Normals
* Palm Strike = 1
> High
* Hammer Fist = 2
> Mid
* Roundhouse = 3
> Mid
* Crusader Kick = b + 1
> Low
* Batarang Swipe = b + 2
> Mid
* Flying Kick = b + 3
> Mid
* Caped Crusade = f + 2
> Mid
* Wheel Kicks = f + 3
> Overhead
* Low Jab = d + 1
> Mid
* Uppercut = d + 2
> Mid
* Low Hammerfist = d + 3
> Low
* Flying Knee = IN AIR, 1
> Overhead
* Straight Kick = IN AIR, 2
> Overhead
* Flip Kick = IN AIR, 3
> Overhead
Specials
* Straight Grapple = d, f + 1
> High
> Travels Fullscreen
> MB Ok
> MB version - staggers foe, hooks you near foe
> MB version - extends combos
* Sky Grapple = d, b + 1
> High
> Anti-Air
> MB Ok
> MB version - High
> MB version - juggle, extends combos
* Batarang = b, f + 2
> Mid
> Good for zoning
> MB Ok
> MB version - adds explosion, knockdown
* Up Batarang = d, b + 2
> High
> MB Ok
> MB version - Mid
> MB version - adds explosion, juggle
* Slide Kick = b, f + 3
> Low
> MB Ok
* Scatter Bombs = IN AIR, d, b + 2
> Mid
> Air Knockdown
> Ground Pressure Move
* Cape Parry = d, b + 3
> Counters High and Overhead attacks
* Double Jump = u, f or u, b
* Mechanical Bats = 4
> Calls Mech Bats, follow-ups below
> Release the Bats = 4
> Bat Swarm = 3 Bats Active, d + 4
Super Move
* The Dark Knight = SS + MB
> Mid
> Tracks Foe
> Has 1-hit armor
> Very Good Reversal
* Showdown = 1, 1
> Mid
* Injustice = 1, 1, 2
> Mid
* Vengeance = 1, 1, 3
> Overhead
* Tricky Bat = 1, 2, 2
> Mid
* Intimidation = 1, 2
> Mid
* Mind Games = 1, 2, 3
> Low
* Millionaire = b + 1, 1
> Mid
* High Tech = b + 1, 1, 2
> Overhead
* Darkness = b + 1, 1, 3
> Mid
* Tragic = 2, 2
> High
* Caped Crusader = 2, 2, 3
> Mid
* Stay Down = b + 2, 3
> Mid
* Winged Avenger = f + 2, 3
> Mid
Strategies
* b + 2, 3 is the most useful and versatile of all combo strings, plus it's very safe even when blocked.
* Use Cape Parry to counter expected highs from enemies' mix-ups, and opponent's combos that has a long start-up
* j + 2 is your main jumping attack. It is very safe when blocked to continue the pressure and it also has the crossup to open up combos and mix-ups.
* His Character Power can be used to extend combos, add more projectiles for zoning, or even as an anti-air. It is very useful as your cover when you go in for pressure, mix-ups, and Throws. It can be used to stop zoning charcters as well since you can release the bats as a projectile counter, then connect it with Straight Grapple once you hit confirmed, then extend the combo. You can also use the bats to cover your Slide Kick and Cape Parry if you get whiffed or blocked.
* Follow-up your double-jump with 2 for a cross-up divekick, or with 3 for a hard knockdown to start the pressure game.
Videos
Basic Stay Down Combo:
Basic Stay Down Juggle Combo:
Basic Stay Down Juggle Combo with Release Bats:
Cross-Up Juggle Combo with Release Bats: