reaches 25% health, the switch on the right side of the stage can be hit with the interact button in order to activate the Batmobile and finish this mission. This switch is the red switch that is normally use to activate the Batmobile's missiles. The third objective is not really much of a problem. Simply throw either Nightwing or Batman a total of 6 times between the two of them. The second objective can be hard and very random based on the AI of the CPU opponent. It's really best to stick close to each character and continually spam them with the L, M, M. This will position Catwoman near them if it knocks them down to where she can perform it again. Both characters don't block that often. Nightwing is far easier to pin down with this attack sequence. Batman is harder because of cape parry and sudden grapple gun attack. Don't perform a super move - save your super meter to prepare for the inevitable Clash that the AI opponent will do when on their second health bar. Save super meter in order to beat each character. Really, using a super move only distances Catwoman away from her opponent too much. It's best to stay on either one of the characters and spam the L, M, M combo on them. 10 down, 230 to go... (MORE COMING SOON!) =============================================================================== _______ [EE00] | _____| | |_____ | ___ | | |___| | |_______| E V E R Y T H I N G E L S E =============================================================================== ******************************************************************************* VERSION HISTORY ******************************************************************************* -- April 22, 2013 Entire guide is finished. More will be added in the next few days and as I discover more about Injustice. For a full guide that was done in a single weekend, I am pretty tired of staring at this MS Word screen at the moment though. -- April 25, 2013 Cleaned up the bottom move list a bit to make it smaller. I added up all the unlockable outfits and completely redone that section also. I'll add up information for stages soon. I would like to get many of the S.T.A.R. Lab mission details up with some strategies as well. That will take a while though. Haha. -- April 29, 2013 Added all the S.T.A.R. Labs missions for Superman, Batman and Catwoman. I'll get the rest up very slowly. I also added a mention of Release Check and Alternate Control to the Controls section of the first section. ******************************************************************************* CONTACT INFO ******************************************************************************* I can be reached at my email address, which is berserker_kev(at)yahoo.com, so please contact me if you have any questions, comments, etc. Replace the (at) with @. I don't mind receiving emails at all. Don't add me to your Yahoo Messenger though; I use Yahoo Messenger only for close friends. You can contact me through Xbox or PSN. I'm online nearly all the time. Don't send a friend request though. Xbox LIVE Gamertag: Berserker Kev PSN: Berserker_Kev I do have a few guidelines however: 1) Give me a subject in the email, preferably one including the name of the game. An actual subject looks damn sexy in my inbox compared to an unattractive blank subject line. 2) Read the guide over and make sure that your question is not already answered. 3) Please speak in English and attempt to use some correct grammar. This is in no way meant to offend those that cannot speak English well. I have spoken with some readers that claim they cannot speak English when, in fact, they speak better English then some Americans. So basically if you "try" to talk to me then that is good enough. :) And last, but not least, if you found this walkthrough helpful, an email would be most appreciated. It is very true that I write these guides as a hobby, but just that little email that lets me know that I have helped someone always makes me feel special for about five minutes. Don't worry, I won't tell anyone on the gaming boards that you used a guide. ;) If you have a youtube account, you could also give me a subscription on youtube. I promise to keep you entertained with plenty of Chris Redfield action! www.youtube.com/BerserkerSTARS ******************************************************************************* ABOUT ME ******************************************************************************* My name is Kevin Hall. I'm 33 years old and live in the US, in a small town in Mississippi. Ever since I was really young, I have been a huge fan of video games since I was first introduced to them via the Atari 2600 and NES 8-bit. My favorite gaming series is the Resident Evil series followed closely by the Castlevania series. I'm a complete horror gaming junkie - survival horrors are my main cup of tea. Capcom is my favorite video game company. They hardly ever let me down when it comes to games with plenty of replay value. "Want intense detail? Go Berserk(er)!" I try my best to put as much detail as I can in all my guides. I have had remarks that I get ridiculously detailed or come across as long-winded, but that's just the way I write. When I write, I type out what I would want if I was looking for an online strategy guide or FAQ/Walkthrough - I would want a guide that gave all the details for a game. I would want an encyclopedia... or a wiki in my guide! My known aliases are Berserker or Berserker Kev. Many people call me "Kev" and I've also gained the nickname "Kevo" from the RE Mercs community. ------------------------------------------------------------------------------- --> My Youtube page: Videos with RE5 Mercs Chris Redfield gameplay and videos for plenty of other games that I have worked on can be found on my youtube page. www.youtube.com/BerserkerSTARS ------------------------------------------------------------------------------- --> Berserker: Tear Through the Game (My Gaming Blog) My own site with game reviews, discussions of my guides (some), and random thoughts about video games. Feel free to post up some comments on the blog. I don't bite... well not that much... and not too viciously... http://berserkersblog.blogspot.com ------------------------------------------------------------------------------- --> IGN FAQ Writer of the Month interviews: July 2005 - http://faqs.ign.com/articles/637/637797p1.html December 2008 - http://faqs.ign.com/articles/941/941068p1.html ------------------------------------------------------------------------------- --> My other work can be found at both IGN and GameFAQs. IGN - http://club.ign.com/b/contrib?username=berserker_kev&which=faqs GameFAQs - http://www.gamefaqs.com/features/recognition/21400.html?type=1 ******************************************************************************* COPYRIGHT ******************************************************************************* This document Copyright 2013 Kevin Hall (Berserker) Injustice Gods Among Us Copyright 2013 Warner Bros Entertainment Inc. This document is for private and personal use only. Do not try to sell this document for profit. This is a free document and should remain free. Do not try to reproduce this document in any way, shape, or form. Do not alter this FAQ in any way. Use of this guide on any other web site, besides the sites that have contacted me, or as a part of any public display is strictly prohibited, and a violation of copyright. If you want to use this FAQ on your site, then contact me for permission first. This FAQ can only be found on a few sites as of now and I am keeping a list of those sites. Contact me if you want to use it. ******************************************************************************* SPECIAL THANKS ******************************************************************************* - My parents. - All of the friends that I've gained from the RE5 Mercs community. Truly too many to list! - God for helping me get through the past several months of stress problems. - http://network-science.de/ascii/ for the ASCII art. - Ned Jordan from The Gamers' Temple for this game. - SethRis28 for the extra costume info and suggestions. - Bar_bar13 for the Bane/Dante correction. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ ., ,. \ '. - - http://berserkersblog.blogspot.com - - .' / '. '. - - http://www.youtube.com/user/BerserkerSTARS - - .' .' '. '. ___ __ __ __ __ __ __ __ .' .' '.| / __\ /__\/__\/ _\ /__\/__\ /\ /\ /__\/__\ |.' .., /__\// /_\ / \//\ \ /_\ / \// / //_//_\ / \// ,.. ( \ '. / \/ \//__/ _ \_\ \//__/ _ \/ __ \//__/ _ \ .' / ) '. \ '.. \_____/\__/\/ \_/\__/\__/\/ \_/\/ \/\__/\/ \_/ ..' / .' '. \/\ '. .' /\/ .' '. \/\/' '\/\/ .' '.....' T E A R T H R O U G H T H E G A M E! '.....' /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/